Clow System Characters by Seravy (http://seravy.x10.mx/Wordpress)
FAQ

Characters
Life Attack % Defense Additional Strengths and weaknesses Sakura Kinomoto 1000 100 0 Fast, but normal attack damage is weak Shaoran Lee 1000 100 0 Slow, but his sword attacks do high damage Yue 900 100 10 Has some uninterruptable moves and is generally good at defensive abilities. Eriol Hiiragizawa 875 108 -5 Very slow, cannot guard in air, gains power faster when charging, and his attacks are generally quite powerful. The Void 1200 105 -8 Average speed, but great damage output. Commands for all characters
Command Attack Name a Light attack B+b Medium attack b Strong attack c Power Charge Start Card selection z Use card c+F or B Dodge FF or F+z Run Forward BB or B+z Jump back Character special attacks
Character NewCommand Attack Name Type Cost Condition Effect Sakura Kinomoto y Whirlwind A,NP 200 Any A medium range projectile limited to only one at a time. You can chain other danmaku attacks after it. D,F,y Shower A,NP 200 Any Rain falls down from a cloud above. The cloud can be destroyed by hits from projectile attacks and moves on a path straight forward. x Fireball A,NP 200 Any Shot a single, strong fireball in forward direction. D,F,a Acceleration S,SP *** Standing Spin around quickly like a mini-tornado. Attack lasts until power runs out or down button is pressed. Grazes through NORMAL projectiles only. D,B,y Geyser C,NP 200 Any Water comes out from the ground halfway between you and your opponent. D,F,x Slicer Jump A,SA - Standing Jump forward and cut the opponent with The Sword. This attack is unguardable, but the startup time is long. D,B,x Flameburst A,SP 200 Any Use your staff like a flamethrower. Shaoran Lee x Ice Shard A,NP 200 Any A basic Ice attack with a short range. y Lightning Bolt S,SP 200 Standing Very short range.Does some damage when guarded, makes opponent fall if not. D,F,y Thunderbolt A,SP 200 Any A fast close range attack that does guarded damage and causes a fall. D,F,x Groundfreeze C,SP 400 Not in Air A cold attack travelling on the ground slowly. Can freeze the opponent. D,B,y Chain Lightning A,NP 200 Any Does guarded damage in air. Yue x Ice Shard A,NP 200 Any A basic Ice attack with longer range than Shaoran's. y Lunar Arrow A,NP 200 Any The arrow is unguardable in air and does more damage than the shockwave around it. D+x Frost Replusor S,SA 200 Standing Cannot be guarded while crouching. Works as a counterattack against NA and NT moves, but does low damage. D,B,x Ice Bolt A,NP 200 Any 10% chance to freeze opponent per bolt, but only if it hits. D,F, hold x Ice Shower A,NP 4*50 Any Shoot projectiles while holding x, up to 4*5. D,D,a Wind of Repulse - 400 Any Summons a wind that pushes the enemy away. Lasts 10 seconds. D,F,y Moonbolt Shower A,NP All Any Attack continues until power lasts. Uninterruptable. D,D,y Moonbolt Impulse A,SP 400 Any Unguardable while crouching. Uninterruptable. D,B,y Frost Barrier - *** Standing Erect a strong barrier of Ice around you. Reduces damage taken from attacks by 95%, lasts until your bar runs out, or you release y. Eriol x Earth Drive C,NP 200 Any Forms earth spikes in front of you at medium distance. Unguardable while standing and canning hit in air. y Comet A,NP 200 Any Drops a meteor on the opponent. D,F,b Magic Strike S,HA 200 Standing Uses a stronger version of the normal attack of "x" button. D+x Power Conversion --- All Any Converts All Bar Power into Clow Card Power. D,F,y Asteroid Zone A,NP 400 Any Drops five meteors at random position. D+y Hot Laser C,SP 200 Standing Keep attacking while you hold down. Hits near the ground only, and ignores damage dampening. D,F,x Thunderstaff A,SP 200 Standing Raises staff and discharge electricity into the Air. Useful against jumping attackers. D,B,y Darkness Pillar C,SP 400 Any Forms a pillar of darkness below the opponent. Slow to activate, but drains power on a hit and it is unguardable. D,B,x Light Bolt A,NP 200 Any A fast, but somewhat weak projectile attack. F,B,x Floating Light A,NP 200 Any Similar to Light Bolt, but moves slower. The Void x Stargun A,NP 50 Any Can be shot repeatedly by holding "a". y Starfall A,NP 200 Any - D,F,y Rainbow Laser A,SP 200 Any - D+b Explosion S,ST 200 Standing Full invincibility except for the startup of the animation. D+x NegativeExistence --- Absorb damage for a short time. Costs 2000 power and all of the bar. The effect is cancelled if your life is at maximum. D,F,x Void Blaster A,NP 400 Standing -
Graze forward : YES Graze Back : Jump Graze up(super jump) : Yes Air graze : Yes Air graze limit : 3
Clow Cards
One of the four elemental cards, represets the element of fire.



Cost
2000
Type
A,HT
Interrupt
Impossible
A huge fire attack covers the entire screen. It will use up all remaining bar to do additional damage. If your bar is empty, the attack fails.


Cost
2000
Type
A,SP and C,SP
Interrupt
Possible
A pillar of hot magma erupst from the earth in front of you, that shots out balls of lava.
One of the four elemental cards, represents the element of wind.


Cost
2000
Type
A,HT
Interrupt
Possible
Summons a giant tornado, that stays in the playing field for some time and does low, but defense piercing damage.



Cost
1000
Type
A,SP
Interrupt
Impossible
A short, massive gust of wind.
One of the four elemental cards, represents the element of water.
Cost
1000
Type
A,SP
Interrupt
Possible
Rapid shots of small, but high pressure waterballs.




Cost
2000
Type
S,HT
Interrupt
Impossible
Fills the entire area with water, suffocating the opponent. Does damage even when guarded.
The last elemental card, represents the element of earth.

Cost
2000
Type
C,HT
Interrupt
Impossible
Shakes the earth, to make the opponent fall and take damage.

Cost
2000
Type
C,HA
Interrupt
Impossible
Forms damaging spikes from the ground that can only be guarded in the air.



Cost
3000
Type
C,HT
Interrupt
Impossible
Causes a large scale, highly destructive earthquake. This attack can only be guarded in air.
One of the pair of Clow Cards holding the most power. It controls light, self-confidence and positive emotions.

Cost
2000
Type
A,HP
Interrupt
Impossible
A large beam of light engulfs the opponent and causes damage. This attack does increased guarded damage against opponents in air.


Cost
3000
Type
A,HT
Interrupt
Impossible
The kindness of The Light shines on the battlefield, and recovers all injuries from everyone.


Cost
5000
Type
A,HT
Interrupt
Invincible
Unleash the full power of The Light, doing unguardable full screen damage while also healing you.
One of the pair of Clow Cards holding the most power. It controls darkness, fear and negative emotions.

Cost
2000
Type
A,HP
Interrupt
Impossible
A large beam of shadow engulfs the opponent to drain their life and heal you. This attack is unguardable in air.


Cost
2000
Type
A,HP
Interrupt
Invincible
Covers the entire screen in darkness and drains your opponent's power.

Cost
3000
Type
A,HT
Interrupt
Impossible
Covers the entire screen in darkness that causes fear and uncertanity. Drains away power from all players periodically. It can also interrupt moves when draining power. This darkness lasts forever, unless someone uses The Light, which dispells it.

Cost
3000
Type
-
Interrupt
Impossible
Covers the entire screen in darkness that makes everyone fall asleep without magic power. It takes 7 seconds for the spell to take effect after activation. Any opponent below 2000 power (or half of his max powerbar if that is less) falls asleep instantly after that, and stays sleeping until his power rises above that value (sleeping refills powerbar). This darkness lasts forever, unless someone uses The Light, which dispells it.
The forbidden sealed Clow Card. It holds power equal to all others together. It's powerful enough to act alone and command other cards according to her will.

Cost
5000
Type
Healing
Interrupt
Invincible
A protective spell that blocks all hits, and refills your life.

Cost
9000
Type
A,HT
Interrupt
Invincible
Unleash the full power of the card in concentrated rays of power. Does considerable amount of damage even if guarded, and is an absolute victory if it hits.


Cost
9000
Type
A,HT
Interrupt
Impossible
Calls forth the dark side of the card, that annihilates everything with unguardble black holes.
An attack card that specializes in attacks with bows and arrows.





Cost
1500
Type
A,NP and A
Interrupt
Impossible
Rapidly shots many arrows at the opponent from every direction. Arrows can miss, or cause small to very critical injuries, so this attack relies on luck.
A card that controls any form of waves.



Cost
2000
Type
S,ST
Interrupt
Impossible
Causes waves of water to flow into the area. The water, once started, will stay moving without any concentration, so the user can do other attacks during this. If you use it with higher magic power, more bubbles will appear.


Cost
2000
Type
S,ST
Interrupt
Impossible
Causes larger waves of water to flow into the area. The massive amount of water causes good damage, but this way, you can't do anything else while using it.
A card that can control the speaking ability of humans.





Cost
2000
Duration
15 sec
Interrupt
Impossible
Strengthen your voice. While the effect lasts, you won't get tired of using magic, so your danmaku bar is refilled constantly. However, the power you gain when using attacks this way is reduced to 1/10th of normal.
A card that can duplicate anything, human, object or even magic spell. It isn't powerful enough to duplicate a Clow Card, though.





Cost
2000
Duration
15 sec
Interrupt
Impossible
The Twin card mimics your every move, so whatever you do will be performed twice for double effectiveness. The Twin being a Clow Card, is unable to charge power or use other Clow Cards, though, so those moves cannot be copied. Also, it destroys itself when using Power Conversion, as it'll convert itself to power as it is a magical being.
This card is in control of time. It is a card under the control of the Moon, so it is ineffective against Yue.


Cost
2000
Duration
20 sec
Interrupt
Impossible
Speed up your own time, so you can move and attack two times faster than normal. Has no effect while you move, charge power or use certain spells.

Cost
3000
Duration
18 sec
Interrupt
Impossible
Speed up your own time, so you can move and attack three times faster than normal. Has no effect while you move, charge power or use certain spells.


Cost
1000
Duration
4 sec
Interrupt
Impossible
Stops the flow of time for everything, except you. In frozen time it is impossible to hit opponents because interaction between objects can only happen in the normal flow of time. Hitting your opponent cancels the effect of this spell.
A card in control of lightning and electricity.

Cost
500
Type
A,HT
Interrupt
Impossible
Summons The Thunder for a quick discharge of electricity. It can be used at any time, even while being hit or using another card. The damage is minimal, but it is useful for making the opponent fall back.

Cost
2000
Type
A,HT
Interrupt
Possible
An electric storm of many lightning bolts. This spell is interrupted if you are hit, but is unguardable. Controlling the bolts is impossible, so the amount of hits and damage are random.



Cost
Variable
Type
A,HP
Interrupt
Impossible
A continuous electric attack that stops when the power runs out or the z button is pressed again. It will fail if you use it with any less than 1000 power.
A card that allows travelling between places and dimensions.





Cost
2500
Duration
Permanent
Interrupt
Impossible
Gain the ability to teleport. The Teleportation command replaces normal dodging.
A card in control of swordfight abilities, and cutting through barriers.



Cost
1000
Type
A,HP
Interrupt
Impossible
Cuts through space itself, causing an unblockable attack. Holding the Down button will make the cut appear lower.


Cost
3000
Type
A,HP
Interrupt
Impossible
Create multiple dimension cuts at once. Unguardable, but the cuts are random, so it might not hit well.
A card that is capable of creating sweets.




Cost
2000
Type
Healing
Interrupt
Impossible
Create some sweets. The nice feeling of their taste replenishes your energy.

Cost
1000
Type
Healing
Interrupt
Impossible
Makes sweets fall from the sky. Anyone eating them recovers some life.
A card that is able to create storms



Cost
4000
Type
A,HT
Interrupt
Invincible
Create a huge whirlwind that sucks the opponent into the air, and also causes electric discharges nearby. You can move around with back and forward. The spell does minimal guarded damage but if the opponent is in the corner, the guarded damage is significant.


Cost
6000
Type
All types
Interrupt
Impossible
Causes very severe weather to hit the opponent, including hail, thunder, and a huge tornado.
A card in control of sounds, music and singing. Mainly used for entertainment. Its effect can be cancelled by The Silent card.


Cost
2000
Duration
30 sec
Interrupt
Impossible
A weak, but continuous healing effect that lasts for quite a long duration.



Cost
4000
Duration
97 sec
Interrupt
Impossible
Use the magical powers of music to enhance your fighting ability. Just like a bard in an RPG! Randomly invokes various powerup effects from the following cards/spells : Voice,Through,Power,Jump,Invisibility,Fly,Float,Fight,Dash,Shield
A card in control of snow and cold weather. It's possible to cancel it by using The Firey card.


Cost
2000
Duration
Permanent
Interrupt
Impossible
Causes the temperature to drop considerably. Anyone who doesn't move enough will get frozen.



Cost
2000
Duration
Permanent
Interrupt
Impossible
Causes heavy snow with freezing cold winds. Anyone staying in the air for more than two seconds gets frozen and falls down.
A card that can make people fall asleep. Great if you want to use magic without being seen.





Cost
3000
Type
A,NA
Duration
20 sec
Interrupt
Possible
Summons the card that moves around and makes everything fall asleep that touches it. If the Silent is in effect, sleeping lasts longer.
A card that punishes loud noise by teleporting people away. Also useful to cancel the effect of The Song.





Cost
2000
Duration
Permanent
Interrupt
Impossible
Whenever your opponent moves at a high velocity, at a random chance, he/she is teleported back to the opposing side of the stage.
An attack card that controls standard military ranged attacks like guns, missiles or laser beams.



Cost
1000
Type
A,HT
Interrupt
Impossible
A powerful unguardable attack that takes a long to target, and fails if the opponent is moving too much.


Cost
3000
Type
A,SP
Interrupt
Impossible
Shoot tons of various firearms at the opponent from all directions. The damage is pretty high and unguardable, but can be grazed.
A defensive card that can protect against any form of offense.



Cost
2000
Type
-
Interrupt
Impossible
Use The Shield to protect you from attacks. The shield makes it harder for you to attack efficiently, reducing your physical attack damage by 40%.


Cost
2000
Duration
Permanent
Interrupt
Impossible
Softens all incoming attacks to do less damage to you. Adds an incoming damage multiplier of 0.8, reducing all damage by 20%.
A card that can manipulate the shadows of objects and humans. If the Dark is in effect, it will also form a barrier that prevents the Dark from affecting you. The barrier damages opponents touching it, and disappears.



Cost
2000
Duration
12 sec
Interrupt
Impossible
Your shadow comes to life and starts attacking independent of you.


Cost
2000
Type
C,SA
Interrupt
Possible
Hands of shadows come out from the ground and stop the opponent's movements. The damage is low, but the opponent is unable to move for 1.6 seconds, and this attack is unguardable, and also does 1000 damage to power.
A card that controls sand.


Cost
1000
Duration
15 sec
Interrupt
Impossible
Strengthens your body by infusing it with sand. You body will be as hard and heavy as a rock. You cannot be knocked back or thrown. You cannot guard. Maintaining this spell is hard on your body, so you do 40% less damage in physical combat. Additionally, damage dampeners of the opponent will not work, so you will take more damage than normal.



Cost
2000
Type
-
Interrupt
Impossible
Fills the ground with quicksand. Anyone staying in one place too long will sink into the sand and start to take damage. Spamming buttons can let you escape from it.
Allows someone to travel back to the past to recall forgotten memories.





Cost
1500
Type
A,HT
Interrupt
Only at beginning
Forces your opponent to recall a past time, when he had less life than he has now. Automatically set opponent life to the same value as when he had the lowest during the current fight.
Controls weather's rain related aspects like rain or rainbows.



Cost
2000
Duration
30 sec
Interrupt
Impossible
Summons a raincloud. Rain drops cause low damage, but are hard to dodge because there are many of them.


Cost
2000
Duration
Permanent
Interrupt
Impossible
Summons a small raincloud above the opponent's head. Once every 10 seconds, heavy rain falls on the opponent, and does fair amount of damage if unguarded.
A card that controls physical strength.


Cost
1000
Type
S,HA
Interrupt
Possible
Focuses power into a single normal attack to do high damage.



Cost
2000
Duration
15 sec
Interrupt
Impossible
Increases the attack power of physical attacks (a,b buttons)
A card for moving objects to small distances.



Cost
1000
Type
A,HT
Interrupt
Possible
Move the opponent up into the air and let him fall.


Cost
2000
Type
A,HT
Interrupt
Impossible
Lift the opponent up to the air violently, then spin him at high speed. This attack cannot be guarded in air.
An attack card designed to make acidic clouds that dissolve anything (especially metal)





Cost
2000
Duration
Permanent
Interrupt
Impossible
Creates a mist of acidic fog that slowly does damage to all players. Lastes until someone uses The Windy card.
A card designed to appear in human form, by taking one's apperance.

Cost
3000
Type
---
Interrupt
Impossible
Summon The Mirror and order her to take your form. It is controlled by a level 3 AI, and can use any attacks except spellcards. When she is defeated, you can't summon her again in the same fight.




Cost
1000
Duration
6 seconds
Interrupt
Impossible
Summon the Mirror and order her to reflect projectiles back to the opponent. Effective against normal and special projectiles but not against hypers.
A card designed to create mazes and labirynths.





Cost
4000
Duration
Permanent
Interrupt
Possible
On a successful A,HT hit, a maze is formed and the opponent is transferred there. There is one second of time to interrupt the attack before it activates. The maze contains fire traps, and fighting is suspended until the opponent manages to escape. To escape successfully, choosing the path with no traps 3 times in a row is required, but the traps are placed at random. If The Loop is in effect, it is impossible to escape, and the opponent will wander in the Maze until the round ends or he loses.
A card that can connect different places of space together.





Cost
2000
Duration
Permanent
Interrupt
Impossible
Connect the two sides of the fighting field together. Only you can pass through this connection.
A card that is able to seal away space and dimensions





Cost
1000
Duration
5 sec
Interrupt
Impossible
Magically seal away the space around yourself, preventing every kind of attacks into it. It only protects you while you stay inside, and you can't use the card until the previous area disappears. While inside, you are sealed away from the world, so you cannot charge power.
A card that makes things smaller.





Cost
2000
Duration
5 sec
Interrupt
Possible
To make the fight easier, turn your opponent 3 times smaller. The opponent is unable to fight back in that condition. The spell is an A,HT type attack that is unguardable in air. While the enemy is under its effect, he takes an additional 33% damage from every attack, and cannot attack, nor defend.
A card for measuring things.





Cost
1000
Duration
3 sec
Interrupt
Impossible
Observes the incoming damage to you and sends it back to the opponent. It will continue to hit the opponent until he took as much damage as you did. You cannot lose the fight until the opponent takes the reflected damage. This card can be used while taking hits or using other cards, and the duration of observing is extended if the opponent keeps doing damage continuously.
A card for jumping.





Cost
2000
Duration
Permanent
Interrupt
Impossible
Allows you to jump higher and faster than normal. The quick speed of jumping lets you dodge all non-hyper attacks.
A card that can create illusions.

Cost
1000
Type
---
Interrupt
Impossible
Create illusions to distract the enemy. The enemy will react as though he were under attack. This means that AIs will try to guard if they are coded to, and human players have guarding instead of walking backwards.

Cost
2000
Type
A,HT
Interrupt
Impossible
Create the illusion of a massive, highly destructive magical attack. If the opponent fails to resist the illusion, he loses half of his remaining life and power. Opponents with more power have a higher chance to resist the spell.



Cost
3000
Type
A,SP
Interrupt
Impossible
Create an illusion of a ghostly attack. Hits do no damage, but reduce power and stun instead. Lasts 60 seconds.
A card used mainly for entertainment, it manipulates colors and light.





Cost
1000
Type
A,HT
Interrupt
Possible
A great flash of light stuns the opponent. Does no damage and greatly increases the damage dampener, but it is unguardable.
An attack card for creating extreme low temperatures, and ice.


Cost
1000
Type
A,HP
Interrupt
Possible
An attack spell using Icicles. It can freeze the opponent.


Cost
3000
Type
A,HP
Interrupt
Impossible
A powerful freezing attack with limited area of effect. Hits at a certain distance in front of you. The center does heavy damage and freezes the opponent. The edges do lower damage.

Cost
2000
Type
A,HT
Interrupt
Impossible
A freezing ability that targets the opponent and is unguardable. It's unfortunately somewhat slow.
A card that allows you to fly.





Cost
2000
Duration
Permanent
Interrupt
Impossible
Activetes the card, enabling you to fly whenever you desire. Also allows an unlimited amount of air dashes without landing. The amount of time you can stay in air is limited, though.
A card for making flowers.



Cost
3000
Duration
Once
Interrupt
Impossible
Envelop yourself in cherry bloossoms to raise your willpower to keep fighting. Next time you would be knocked out, you'll be able to stand up with 300 life remaining.
Cost
1000
Duration
30 seconds
Interrupt
Impossible
Envelop yourself with cherry blossom petals, raising your fighting spirit. For 30 seconds, you'll gain additional power.
A card used to levitate things.





Cost
1000
Duration
25 seconds
Interrupt
Impossible
Makes you float above the ground. This makes you immune to Crouching attacks or anything else coming from below. It also enables air guarding when used by Eriol.
A card used to improve one's fighting abilities.




Cost
1000
Duration
12 seconds
Interrupt
Impossible
Makes you so fast that your movements can no longer be seen by human eye, so you dodge all NA and NT type attacks automatically.

Cost
1000
Duration
12 seconds
Interrupt
Impossible
Improves your fighting capability to the level of expert martial artists, making all your normal attacks unblockable (a,b commands). Attacking makes the spell end faster, unfortunately.
A card used to make things disappear.



Cost
2000
Duration
15 seconds
Interrupt
Impossible
Erases all projectiles created by your opponent as soon as they are shot.


Cost
4000
Duration
A,HT
Interrupt
Only Hypers
Erases everything nearby, causing instant KO to both players. It has a long time for casting, but only hypers can interrupt it, and it provides invincibility against anything else. Great if you like double KO's, or are about to lose anyway.
A card controlling dreams.





Cost
5000
Duration
Varies
Interrupt
Impossible
Makes you fall asleep, and dream about using magic. The trick is that whatever you dream about will actually come true. You have no control over the spells to dream about, and can dream about spells you cannot use yourself.
A card used to run faster.





Cost
1000
Duration
30 sec
Interrupt
Impossible
Walking and dashing is 2x faster. You can immediately start a new dash after finishing another one.
A very special card that can take the form of a book. Whatever you write in it comes true. It cannot manipulate stuff that wasn't created by it however.


Cost
4000
Type
Many
Interrupt
Impossible
Write a large scale meteor shower, that, somehow, only hits your opponent. Unguardabe while standing.



Cost
5000
Duration
A,HT
Interrupt
Possible
Create a meteor of enermous size. This time as well, the meteor somehow only does damage to your opponent, and your surroundings. It can be interrupted during casting, however, even after that, you have to wait for a while before the meteor arrives.
A card in control of clouds of any form and size.





Cost
1000
Duration
25 sec
Interrupt
Impossible
Covers you in clouds, making you more difficult to hit properly. You are immune to all NT and NP (Normal throw or projectile) type attacks. While guarding, you do not take damage from attacks that can penetrate defense.
A card that has the power of exchanging souls between bodies.





Cost
4000
Type
S,NA
Interrupt
Possible
Exchange your power and life with the amount you opponent currently has, if you sucessfully hit your opponent. This move doesn't work when used against non-player opponents. It most likely doesn't work in Simul mode either.
A card that can make bubbles.



Cost
1000
Type
A,NP
Interrupt
Impossible
Create bubbles everywhere for a short period of time. They do little damage, but make the oponent fall.


Cost
2000
Duration
Permanent
Interrupt
Impossible
Make bubbles fall down from the sky. They are unguardable, but they fall very slowly so it is easy to move away.
A card that can make things bigger.





Cost
3000
Duration
9 sec
Interrupt
Impossible
Makes you twice your normal size. You can only use normal standing attacks in this sate, but do more damage, and take much less from hits.

Cost
3000
Type
A,HA
Interrupt
Impossible
Grow as tall as a telephone pole and stomp on the opponent. This is an unguardable attack, but you can only use it in your school uniform.
A card that can create vegetation.


Cost
1000
Type
C,SA
Interrupt
Impossible
Calls forth tree branches that attack the opponent The attack is unguardable while crouching. They can be set on fire by the Firey spell. Rain makes more to grow.



Cost
1000
Type
S,HA
Interrupt
Impossible
A quick spell to do damage and push the opponent away.