FIGHTER FILE 08
Danger sits in slot 8 of 21 on the select screen, rates 2 of 5 for ease of use, and wears 1 costume in 9 colours.
Danger is a technical character who controls the battlefield with her Unique, Calibrate. Use her skills in combination with Calibrate to slip past your opponent's defense. Her grounded dash puts her in the air, allowing multiple paths into aerial attacks.
Fires a beam projectile.
The version fires at an angle. The version fires in two directions.
If the projectile comes into contact with a Calibrate device, the device enters an attack-ready state. The beam will then be fired towards the opponent after a duration of time passes, if an attack hits, or if Calibrate is performed again.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Fires a missile projectile.
This can be used either before the Holobeam attack or immediately after by repeating the input and holding the button.
If it comes into contact with a Calibrate device, the device will explode.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
A multi-hit drill attack.
Deals significant chip damage when blocked.
The version can send the drill flying, either by holding it or performing an additional input.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Version Additional Input
An indirect attack using a projectile or other means.
A multi-hit lunging attack using various weapons.
The version lunges at an angle.
The version can be held to change the trajectory.
On hit, it can pierce through the opponent to switch sides if input with a forward direction.
version Skill Gauge cost: 25
Universal (grounded)
A direct attack performed by the character.
Universal (aerial)
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
Floats up before teleporting to a set position.
If a Calibrate device is present, she will teleport to its position.
When multiple devices are present, you can select which one to teleport to with a directional button (Direction).
By holding the attack button, Danger teleports to the default position as if there is no Calibrate setup present.
The version teleports above the opponent while performing an attack, and if no directional button (Direction) is input before the attack connects, Danger teleports behind the opponent.
version Skill Gauge cost: 25
version
A technique consisting of only movement.
version
A technique consisting of only movement.
version
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Super Skill
Unleashes a massive beam forward.
If a Calibrate setup is present, the devices will also fire a beam at the opponent.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Spreads Danger's wings and leaps up, performing an attack.
The follow-up becomes more powerful after hitting at close range.
After use, Drill Piercer receives a power-up until the end of the round.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Fires a projectile which initiates the setup of three devices.
When other Skills come into contact with these devices, their effects are enhanced or changed.
The devices are placed after either making contact with the opponent or after a set duration.
Pressing during the attack will also place the devices.
Universal
An indirect attack using a projectile or other means.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Fires a beam projectile.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Performs an attack while leaping up.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Performs a multi-hit drill attack.
It deals major chip damage when blocked.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal (first hit)
A direct attack performed by the character.
Universal (after firing)
An indirect attack using a projectile or other means.
A lunging attack from mid-air aimed towards the ground.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After a lunging attack, performs Synchrobeam as a follow-up.
If a Calibrate setup is present, the devices will also fire a beam at the opponent.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent