Toaru Majutsu no Index (PSP game)/List of Movesets

This is a list of moves in the PSP game of Toaru Majutsu no Index.

List of Single-Character Moves
All Overdrives and simply require the player to press the 〇 on their consoles when the power bar has been filled (indicated by the glowing orb in the bar).

All Attacker characters can block attacks using the ☓ button, while they can dodge by pressing the ☓ button in combination with any directional command from the directional pad or the analog nub.

All Attacker characters can summon their partners using either with the Left or Right shoulder button; the summoned partner has one move corresponding to which shoulder button has been pressed.

Fast Strikes are pre-entered commands that can be selected before the battle begins. In addition to a standard block, the player can choose a Light Attack or Heavy Attack, which will each automatically use a specific move from the character's moveset.

Unison Raids are accessed by pushing both shoulder buttons while the opponent is airborne from an attack. All attacks that knock enemies into the air can set up for this. Actions listed as "Crash" can also act as a setup provided the opponent collides with a wall. Raids are determined by the partner and are only available when they are. Moreover, the character pair must have a dependability rating of 3 or higher to use this move and the player must have built up enough tension for an Overdrive as well (tension is not consumed by a Unison Raid).

Finally, all Attacker characters can use a taunt by pressing the Select button. It seems landing a hit after a successful taunt has some benefit.

Kamjiou Touma


Special Power: Imagine Breaker - Touma's right hand completely negates an opponent's 'supernatural power' on contact. Effective when using △-type actions, Overdrive, or when blocking. If successfully negated, only Kamijou can move giving a period of advantage.
 * (□) - Left Jab: Throws a compact punch with the left fist.
 * (□ + □) - Left Hook: A followup attack to the Left Jab.
 * (Forward + □) - Front Kick: Throws a heavy kick straight forward.
 * (Left or right + □) - Side Kick: Launches a kick while moving horizontally.
 * (Back + □) - Water Surface Kick: Kick to sweep at opponent's feet (Unblockable).
 * (△) - Right Punch 1: Throws a punch with the right fist (Imagine Breaker).
 * (△ + △) - Right Punch 2: A followup attack to Right Punch 1 (Imagine Breaker).
 * (Forward + △) - Right Straight: Throws a right straight punch while taking a huge stride forward (Imagine Breaker).
 * (Back + △) - Right Upper: A low punch thrown upwards at the opponent's chin (Imagine Breaker) (Knocks opponent into the air).
 * Fast Strikes
 * (□) - Left Jab: Throws a compact punch with the left fist.
 * (△) - Right Straight: Throws a right straight punch while taking a huge stride forward (Imagine Breaker).
 * Overdrive - I'll Shatter Those Illusions!:Takes a long stride forward with fist raised and delivers a full powered punch. Hold down the 〇 button to add a defensive motion, in which Touma holds up his right hand to block with Imagine Breaker before attacking.
 * Assist Moves
 * (Left Shoulder Button) - Defense: Touma appears and shields head on attacks with his right hand. (Imagine Breaker)
 * (Right Shoulder Button) - Right Straight: Throws a right straight punch while taking a huge stride forward (Imagine Breaker).
 * Unison Raid - I'll Shatter Those Illusions!: Touma quickly comes rushing in and throws a full powered uppercut.

Misaka Mikoto
Special Power: Electromagnetic Force - Discharge and Summon Lightning have the effect of stirring up iron sands. If iron sand actions are performed in this condition, the technique can be used faster than normal.
 * (□) - Biribiri Combo 1: Mikoto attacks by enveloping her arm in electricity.
 * (□ + □) - Biribiri Combo 2: Mikoto attacks energetically by enveloping her arm in electricity.
 * (□ + □ + □) - Biribiri Hold: Mikoto jumps at the enemy to grab him, and electrocutes them.
 * (Hold □) - Chaser!: Mikoto does a spinning kick. (Crash)
 * (Forward + □) - Iron Sand Blade: While approaching, Mikoto attacks with a blade made of Iron Sand.
 * (Left or right + □) - Iron Sand Whip: Mikoto bends down for a bit and creates a whip out of iron sand to attack with.
 * (Back + □) - Iron Sand Tornado: Mikoto forms a tornado of iron sand to blow opponents away. This also serves as a shield, which can defend against certain attacks. The tornado remains for a short time. (Knocks opponents into the air)
 * (△) - Lightning Arrow: Mikoto fires a lightning straight forward. While it can be fired quickly, it has a short range.
 * (Hold △) - Lightning Spear: Mikoto fires a high-speed long-ranged lightning attack. (Causes numbness)
 * (Forward + △) - Discharge: Mikoto attacks by discharging electricity from her forehead. (Causes numbness) Simultaneously, she stirs up and collects of iron sand around herself.
 * (Back + △) - Summon Lightning: Mikoto attacks by scattering lightning strikes around her. (Causes numbness) Simultaneously, she stirs up and collects of iron sand around herself.
 * Fast Strikes
 * (□) - Biribiri Combo 1: Mikoto attacks by enveloping her arm in electricity.
 * (△) - Lightning Spear: Mikoto fires a high-speed long-ranged lightning attack. (Causes numbness)
 * Overdrive: Railgun - Mikoto fires a coin a high speeds using magnetic fields, her specialty skill. Possessing extreme range, this super fast projectile instantly reaches the targeted opponent, and deals high damage. By holding down the 〇 button she can delay the firing timing.
 * Assist Moves
 * (Left Shoulder Button) - Summon Lightning: Mikoto attacks by scattering lightning strikes around her. (Causes numbness)
 * (Right Shoulder Button) - Lightning Spear: Mikoto fires a high-speed long-ranged lightning attack. (Causes numbness)
 * Unison Raid: Anti Air Railgun - Mikoto fires an anti air Railgun.

Stiyl Magnus
Special Power: Rune Cards - These are necessary for Stiyl to use magic. Increasing the numbers of cards in place strengthens his ability, and at the same time his tactics expand as more abilities become available. The cards are fragile however, and will disappear if they are attacked or stepped on.
 * (□) - Origin of Flame: Stiyl sets 1 rune card.  Stiyl will release a close range flame attack together with his arm's movement.
 * (Forward + □) - Scatter: Stiyl scatters rune cards all together. The number of cards increases the longer □ is held. (Maximum is 4)
 * (Back + □) - Step Throw: Stiyl throws a rune card forward to set it as he jumps backwards.
 * (△) - Flame Sword:  Stiyl produces a sword of flame, which he performs a sweeping attack with.  At the end of the attack the tip of the flame sword explodes, increasing the scope of the attack. (Unblockable)
 * (△ + △) - Flame Sword Combo:  Stiyl attacks with a second swing of the flame sword.  At the end of the attack the tip of the flame sword explodes, increasing the scope of the attack. (Unblockable)
 * (△ + Hold △) - Vampire Slaying Crimson Cross:  Stiyl produces a pair of flame swords and hurls them consecutively at the enemy.  An explosion is generated by the 2 flame swords, increasing the scope of the attack. (Unblockable & Crash).
 * (Forward + △) - Vortex of Flame:  Stiyl generates a whirlpool of flames right in front of himself.  The continuous usage time is extended.  The size becomes enormous.  The continuous usage time is further extended.
 * (Left or Right + △) - Mirage Magic:  Stiyl creates a phantom Stiyl using mirages.
 * (Back + △) - Hint of Flame:  Stiyl turns his cards into traps that burn anyone who approaches. Since the opponent won't be aware the trap has been established, when they approach they will be enveloped by an eruption of flames. (Knocks opponents into the air) They are automatically established at the closest 3 locations.  Causes a single large explosion.
 * Fast Strikes
 * (□) - Scatter: Stiyl scatters rune cards all together. The number of cards increases the longer □ is held. (Maximum is 4)
 * (△) - Flame Sword: Stiyl produces a sword of flame, which he performs a sweeping attack with.
 * Overdrive: Innocentius (Witch Hunting Sovereign) - Stiyl summons Innocentius, engulfing a large area in a sea of fire.
 * Assist Moves
 * (Left Shoulder Button) - Flame Sword: Stiyl appears produces a sword of flame, which he performs a sweeping attack with.
 * (Right Shoulder Button) - Vortex of Flame: Stiyl appears and generates a whirlpool of flames.
 * Unison Raid: Innocentius, Consume the Sky - Stiyl summons Innocentius, engulfing a large area in a sea of fire.

Kanzaki Kaori
Special Power: Amakusa Style Magic - Connecting from Thrust and Sweep to Nanasen produces a magical significance, invoking a spell. For Thrust it's a fire spell, while for Sweep it's a water spell, which each have distinct characteristics.  Produces a ball of fire, which flies vigorously.  Attacks by producing two streams of water from behind the opponent.
 * (□) - Knee Kick: Kanzaki smashes with her knee.
 * (□ + □) - Roundhouse Kick: Kanzaki strikes with a quick roundhouse kick. (Crash)
 * (Forward + □) - Thrust: Kanzaki thrust while keeping the Shichiten Shichitou (Seven Skies Seven Swords) sheathed. Source of the 'Fire Spell' invocation.
 * (Back + □) - Sweep: Kanzaki performs a sweep while keeping the Shichiten Shichitou (Seven Skies Seven Swords) sheathed. Source of the 'Water Spell' invocation.
 * (△ / Forward + △) - Nanasen (Seven Flashes) Go: Kaori performs a slash with her steel wires straight ahead. Using timed intervals for pressing △, she can generate quick followup attacks.
 * (Left or Right + △) - Nanasen Scythe: At the opponent's present location, Kaori performs a side sweeping attack with her steel wires. Using timed intervals for pressing △, she can generate quick followup attacks.
 * (Back + △) - Nanasen Float: Kaori uses her steel wires to yank her opponent into the air. (Knocks opponent into the air) Using timed intervals for pressing △, she can generate quick followup attacks.
 * (During Nanasen △ / Forward + △) - Reversal Technique - Return: Kaori draws the opponent towards herself. By inputting it quickly during 'Nanasen', it's possible to shorten the activation.
 * (During Nanasen Left or Right + △) - Reversal Technique - Bloom: Kaori performs a sweeping attack at the opponent's current position. By inputting it quickly during 'Nanasen', it's possible to shorten the activation.
 * (During Nanasen Back + △) - Reversal Technique - Sink: Kaori strikes the opponent from top to bottom pulling them down. By inputting it quickly during 'Nanasen', it's possible to shorten the activation.
 * Fast Strikes
 * (□) - Sweep: Kaori performs a sweep while keeping the Shichiten Shichitou (Seven Skies Seven Swords) sheathed. Also invokes 'water magic' on it.
 * (△) - Nanasen Go: Kaori performs a slash with her steel wires straight ahead. Using timed intervals for pressing △, she can generate judgement attacks.
 * Overdrive: True Teachings Yuisen (Only Flash) - Kaori initiates an overwhelming ultra high speed of drawing and instantly sheathing her Shichiten Shichitou (Seven Skies Seven Swords).
 * Assist Moves
 * (Left Shoulder Button) - Nanasen Go: Kaori performs a slash with her steel wires straight ahead.
 * (Right Shoulder Button) - Nanasen Float: Kaori uses her steel wires to yank her opponent into the air.
 * Unison Raid: True Teachings Yuisen - Kaori initiates an ultra high speed of drawing and upward slash with her Shichiten Shichitou (Seven Skies Seven Swords).

Accelerator
Special Power: Reflection Mode - During an attack action, Accelerator enters a status where all damage is made null due to vector manipulation. However, depending on 'the damage that was not received', his tension heat up is reduced in exchange. In cases against magic the amount of the decrease is larger.
 * (□) - Trample: Accelerator tramples the ground hard, sending out a shockwave. This is a preparatory action for manipulating vectors.
 * (During Trample: Forward) - Send Flying: Accelerator kicks fragments into the air, forming high speed projectiles. (Reflection)
 * (During Trample: Back) - Blow Upwards: Accelerator produces vectors straight upwards, launching fragments. (Knocks opponent's into the air) (Reflection)
 * (Any direction + □) - Fly: Manipulating the impact vector from kicking the ground, Accelerator moves at high speed in the direction entered. While moving, different directions can be entered. (Reflection)
 * (While Flying: Any direction) - Direction Conversion: Accelerator transforms the direction of his Flying motion. After first using Fly, this can be done 2 times. (Reflection)
 * (While Flying: □) - Swoop: After springing upwards by transforming vectors to be straight up, Accelerator attacks directly below himself. (Reflection) Send Flying and Blow Upwards can be derived from this the same as with Trample.
 * (△) - Transform Blood Flow: Reaching out with both hands, Accelerator, by manipulating the opponent's blood flow on contact, disrupts all at once from the inside. (Reflection) Can be used by canceling Fly.
 * (Any direction while Transform Blood Flow is hitting) - What a Nuisance: Accelerator blows the opponent away with a vector in the input direction. (Crash) (Reflection)
 * (Forward + △) - Squall: Accelerator throws a squall that spreads radially as it flies forward. (Reflection)
 * (Back + △) - Earthquake: Accelerator produces a shockwave at his opponent's feet that launches them straight up. (Knocks enemies into the air) (Reflection)
 * Fast Strikes
 * (□) - Trample: Accelerator tramples the ground hard, sending out a shockwave. This is a preparatory action for manipulating vectors.
 * (△) - Earthquake: Accelerator produces a shockwave at his opponent's feet that launches them straight up. (Knocks enemies into the air) (Reflection)
 * Overdrive: Plasma - Accelerator uses complex calculations to form plasma in the sky above. (Reflection) Once created it immediately forms a huge sphere, which upon reaching full size, allows Accelerator to perform any offensive action while the sphere crushes opponents from above. By holding down the button, the speed at which it becomes huge can be hastened.
 * Assist Moves
 * (Left Shoulder Button) - Squall: Accelerator throws a squall that spreads radially as it flies forward.
 * (Right Shoulder Button) - Transform Blood Flow: Reaching out with both hands, Accelerator, by manipulating the opponent's blood flow on contact, disrupts all at once from the inside. (Knocks opponent down)
 * Unison Raid: Plasma - Accelerator uses complex calculations to form plasma in the sky above, and throws it.

Misaka Imouto (Sisters)
Special Power: Misaka Network - By repeatedly using the Misaka Scramble system and sharing combat data with each other, the accuracy of the Sister's combat increases. 2 hits raise it by 1 tier, while the final one grants tier 3.
 * (□) - Assault Rifle: MISAKA fires her F2000R assault rifle. Continuous firing is possible with timed presses of □, and it's possible for MISAKA to move while firing with the joystick. <Battle Power Analysis Effect: Increases number of shots fired & improves tracking capability>
 * (Forward + □) - Attacking Forward with an Electric Shock: MISAKA releases an electric shock straight forward. (Causes numbness) Electric shock can be maintained by pressing □ with proper timing. <Battle Power Analysis Effect: Attack range expanded & continuous usage time extended>
 * (Back + □) - Attacking A Zone with an Electric Shock: MISAKA electrifies the air in front of herself. (Causes numbness). Electric shock can be maintained by pressing □ with proper timing. <Battle Power Analysis Effect: Range & continuous usage time extended>
 * (△) - MISAKA Scramble Ver. A: MISAKA calls another of the Sisters from the side to bombard the enemy with hand grenades. The grenades explode upon impact. (Crash). Continuously pressing the button will not cause her to remain on standby. <Battle Power Analysis Effect: Number of hand grenades increases>
 * (Forward + △) - MISAKA Scramble Ver. B: MISAKA calls for another of the Sisters to snipe the enemy from a distance with the Metal Eater MX. Continuously pressing the button will not cause her to remain on standby. <Battle Power Analysis Effect: Power increases>
 * (Back + △) - MISAKA Scramble Ver. C: MISAKA calls for another of the Sisters to retrain the opponent from behind, and pour electricity into them. Continuously pressing the button will not cause her to remain on standby. <Battle Power Analysis Effect: Ups the approach speed>
 * Fast Strikes
 * (□) -Attacking A Zone with an Electric Shock: MISAKA electrifies the air in front of herself. (Causes numbness). Electric shock can be maintained by pressing □ with proper timing.
 * (△) - MISAKA Scramble Ver. B: MISAKA calls for another of the Sisters to snipe the enemy from a distance with the Metal Eater MX. Continuously pressing the button will not cause her to remain on standby.
 * Overdrive: Full Burst - MISAKA loads her assault rifle with special 'Hermetically Sealed Plasma' rounds, and fires. By continuing to hold the button down, it's possible for MISAKA to move while firing with the joystick.
 * Assist Moves
 * (Left Shoulder Button) - MISAKA Scramble Marksmanship: Misaka Imouto snipes the enemy from a distance with the Metal Eater MX. Continuously pressing the button will not cause her to remain on standby.
 * (Right Shoulder Button) - Attacking A Zone with an Electric Shock: MISAKA electrifies the air in front of herself. (Causes numbness).
 * Unison Raid: Anti Air Full Burst - MISAKA initiates anti air fire with special 'Hermetically Sealed Plasma' rounds loaded into her assault rifle.

Shirai Kuroko

 * (□) - Elbow: Kuroko quickly draws near and jabs with her elbow.
 * (□ + □) - Palm Heel: Kuroko lunges while striking upwards with her palm.
 * (□ + □ + □) - Kotegaeshi: Kuroko destroys her opponent's stance by grabbing their wrist.
 * (□ + □ + △) - Savate: With a massive twist in the waist, Kuroko delivers a kick that sends opponents airborne. (Crash)
 * (□ and any directional button) - Teleport: Kuroko disappears and jumps in the direction input, reappearing after a moment. Her position can be adjusted; a short push of □ will move her towards the opponent, a long push will move her in a straight line. Also, by inputting a new direction, the point of appearance can be switched. For the length of time until reappearance, in order of least to greatest it's goes forward < left or right < backwards.
 * (In the middle of Teleport: □) - Teleport Kick: Simultaneous with her reappearance, Kuroko delivers a drop kick with both feet. (Crash & Unblockable)
 * (△) - Metal Needles, Frontal Deployment: Kuroko quickly teleports her metal needles straight ahead.
 * (Forward + △) - Metal Needles, Side Deployment: Kuroko teleports metal needles at her opponent's position from two angles.
 * (Back + △) - Metal Needles, Avoidance Deployment: While jumping back, Kuroko teleports metal needles to her former position.
 * (△ while the opponent knocked into a wall) - "Please Wait There for a Moment": Kuroko pins her opponent who has crashed into the wall. While this does no damage by itself, it makes it possible to freely land a followup attack.
 * (△ while the opponent is down) - "Don't Bother Getting Up": Kuroko pins her opponent while they are down. While this does no damage by itself, it makes it possible to freely land a followup attack.
 * Fast Strikes
 * (□) - Drop Kick: Kuroko quickly teleports, then delivers a drop kick with both feet. (Crash & Unblockable)
 * (△) - Metal Needles, Frontal Deployment: Kuroko quickly teleports her metal needles straight ahead.
 * Overdrive: "How Careless" - Kuroko invites the opponent to attack then takes then by surprise by teleporting, then attacks with a series of teleports. Cannot be blocked and is impossible to counterattack.
 * Assist Moves
 * (Left Shoulder Button) - Drop Kick: Kuroko quickly teleports, then delivers a drop kick with both feet. (Crash & Unblockable)
 * (Right Shoulder Button) - Metal Needles, Side Deployment: Kuroko teleports metal needles at her opponent's position from two angles.
 * Unison Raid: "Let Us End This" - Kuroko assault the opponent with successive teleports.

Tsuchimikado Motoharu
Special Power: Auto Rebirth - Tsuchimikado's body suffers damage when using magic. Unlike normal damage, the part that decreases from spells recovers with the passage of time. Naturally given that there's no distinction between damage, if he takes too much damage before he can recover he won't be able to fight.
 * (□) - Punch: Motoharu throws a punch that despite it's short range is very fast.
 * (□ + □) - Clever Feet: Motoharu aims a low kick to trample his opponent's feet.
 * (□ + □ + □) - Defenseless Up Top - Motoharu pursues further by performing a headbutt to shake his opponent top and bottom.
 * (Forward + □) - Ducking: Motoharu charges with a lowered posture to slip under his opponent's bosom. From there various actions can be derived.
 * (During Ducking: □) - Expelled Breath: Motoharu drives his elbow into the opponent's solar plexus, then follows up with a knee kick.
 * (During Ducking: Forward + □) - Go to Sleep: Slipping past his opponent, Motoharu drives a chop into their medulla oblongata.
 * (During Ducking: △) - Zero Distance Red Ceremony: Invoking the Red Ceremony, Motoharu delivers a fireball at zero distance. (Impossible to block, Crash) <Strengthened Version: Increases power causing a burst of flame to rise at the moment of impact (Requires Suzaku)>
 * (Left or Right + □) - Sidestep: Motoharu quickly steps to the right or left, and then throws a sharp hook.
 * (During Sidestep: □) - Brain Shaker (Attack to the Back of the Head): Continuing from the hook, Motoharu throws his favorite backhanded chop. (Unblockable)
 * (During Sidestep: △) - Black Ceremony: Motoharu invokes the Black Ceremony while dropping slightly. As he rises water bursts forth from the ground. (Sends opponents into the air) <Strengthened Version: The amount of water increases, expanding the area of the attack and increasing the power (Requires Genbu)>
 * (Back + □) - Block Feint: Although he starts moving as though to block, Motoharu interrupts and switches over to Ducking. Like Ducking, various actions can be derived from this.
 * (△) - Origami: Reaching into his pocket, Motoharu takes out and throws a Sacred Beast origami. In order they are "Genbu (Black Ceremony of the North)", "Byakko (White Ceremony of the West)", "Suzaku (Red Ceremony of the South)", and "Seiryou (Blue Ceremony of the East)".
 * (Hold △) - Open Fire: Reaching into his pocket, Motoharu produces a pistol that's not made of origami and opens fire.
 * Fast Strikes
 * (□) - Ducking: Motoharu charges with a lowered posture to slip under his opponent's bosom. From there various actions can be derived.
 * (△) - Reach Into Pocket: Reaching into his pocket, Motoharu takes out and throws a Sacred Beast origami. If one holds down △, it's also possible to invoke Open Fire.
 * Overdrive: Lend Me Your Power (Gather Trigram Power) - Striking the ground with his fist, Motoharu deploys the eight trigrams formation. This attacks the opponent by gushing forth raw power. Furthermore, Tsuchimikado's body is also revitalized, as together with his attack motion, his restoration rate through Auto Rebirth is accelerated for a fixed period of time. Furthermore, if many origami have been deployed, the power and scope are enhanced.
 * Assist Moves
 * (Left Shoulder Button) - Go to Sleep: Motoharu slides past the opponent and drives a chop into their medulla oblongata.
 * (Right Shoulder Button) - Black Ceremony: Motoharu causes water to burst forth from the ground. (Sends opponents into the air)
 * Unison Raid: Lend Me Your Power (Gather Trigram Power) - Striking the ground with his fist, Motoharu deploys the eight trigrams formation. This attacks the opponent by gushing forth raw power.

Sasha Kreutzev

 * (□) - Saw Combo 1: Sasha stabs with her saw that been infused with black magic. Invokes blades of black magic after a time delay.
 * (□ + □) - Saw Combo 2: Sasha pulls her opponent close with a stab from her saw that been infused with black magic. Invokes blades of black magic after a time delay.
 * (Forward + □) - Hammer: Sasha slams her hammer downwards smashing the ground.
 * (Right or Left + □) - Crowbar: Sasha swings her crowbar with all her strength to blow enemies away. (Crash)
 * (Back + □) - Pliers: Sasha pinches her opponent with pliers infused with black magic, knocking them down.
 * (△) - Oh Water, Become a Serpent--: Sasha collects water behind her, forming it into a pillar. There are 2 possible actions that can be derived from it.
 * (During Oh Water, Become a Serpent--: △) - And Stab Like a Sword: Sasha stabs her opponent with 2 long sharp streams of water.
 * (During Oh Water, Become a Serpent--: Hold △) - And Coil Like a Rope: Sasha launches a mass of water. Upon touching the opponent it twines around them and binds them.
 * (Forward + △) - Oh Waves Mow Them Down: Sasha forms waves that rush forward attacking a wide area.
 * (Back + △) - Oh Waterfall Smash Them: Sasha causes an immense quantity of water to pour down like a waterfall. (Unblockable)
 * Fast Strikes
 * (□) - Hammer: Sasha slams her hammer downwards smashing the ground.
 * (△) - Oh Water, Become a Serpent--: Sasha collects water behind her, forming it into a pillar. There are 2 possible actions that can be derived from it.
 * Overdrive: Gabriel (Power of God) - Gabriel emerges from within Sasha who was unaware of its presence. As soon as it's activated, water wings instantly spread out causing damage.
 * Assist Moves
 * (Left Shoulder Button) - Hammer: Sasha slams her hammer downwards smashing the ground.
 * (Right Shoulder Button) - Oh Water, Become a Serpent and Stab Like a Sword:  Sasha stabs her opponent with 2 long sharp streams of water.
 * Unison Raid: Gabriel (Power of God) - By means of the emerged Gabriel, Sasha launches pillars of ice from her body.

Oriana Thomson

 * (□) - Kick Combo 1: Oriana throws a long kick with moderate reach.
 * (□ + □) - Kick Combo 2: Oriana immediately follows up with a roundhouse kick.
 * (Forward + □) - Tackle: Oriana starts by lowering her body and delivering an elbow strike to the opponent's bosom. Can withstand weak attacks.
 * (Left or Right during Tackle) - "Try to Catch Me": Oriana interrupts Tackle and slips past the opponent's feet in the direction input.
 * (Left or Right + □) - "Hold It": Oriana throws a middle kick. When it hits, Oriana uses the recoil to jump in the direction input.
 * (Back + □) - "No Looking Away": Oriana kicks upwards while bending over. (Airborne) Because the activation time is small, it's possible to attack while evading attacks.
 * (△) - Shorthand Shot: Throws various projectiles: <Fire Symbol (GREEN)>: A flickering orb of light advances slowly. <Water Symbol (YELLOW)>: Scatters a buckshot of water. <Soil Symbol (RED)>: Releases a trail of shockwaves that causes the soil to rise up. <Wind Symbol (BLUE)>: Oriana produces fog right in front of herself and hurls it. After advancing to a certain degree, the fog turns into a tornado to attack.
 * (Left or Right + △) - Shorthand Slide: While running in the direction indicated Oriana uses attack magic by means of her Original Shorthand. The magic invoked is identical to Shot.
 * (Back + △) - Shorthand Trap: Oriana deploys a black magic trap for anyone who approaches. The attribute will be unknown only to the enemy. <Fire Symbol (YELLOW)>: Flames erupt straight upwards. (Airborne) <Water Symbol (GREEN)>: Repeatedly projects walls of water. <Soil Symbol (BLUE)>: Projects walls of soil to ensnare the opponent from all sides. <Wind Symbol (RED)>: Hot air spread out in 4 directions.
 * Fast Strikes
 * (□) - Tackle: Oriana starts by lowering her body and delivering an elbow strike to the opponent's bosom. Can withstand weak attacks.
 * (△) - Shorthand Shot: Throws various projectiles: <Fire Symbol (GREEN)>: A flickering orb of light advances slowly. <Water Symbol (YELLOW)>: Scatters a buckshot of water. <Soil Symbol (RED)>: Releases a trail of shockwaves that causes the soil to rise up. <Wind Symbol (BLUE)>: Oriana produces fog right in front of herself and hurls it. After advancing to a certain degree, the fog turns into a tornado to attack.
 * Overdrive: Multi Symbol - Invokes a pillar of light that combines disparate attributes. Simultaneously Oriana herself begins a jump kick. Deals tremendous attack power by hitting the opponent towards the pillar of light.
 * Assist Moves
 * (Left Shoulder Button) - Shorthand Shot: Throws various projectiles: <Water Symbol (YELLOW)>: Scatters a buckshot of water. <Wind Symbol (BLUE)>: Oriana produces fog right in front of herself and hurls it. After advancing to a certain degree, the fog turns into a tornado to attack.
 * (Right Shoulder Button) - Shorthand Trap: Oriana deploys a black magic trap for anyone who approaches. The attribute will be unknown only to the enemy. <Fire Symbol (YELLOW)>: Flames erupt straight upwards. (Airborne) <Soil Symbol (BLUE)>: Projects walls of soil to ensnare the opponent from all sides.
 * Unison Raid: Multi Symbol - Invokes a pillar of light a composite attributes.

Itsuwa
Special Power: Amakusa Style Magic - By weaving magic symbols into her actions, Itsuwa can bring about special effects the next time she uses an action that utilizes her weapon: <Fire Spell> When struck by the attack the opponent continues to be burned. <Water Spell> Causes an outbreak of successive hits by attacking with water at the opponent's feet. <Soil Spell> Hardens her weapon by collecting soil and rock, reinforcing the spear. <Atmosphere Spell> In addition to attack actions two blades of air are fired.
 * (□) - Low Kick: Itsuwa kicks low.
 * (□ + □) - Low Thrust: Itsuwa follows up with a low thrust with her spear.
 * (Forward + □) - Hasen (Wave Flash): While charging Itsuwa executes a wide horizontal sweep. (Crash) From this action the <Water> magic symbol is obtained.
 * (Back + □) - Chisen (Earth Flash): Itsuwa attacks by sweeping her spear at the enemy's feet. (Unblockable) Itsuwa obtains the <Soil> magic symbol by placing the spear vertically with the point towards the ground.
 * (Left or Right during Hasen or Chisen) - Cartwheel: Itsuwa circles around to the opponent's side while cartwheeling. If during Hasen it can be used immediately after obtaining the magic symbol, if during Chisen it can be executed immediately after attacking.
 * (△) - Thrust: Itsuwa stabs straight ahead with her spear.
 * (Push △ repeatedly during Thrust) - Multi Thrust: Itsuwa rapidly thrusts forward repeatedly with her spear, pouring at most 5 hits into the opponent.
 * (Forward + △) - Ryousen (Burn Flash): Itsuwa takes a large step as she performs a long range stab with the spear. From this aggression she obtains the <Fire> magic symbol.
 * (Back + △) - Kousen (Sky Flash): Itsuwa performs an upward thrust with the spear. (Airborne) From the image of the rising pose the <Atmosphere> magic symbol is obtained.
 * (Left or Right during Ryousen or Kousen) - Cartwheel: Itsuwa circles around to the opponent's side while cartwheeling. If during Ryousen it can be used used immediately after obtaining the magic symbol, if during Kousen it can be executed immediately after attacking.
 * Fast Strikes
 * (□) - Hasen (Wave Flash): While charging Itsuwa executes a wide horizontal sweep. (Crash) From this action the <Water> magic symbol is obtained.
 * (△) - Ryousen (Burn Flash): Itsuwa takes a large step as she performs a long range stab with the spear. From this aggression she obtains the <Fire> magic symbol.
 * Overdrive: Shichikyou Shichijun (Seven Doctrines Seven Blades) - Itsuwa surrounds the enemy with seven steel wires, tearing them apart all at once. Displays even stronger power than usual due to the effect of the magic symbols.
 * Assist Moves
 * (Left Shoulder Button) -Hasen (Wave Flash): While charging Itsuwa executes a wide horizontal sweep. (Crash)
 * (Right Shoulder Button) - Multi Thrust: Itsuwa rapidly thrusts forward repeatedly with her spear.
 * Unison Raid: Shichikyou Shichijun (Seven Doctrines Seven Blades) - Itsuwa surrounds the enemy with seven steel wires, tearing them apart all at once.

Fuse Kazakiri

 * (□) - Seizing Wings: Kazakiri attacks the opponent by brandishing massive wings. From this it's possible to switch over to various derived actions.
 * (□ + □) - Frenzied Blow: Kazakiri follows up by swinging her wings again.
 * (Forward during Seizing Wings) - Rejection: Kazakiri blows the opponent far away. Usable only at the moment of impact. (Crash)
 * (Back during Seizing Wings) - Attraction: Kazakiri draws the opponent towards herself. Usable only at the moment of impact.
 * (Forward + □) - Feather Raid: Kazakiri hurls several slow moving glowing feathers that purse the opponent. The feathers swoop down to stab into the opponent, and upon hitting draw the opponent towards Kazakiri.
 * (Back + □) - Feather Brand: Kazakiri hurls glowing feathers up into the air. After a period of time the feathers attack by raining down upon the opponent's current position.
 * (△) - Cocoon of Light: Extending a helping hand, Kazakiri approaches right in front of her opponent. When hit the cocoon wrapps around the opponent, and together with a burst of light spits them out.
 * (Forward + △) - Powerful Flapping: Kazakiri charges while spreading her wings. Capable of withstanding a weak attack.
 * (Back + △) - Carpet: Kazakiri emerges, releasing a bombardment of light from underfoot. (Airborne)
 * Fast Strikes
 * (□) - Seizing Wings: Kazakiri attacks the opponent by brandishing massive wings. From this it's possible to switch over to various derived actions.
 * (△) - Powerful Flapping: Kazakiri charges while spreading her wings. Capable of withstanding a weak attack.
 * Overdrive: Torrent of Light Envelops the Sky: Spreading her massive wings at explosive speed, Kazakiri sends the opponent flying.
 * Assist Moves
 * (Left Shoulder Button) - Rejection: Kazakiri blows the opponent far away. (Crash)
 * (Right Shoulder Button) - Feather Raid: Kazakiri hurls several slow moving glowing feathers that purse the opponent. The feathers swoop down to stab into the opponent, and upon hitting draw the opponent towards Kazakiri.
 * Unison Raid: Torrent of Light Envelops the Sky: Spreading her massive wings at explosive speed, Kazakiri sends the opponent flying.
 * FInishing Move: AIM Apocalypse - Hyouka loses control of the power inside her and releases it in an instant, showering the enemy with extreme amounts of AIM.

Acqua of the Back

 * Assist Moves
 * (Left Shoulder Button) - Using a turning motion to increase his momentum, Acqua performs a long to mid range slash attack on the opponent character using his sword the Ascalon.
 * (Right Shoulder Button) - A mid ranged attack, Acqua appears and uses an upward slash using his sword, which damanges the opponent character and naturally hurtle them upwards.
 * Overdrive: Ascalon Drop - Acqua delivers a strong downward slash to the opponent, dealing two hits.
 * Finishing Move: Lights of Ascalon - Acqua unlocks the hidden potential of his weapon. On each hit, he unleashes its full strength, ending in a powerful downward slash.

Mugino Shizuri



 * Single Laser - (□) Can be charged to create bigger laser with more damage.
 * Quadruple Laser - (Forward + □) Fires four beams in front of self in a spread pattern. Can be charged so all the beams become bigger and more damage. Can chain into a single laser that has very little startup.
 * Eight-Laser Spread - (Back + □) Fires eight beams in front of self in spread pattern. Can be charged for more damage and bigger beams. Can be chained into a single laser that has very little startup.
 * Shield Attack - (△) Creates a circular energy shield, little damage on contact; apparently can block. can chain into single laser. Chains into:
 * Shield Attack 2 - Creates a second bigger shield that completes the shield attack combo. Mugino will jump backwards after this attack, creating space between herself and opponent
 * Shield Charge - (Forward + △) Mugino charges at opponent with the energy shield. Can cancel into laser attacks at any time.
 * Silicon Card Throw - (Back + △) Throw silicon cards that hover in midair. If one of Mugino's beams hits the cards, beams will spread out from the card, forming a powerful unblockable "shotgun beam" attack. Cards will fall down after hit by either Mugino's beams or enemy projectiles. Multiple cards can be set, seems up to 7 at the same time. Cards will fall down automatically after a while.
 * Assist Moves
 * (Left Shoulder Button) - Shizuri appears and summons four long ranged horizontal beams to damage the opponent character.
 * (Right Shoulder Button) - Shizuri appears and creates a shield, damaging the opponent character if they get close to it.
 * Overdrive: Meltdown Beam - Somewhat similar to Mikoto's Overdrive. Mugino fires a beam of energy to the opponent, dealing nine hits.
 * Finishing Move: Tyrant's Display - Mugino kicks aside the opponent before launching it into the air and striking it in all directions with her ability. She then ends the attack by using her own hands to finish off the enemy in a powerful burst of light.

Index

 * Assist Moves
 * (Left Shoulder Button) - Heeey, Sphinx--!: Sphynx charges full speed at the opponent, and while pursuing him Index collides with the opponent.
 * (Right Shoulder Button) - Please Help Me!: Index assists with her humming skills. Approaching this skill is dangerous! Greatly raises Tension.
 * Unison Raid - Sheol Fear: Index sends out a loud voice that is dangerous to those who 'adhere to a single doctrine', which continues to shock the opponent for a large period of time.

Last Order

 * Assist Moves
 * (Left Shoulder Button) - I'll Try Attacking: Last Order performs a high speed charge to strike the opponent's body.
 * (Right Shoulder Button) - I'll Try Shocking: Last Order grabs hold of the opponent as though to take them somewhere, and while hanging off their arm with apparent excitement pumps them full of electricity.
 * Unison Raid: Misaka Siege: With electrical shocks from who knows where running through Last Order's body, this technique makes full use of the Misaka Network.

Finishers
Finishers are special sequences seen at the end of a battle. Finishing moves require the player to end the the final round with their Overdrives which should knock the opponent out, at which point the Finisher is accessed, changing the background to provide a small cutscene where the player character uses their finishing move to defeat their opponent, while "Breakthrough" from the 2nd original soundtrack of the Toaru Majutsu no Index anime plays. Given the nature of these sequences, they are less combat-based and are more like bonus scenes shown by fulfilling the necessary conditions. Most Finisher sequences are similar to the character's Overdrive with the added fanfare and often some additional attacks or features thrown in. Many also include the character performing some of their standard attacks as well. Some however feature entirely original moves that can't be used in battle at all.

All finisher names are unofficial, as the game itself provides no information on them.
 * Kamijou Touma: Platinum Dragon Strike - From Touma's right hand appears a dragon head that he uses to deal a final attack to the enemy.
 * Misaka Mikoto: Upgraded Railgun - Mikoto performs a more powerful version of her Railgun ability after launching an enemy using her electricity.
 * Stiyl Magnus: Innocentius - This is almost the same as the Overdrive version, although Stiyl spreads his rune cards to the ground and the Innocentius summoned is larger.
 * Kanzaki Kaori: Nanasen and Yuisen - Kaori attacks the enemy using magical threads and finishes it with a quick slash.
 * Accelerator: Black-Wings Strike - A pair of black wings sprout from Accelerator's back and he uses it to close the gap between him and the enemy, striking many times into the enemy's body before his wings disappear.
 * Misaka Imouto: Misaka Scramble Full Burst - Misaka Imouto fires her assault rifle, summons all three Misaka Scramble attacks in succession, then finishes the opponent off with Full Burst.
 * Shirai Kuroko: High-Risk Apprehension - Kuroko uses a staggering amount of metal spikes to disable the opponent as she brings it airborne. She finishes it off with a drop kick and metal spikes through the enemy's clothing.
 * Tsuchimikado Motoharu: Shikigami Pistol - Tsuchimikado prepares colored origami of the four Sacred Beasts, then deploys the Eight Trigram Formation spell.
 * Sasha Kreutzev: Gabriel's Blessing - Sasha uses the divine power of water to its fullest extent. She summons four columns of water to strike the foe before summoning a magic circle behind her, which then showers the enemy with ice spears.
 * Oriana Thomson: Nova Strike - After kicking the opponent twice, Oriana uses all of her Shorthand slips to create an orb of energy which she uses to deal a final blow to the enemy.
 * Itsuwa: Saint Destroyer - Itsuwa performs each of her elemental associated spear strikes in succession. She then uses the Saint Destroyer spell to strengthen her final attack and strikes.