Another write-up, this time for Amane:
http://jbbs.livedoor.jp/bbs/read.cgi...1344171182/120
5A a punch that hits a bit higher than the others
6A an anti-air move
2A a run-of-the-mill sitting punch
5B a long-reach move that is good for hitting midair opponents. Builds some nice meter.
6B an overhead. If the enemy guards it, Amane may fly over them by accident.
2B a low-hitting attack with good reach.
The C moves are similar to Axls chain attacks. The angle changes depending on the directional button pressed, similar to Hazamas Drive.
Cant remember any other jumping attacks other than that jC is similar to Hazamas Drive.
Drive: Spiral
There are 3 levels of the Drill gauge. It increases when you use D moves and decreases over time. The gauge improves the damage of the drill and makes it last longer. At level 3, the drill deals many hits and lasts for about 300 frames (5 seconds).
If you charge the Drill for too long, you cant use it for a while. His 2D and jD are good anti-airs, but you shouldnt spam them if you want to use the drill.
5D attacks forward with a cloth drill on an arm.
2D thrusts with the drill upward. Probably an anti-air.
6D a long-lasting attack is performed at a small distance.
jD a cloth drill on a leg strikes downwards. It seems like you can change the angle of this attack, too.
236D - Ninpusen "Hariken"
By itself, this move simply charges the Drill gauge. If you press A, B or C, Amane summons a drill. The A version summons it right before Amane, the B version summons it a bit farther, and the C version summons it even farther. Pressing D cancels the stance.
623C - Juukendageki "Gekiren"
Summons a cloth punch from underground. The exact distance is not specified.
236C - Chuujuurengeki "Raibu"
A charging attack.
214A/B / 236A/B - Chuujinkaihi "Zettou"
A teleport move. Since it can leave Amane hanging in midair, its easy to misuse it.
632146C - Kyouryuutokkou "Seijuurensoukyaku"
A charging DD. Lacks invul frames.
632146D - Kaizokusenkou "Goukairasenrenpa"
This is the trailer DD: Amane summons many drills that follow the enemy. The strength depends on the Drill gauge. Doesnt have any invul frames, either.
EDIT: Another batch of Amane info:
http://jbbs.livedoor.jp/bbs/read.cgi...1344171182/131
Drill gauge builds up even if you whiff D moves. Probably even with the D super, though they're not sure about that.
6A is the only jump cancel he has.
j2B - Amane loses momentum and falls down with a three-hit drill strike.
j4C - Amane strikes with the scarf diagonally downwards. Not sure whether it can be JC'd.
5C, 2C - two hits with the scarf at a five-character length. Pulls the target in for about one character and staggers for a bit. It doesn't last long enough to run up to them and follow with a combo; maybe with the C super?
6D - The drill is dropped from above about three characters away. NOT an overhead.
236A/B jumps in front of the opponent, while 214A/B jumps behind them. Obviously used for cross-ups, though you can only follow it up with aerial moves. Doing j2B is the most popular option.
Since 5A-5B-5C doesn't chain together, the usual combo for him as of now is 5A-5B-2B-3C/5A-5B/2B-236C. (5A-5B-2B-236C pushes them too far away, so 236C doesn't connect.)
Level 1 Drill into 5A-5B-C super deals about 1500 damage, while Level 3 Drill into the same combo deals about 2500 damage.
And while we're at it, let's translate some Azu-nyan info, since he's the only one without any:
http://jbbs.livedoor.jp/bbs/read.cgi.../1344171130/58
5D applies the red upper mark, which corresponds with the Valiant Charger move.
If you hit it with Valiant Charger, they are carried far away with the wall-bound state.
2D applied the yellow lower mark, which corresponds with the Hornet Chaser move.
If you hit it with Hornet Chaser, the opponent is blown away, open for a combo. Similar to P4U's All-Out Attack.
236D and 214D seem to apply the marks even through guard.
The rest is a bit too disjointed, so I'll leave it until a bigger post appears.