Sanna Rekan/Movelist

Overview

 * Quick-draw is very, very versatile thanks to its ridiculous start-up speed and recovery (it's called Quick-draw for a reason). From harassing opponent, combo-filling, bait, Quick-draw can fulfill all of those. So if you have nothing else to do, just shoot the opponent.
 * All of White bird's projectiles are scaled according to itself, keep this in mind because this means they all covers a ridiculous maximum range.
 * Unless you're going for Kaleidoscope loops, always set at least one Flare Caller for maximum hilarity.
 * All of White bird's projectile based attacks (which is almost all of them, actually) have a very good field clearing capability, especially its HP attacks. Opponent trying something funny? Move away, then White Glint everything. Don't be shy about saving up BRV for a strong attack, you can always regain them with Flare Caller + Quick Draw > any attack shenanigans.


 * With Quick-draw + Kaleidoscope, you can perform a loop combo in the corner: Shoot once with Quick-draw > *Mode-Switch cancel* the instant Sanna fires the second shot > Kaleidoscope *Mode-Switch cancel* the instant Kaleidoscope's attack flash starts > Quick-draw once just as the opponent hits wall (this attack will have 0 effect, but it's required to auto-adjust the timing for the second shot to hit juuust as the opponent's i-frames during Knockdown>Recovery wears off) > *Mode-Switch cancel* the instant Sanna fires the second shot > Kaleidoscope *Mode-Switch cancel*...until the opponent dies. The problem with this loop is that after the first Kaleidoscope, Sanna's BRV counter will be reset (as all HP attacks does) and she cannot follow up with any action/combo other than Quick-draw to maintain the loop, so the rest of the Kaleidoscopes fired will deal less damage/slightly higher than her base BRV (*Kaleidoscope is very range dependent so use this loop as close as you can). You can increase BRV in the entire sequence with pre-set Flare Caller(s), but this will also cause the opponent's position to move and change Kaleidoscope's damage output.
 * Between Nelo and Ruger, has the fastest way (she doesn't even need Ex) but very unreliable way to deal over 9,999 HP damage in a single blow (like Nelo, max. 29,997 HP damage). Miss, and you deal substantially less total HP damage than your [current] BRV. You can increase the likelihood of dealing max damage by forcing the opponent on a set location with Flare Callers.

Brave Attacks
Normal= Mech=

HP Attacks
Normal= Mech=

EX Mode
Sanna's Ex Mode is Nth Ranker, where she becomes translucent while the mech gains a glowing aura. Apart from the standard Regen for both forms, the additional buffs she receives depends on what for is she on; in her normal form, she gains the ability Savage Slyph, which enhances her overall speed and increases her damage output. In mech form, she gains the ability Overboost, which increases White bird's attack range and damage output and makes it completely invulnerable for the first 2 seconds whenever it's summoned. There is also a random chance that attacks bypass Sanna without damaging or flinching her in EX Mode.

Sanna's Ex Mode activation has a unique property, Stellar Flare, triggered by holding down Ex Mode activation input. On doing so Sanna's Ex meter will rapidly deplete. On release, Sanna creates a white flash that fills the entire stage. Deals no damage but depletes the opponent's Ex gauge equivalent to how much Sanna burns her meter on hold. Sanna will still enter Ex Mode if she still has Ex meter left after Stellar Flare. Available for both forms and [normal] Sanna can move freely while holding down the input.

Her Ex Burst is Event Horizon. In her Ex Burst Sanna repeatedly strikes the opponent with rays of light. The player has to input a series of buttons with precise timing to maximize the damage. A perfected Ex Burst result in a complete white-out on the screen, purging the opponent out of existence. Her failed Ex Burst ends with Sanna firing a powered up version of White Glint instead.