FIGHTER FILE 16
Loki sits in slot 16 of 21 on the select screen, rates 3 of 5 for ease of use, and wears 1 costume in 9 colours.
Loki is a technical character who wields magic to confuse the opponent. Perform lunging attacks and projectiles as normal, or as feints or even counters to prevent the opponent from attacking. Use Norn Stone to limit the opponent's movement. Make the most of his varied kit to toy with the opponent!
Leaps up while unleashing a projectile forward.
The version freezes the opponent, making it easy to continue attacking.
By holding the button, the version can branch into Illusion, and the version can branch into Misdirection.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Unleashes a projectile into the air.
On hit, rains down additional projectiles towards the ground. The version triggers the additional attack even on whiff.
By holding the button, the version can branch into Illusion, and the version can branch into Misdirection.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Lunges forward and slashes.
The version passes through to the other side of the opponent to attack. If the opponent is too far, the movement ends without performing the attack.
By holding the button, the version can branch into Illusion, and the version can branch into Misdirection.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
Lunges from mid-air towards the ground, performing a slash follow-up on contact.
You can use this to throw off the opponent's anti-air timing due to the delay before the attack.
By holding the button, the version can branch into Illusion, and the version can branch into Misdirection.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Universal (second hit)
A direct attack performed by the character.
Version (Final Hit)
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
Version (Final Hit)
An indirect attack using a projectile or other means.
Attacks the surrounding area, then teleports forward a short distance mid-air.
The version teleports a short distance backward instead.
The version moves forward rapidly.
It can be followed up by other Skills during the movement.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Super Skill
Summons a series of ice pillars from the ground to attack.
The aerial version begins at a distance, with the pillars then approaching closer. However, it only has brief invincibility.
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
Raises his scepter, firing a laser.
If the attack hits at close range, the follow-up attack is especially powerful.
After the attack hits, Loki's sword transforms until the end of the round. This increases the damage dealt by attacks using the sword.
Skill Gauge cost: 100
Universal
An indirect attack using a projectile or other means.
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.
A projectile that progresses slowly, activating an attack when near the opponent's leader character.
The projectile is destroyed when attacked.
Universal
An indirect attack using a projectile or other means.
A projectile placed on the ground that activates an attack when the opponent's leader character approaches it.
A input places it at a farther distance.
The projectile is destroyed when attacked.
Universal
An indirect attack using a projectile or other means.
A projectile placed mid-air that activates an attack when the opponent's leader character approaches it.
A input places it at a farther distance.
The projectile is destroyed when attacked.
Universal
An indirect attack using a projectile or other means.
A feint move, showing an illusory attack.
This can be activated by holding the button when using the versions of Jotun Mist, Serpent Spike, and Fenris Fang.
The real Loki will appear in different locations depending on the move.
Universal
A move that does not hit as an attack.
A counter-attack, using a copy of Loki as a shield.
This can be activated by holding the button when using the versions of Jotun Mist, Serpent Spike, and Fenris Fang.
The counter-attack cannot be performed after the real Loki reappears.
Universal
Automatically performs a counter-attack in response to all attacks except for throws from midway through the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Generates an icicle burst at a distance as an attack.
Universal
An indirect attack using a projectile or other means.
Generates an icicle burst at a distance below as an attack.
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.
Leaps up while unleashing a projectile forward.
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.
Unleashes a projectile into the air.
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.
Gains invincibility to aerial attacks from midway through the action.
Creates an illusion that fires a projectile while the real Loki performs a lunging attack.
The lunge will still trigger even if Loki is attacked, from midway through the action until just before the projectile is fired.
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)
An indirect attack using a projectile or other means.
Automatically performs a counter-attack in response to attacks from midway through the action.
Universal (second hit)
A direct attack performed by the character.
Lunges from mid-air 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 slamming the opponent to the ground, performs Laufey's Wrath as a follow-up.
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