マイン
MAIN
PERSONAL Magic agency affiliation.Overwhelming ability was observed, it has held a high position.But good-natured personality usually, belligerent and enter the battle.Important Serena is missing, into a tower that went into in the tower.
PROFILE
height183cmweight84kg
age28birthdayMarch 1
likeserena
Hatececil
COMMAND
ARot flame(Keep press)
JA/BAIR Rot flame
BDrive
CFlame blade (+Air)(Keep press)
AHONAKA
BPlumage hihana
CBurning flame
DCremation bonfire
DRut fire (+Air)
IMAGE (Normal)
A
Easy to use in the combo.
Aerial from AShort B.
--
Short B
Strong determination to above. Used to pick up the aerial.
--
Long B
Easy to use as checks and balances.
--
C
Air hit during the slide down induce
--
D
Used as a checks and balances in the long decision next.
Hit during the Drive (B) is convenient.
When the guard is Rot flame (A).
Continue remaining damage judgment
It can be avoided at a low attitude
A
anti-air
When the hit will be advantageous to down at B.
--
B
Drawn on the ground hit.
Confirm down in the air hit.
When so that it is BHONAKA(A)at the ground closely so it can stretch damage.
It is greatly advantageous to move from the from the air hit Rot flame(Keep press)(A).
--
C
Anti-aircraft technique to be out in the look-ahead to the other party, which has jumped
The determination is to cover all forward widely. In the corner it can be used in the combo.
Because it is not an anti air, it can not be avoided in the air technique.
Easy narrowing sting because damage judgment continues to remain in the front. Guard to counterattack finalized.
C
Anti-aircraft technique to be out in the look-ahead to the other party, which has jumped
Long hit at the time of the return next to the judgment than C is large.
Because it is not an anti air, it can not be avoided in the air technique.
Easy narrowing sting because damage judgment continues to remain in the front. There is no counterattack be guard, but can be avoided by crouching and surface-to-air skills. It does not hit as long as the other party is not flying.
A
It is the smallest gap
Jump around
B
Next to long, chance is also small convenient to checks and balances.
Jump around
C
Overhead
It can attack while avoiding the feet.
Punishable / Vulnerable to anti-air
D
knockdown
When the hit is advantageously move from the Rot flame(Keep press)(A).
Jump around
JA
Strongly in the downward direction, gap is also small.
--
JB
Overhead. Easy to use in the combo.
--
JC
Overhead. When hit, it can be canceled in the air dash. The determination is strong, it puts out to place while jumping rear also to dive.
--
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
IMAGE (special)
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
JD
Next to long, because it does not stretch even damage judgment strong.Possible pursuit by a wall bound trigger at the counter on the wall end.
Low profile, can be avoided by crouching. Landing rigidity exists.
COMBO
Basic combo.
ABCDDrive(B)


Situation advantageous to become cooperation.
ABDRot flame(Keep press)(A)


Evolved cooperation
ABBHONAKA(A)DashBHONAKA(A)
CBRot flame(Keep press)(A)


Evolved cooperation
ABAAir dashJBJC
CBDrive(B
ABJump cancelJAJBJump cancelAir throw


Throw
ThrowBRot flame(Keep press)(A)


corner Throw
ThrowCCDash
CCCCBRot flame(Keep press)(A)


1 gauge combo
(FS = Fatal shift)
ABCDDrive FS(B)AB
Jump cancelJAJB
Jump cancelJAJBFlame blade(C)


corner 1 gauge combo
ABCDDrive FS(B)
ACCDashCCBRot flame(Keep press)(A)


mind game
Main is a clear one by one deal of skill, is simple even mutual reading of each other.
Strong determination of B, can be deployed in the attack from the hit during the deathblow cancellation.

Corruptible Rinsun (reservoir) (A) is significantly favorable time at the time of the hit is obtained, handy to Oki from down. Put out a strong C and D of judgment on in the air guard denial skills Once you jump also reluctant opponent will aim the guard impossible. If diving or if the other party of the moment is fast and anti-aircraft attack in A that can avoid the aerial skills of the opponent.
C is because it is the overhead (guard not crouching), it acts as a break of the guard。
it is fight back and are standing guard.
CABJump cancelJBJAJB
Jump cancelJAJBFlame blade(C)


Plumage hihana(C) is because the guard can not, acts as a break of the guard.
However, it is possible to avoid a jump.


Once you jump reluctant to missile you caught in C.
C is the air guard are not allowed.
CDashJBJump cancelJAJBFlame blade(C)


Once you jump reluctant to missile you caught in C.
D is the air guard are not allowed.
DDashJBJAJB
Jump cancelJBFlame blade(C)