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.
==Personal==
Move 	Type 	Input 	Priority 	Effect 	Damage type 	 	
Just because you're a living WMD doesn't mean you can't have an attitude.	Ground 	 	N/A 	Self 	N/A 	 	
Just because you're a living WMD doesn't mean you can't have an attitude.	Plays with a pair of shades. The buff Sanna receives when taunting depends on which Mode she's in; In normal form, her gun-based attacks have faster execution speed as well as granting her the ability to scramble a random percentage of the opponent's EX on hit. In mech form, all of White bird's projectile-based attacks have increased range, as well as granting improved tracking capabilities. The buff is limited to 3 attacks per taunt (3 for each form).	Plays with a pair of shades. The buff Sanna receives when taunting depends on which Mode she's in; In normal form, her gun-based attacks have faster execution speed as well as granting her the ability to scramble a random percentage of the opponent's EX on hit. In mech form, all of White bird's projectile-based attacks have increased range, as well as granting improved tracking capabilities. The buff is limited to 3 attacks per taunt (3 for each form).	Plays with a pair of shades. The buff Sanna receives when taunting depends on which Mode she's in; In normal form, her gun-based attacks have faster execution speed as well as granting her the ability to scramble a random percentage of the opponent's EX on hit. In mech form, all of White bird's projectile-based attacks have increased range, as well as granting improved tracking capabilities. The buff is limited to 3 attacks per taunt (3 for each form).	Plays with a pair of shades. The buff Sanna receives when taunting depends on which Mode she's in; In normal form, her gun-based attacks have faster execution speed as well as granting her the ability to scramble a random percentage of the opponent's EX on hit. In mech form, all of White bird's projectile-based attacks have increased range, as well as granting improved tracking capabilities. The buff is limited to 3 attacks per taunt (3 for each form).	Plays with a pair of shades. The buff Sanna receives when taunting depends on which Mode she's in; In normal form, her gun-based attacks have faster execution speed as well as granting her the ability to scramble a random percentage of the opponent's EX on hit. In mech form, all of White bird's projectile-based attacks have increased range, as well as granting improved tracking capabilities. The buff is limited to 3 attacks per taunt (3 for each form).	Plays with a pair of shades. The buff Sanna receives when taunting depends on which Mode she's in; In normal form, her gun-based attacks have faster execution speed as well as granting her the ability to scramble a random percentage of the opponent's EX on hit. In mech form, all of White bird's projectile-based attacks have increased range, as well as granting improved tracking capabilities. The buff is limited to 3 attacks per taunt (3 for each form).	Plays with a pair of shades. The buff Sanna receives when taunting depends on which Mode she's in; In normal form, her gun-based attacks have faster execution speed as well as granting her the ability to scramble a random percentage of the opponent's EX on hit. In mech form, all of White bird's projectile-based attacks have increased range, as well as granting improved tracking capabilities. The buff is limited to 3 attacks per taunt (3 for each form).
==Brave Attacks==
<tabber>
Normal=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Close Quarters Combat (ground)	Ground 	20 (10) 	90 	Melee Low 	Varies 	Physical 	Initial
Close Quarters Combat (ground)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)
Riot Kick 	Ground 	20 (10) 	90 	Melee Mid 	Wall Rush 	Physical 	5
Riot Kick 	[Close]Executes forceful sweeping kick, followed up by stabbing the downed opponent with knife. First part of the attack cannot force Sanna into stagger animation on Block/Attack clash.	[Close]Executes forceful sweeping kick, followed up by stabbing the downed opponent with knife. First part of the attack cannot force Sanna into stagger animation on Block/Attack clash.	[Close]Executes forceful sweeping kick, followed up by stabbing the downed opponent with knife. First part of the attack cannot force Sanna into stagger animation on Block/Attack clash.	[Close]Executes forceful sweeping kick, followed up by stabbing the downed opponent with knife. First part of the attack cannot force Sanna into stagger animation on Block/Attack clash.	[Close]Executes forceful sweeping kick, followed up by stabbing the downed opponent with knife. First part of the attack cannot force Sanna into stagger animation on Block/Attack clash.	[Close]Executes forceful sweeping kick, followed up by stabbing the downed opponent with knife. First part of the attack cannot force Sanna into stagger animation on Block/Attack clash.	[Close]Executes forceful sweeping kick, followed up by stabbing the downed opponent with knife. First part of the attack cannot force Sanna into stagger animation on Block/Attack clash.
Quick-draw 	Ground 	20 (10) 	90 	Ranged Mid 	 	Physical 	20
Quick-draw 	[Long]Draws sidearm and fires at the opponent. Can tap up to two additional shots. 	[Long]Draws sidearm and fires at the opponent. Can tap up to two additional shots. 	[Long]Draws sidearm and fires at the opponent. Can tap up to two additional shots. 	[Long]Draws sidearm and fires at the opponent. Can tap up to two additional shots. 	[Long]Draws sidearm and fires at the opponent. Can tap up to two additional shots. 	[Long]Draws sidearm and fires at the opponent. Can tap up to two additional shots. 	[Long]Draws sidearm and fires at the opponent. Can tap up to two additional shots.
Close Quarters Combat (midair)	Aerial 	20 (10) 	90 	Melee Low 	Varies 	Physical 	Initial
Close Quarters Combat (midair)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)	[Close]Strikes the opponent with a series of punches and kicks, ending with a powerful blow either chains into a HP attack, knocks the opponent upwards, or downwards.
*Combo 1: — — — Neutralize (ground)
*Combo 2: — — ↓ + (Wall Rush)
*Combo 3: — — ↑ + (Chase)
Deep Strike 	Aerial 	20 (10) 	90 	Ranged Mid 	Wall Rush 	Physical 	10
Deep Strike 	[Mid-Close]Sprays the opponent with SMG, ending with a swift dive kick that drives the opponent to the ground. Can combo without hitting. 	[Mid-Close]Sprays the opponent with SMG, ending with a swift dive kick that drives the opponent to the ground. Can combo without hitting. 	[Mid-Close]Sprays the opponent with SMG, ending with a swift dive kick that drives the opponent to the ground. Can combo without hitting. 	[Mid-Close]Sprays the opponent with SMG, ending with a swift dive kick that drives the opponent to the ground. Can combo without hitting. 	[Mid-Close]Sprays the opponent with SMG, ending with a swift dive kick that drives the opponent to the ground. Can combo without hitting. 	[Mid-Close]Sprays the opponent with SMG, ending with a swift dive kick that drives the opponent to the ground. Can combo without hitting. 	[Mid-Close]Sprays the opponent with SMG, ending with a swift dive kick that drives the opponent to the ground. Can combo without hitting.
|-|
Mech=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Lycoris 	Ground/Aerial 	20 (10) 	90 	Ranged Mid 	Wall Rush 	Magical 	Initial
Lycoris 	[Long]Fires 6 lasers that tracks the opponent. White bird will always appear furthest from the opponent regardless of where Sanna is.If is held down on execution, White bird appears in front of Sanna instead and fired projectiles gain improved tracking and firing range. 	[Long]Fires 6 lasers that tracks the opponent. White bird will always appear furthest from the opponent regardless of where Sanna is.If is held down on execution, White bird appears in front of Sanna instead and fired projectiles gain improved tracking and firing range. 	[Long]Fires 6 lasers that tracks the opponent. White bird will always appear furthest from the opponent regardless of where Sanna is.If is held down on execution, White bird appears in front of Sanna instead and fired projectiles gain improved tracking and firing range. 	[Long]Fires 6 lasers that tracks the opponent. White bird will always appear furthest from the opponent regardless of where Sanna is.If is held down on execution, White bird appears in front of Sanna instead and fired projectiles gain improved tracking and firing range. 	[Long]Fires 6 lasers that tracks the opponent. White bird will always appear furthest from the opponent regardless of where Sanna is.If is held down on execution, White bird appears in front of Sanna instead and fired projectiles gain improved tracking and firing range. 	[Long]Fires 6 lasers that tracks the opponent. White bird will always appear furthest from the opponent regardless of where Sanna is.If is held down on execution, White bird appears in front of Sanna instead and fired projectiles gain improved tracking and firing range. 	[Long]Fires 6 lasers that tracks the opponent. White bird will always appear furthest from the opponent regardless of where Sanna is.If is held down on execution, White bird appears in front of Sanna instead and fired projectiles gain improved tracking and firing range.
Javelin 	Ground 	20 (10) 	100 	Ranged Mid 	Wall Rush 	Physical 	4
Javelin 	[Long]Rains down a barrage of missiles that tracks the enemy. White bird will always appear above Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead and more missiles will be dropped. 	[Long]Rains down a barrage of missiles that tracks the enemy. White bird will always appear above Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead and more missiles will be dropped. 	[Long]Rains down a barrage of missiles that tracks the enemy. White bird will always appear above Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead and more missiles will be dropped. 	[Long]Rains down a barrage of missiles that tracks the enemy. White bird will always appear above Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead and more missiles will be dropped. 	[Long]Rains down a barrage of missiles that tracks the enemy. White bird will always appear above Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead and more missiles will be dropped. 	[Long]Rains down a barrage of missiles that tracks the enemy. White bird will always appear above Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead and more missiles will be dropped. 	[Long]Rains down a barrage of missiles that tracks the enemy. White bird will always appear above Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead and more missiles will be dropped.
Flare Caller	Ground/Aerial 	20 (10) 	150 	Ranged Mid 	Wall Rush 	Magical 	13
Flare Caller	Sets an emblem that fires a torrent of energy blast when the opponent is near. Up to two emblems can be placed (2 ground, 2 air). White bird will always appear facing Sanna's direction. 	Sets an emblem that fires a torrent of energy blast when the opponent is near. Up to two emblems can be placed (2 ground, 2 air). White bird will always appear facing Sanna's direction. 	Sets an emblem that fires a torrent of energy blast when the opponent is near. Up to two emblems can be placed (2 ground, 2 air). White bird will always appear facing Sanna's direction. 	Sets an emblem that fires a torrent of energy blast when the opponent is near. Up to two emblems can be placed (2 ground, 2 air). White bird will always appear facing Sanna's direction. 	Sets an emblem that fires a torrent of energy blast when the opponent is near. Up to two emblems can be placed (2 ground, 2 air). White bird will always appear facing Sanna's direction. 	Sets an emblem that fires a torrent of energy blast when the opponent is near. Up to two emblems can be placed (2 ground, 2 air). White bird will always appear facing Sanna's direction. 	Sets an emblem that fires a torrent of energy blast when the opponent is near. Up to two emblems can be placed (2 ground, 2 air). White bird will always appear facing Sanna's direction.
Nine 	Ground 	30 (10) 	100 	Ranged High 	Wall Rush 	Magical 	24
Nine 	[Mid-Long]Creates a emblem that fires a pilum that tracks the opponent. Hold to conjure more emblems. Up to 9 emblems can be conjured. White bird will always appear behind Sanna. 	[Mid-Long]Creates a emblem that fires a pilum that tracks the opponent. Hold to conjure more emblems. Up to 9 emblems can be conjured. White bird will always appear behind Sanna. 	[Mid-Long]Creates a emblem that fires a pilum that tracks the opponent. Hold to conjure more emblems. Up to 9 emblems can be conjured. White bird will always appear behind Sanna. 	[Mid-Long]Creates a emblem that fires a pilum that tracks the opponent. Hold to conjure more emblems. Up to 9 emblems can be conjured. White bird will always appear behind Sanna. 	[Mid-Long]Creates a emblem that fires a pilum that tracks the opponent. Hold to conjure more emblems. Up to 9 emblems can be conjured. White bird will always appear behind Sanna. 	[Mid-Long]Creates a emblem that fires a pilum that tracks the opponent. Hold to conjure more emblems. Up to 9 emblems can be conjured. White bird will always appear behind Sanna. 	[Mid-Long]Creates a emblem that fires a pilum that tracks the opponent. Hold to conjure more emblems. Up to 9 emblems can be conjured. White bird will always appear behind Sanna.
Circus 	Aerial 	30 (15) 	150 	Ranged Mid 	Wall Rush 	Physical 	28
Circus 	[Mid-Long]Fires a missile that slowly tracks the opponent. Tapping will allow the missile to break into a cluster of smaller missiles bombarding the area, sacrificing tracking capabilities for wider damage spread. White bird will always appear in front of Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead.	[Mid-Long]Fires a missile that slowly tracks the opponent. Tapping will allow the missile to break into a cluster of smaller missiles bombarding the area, sacrificing tracking capabilities for wider damage spread. White bird will always appear in front of Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead.	[Mid-Long]Fires a missile that slowly tracks the opponent. Tapping will allow the missile to break into a cluster of smaller missiles bombarding the area, sacrificing tracking capabilities for wider damage spread. White bird will always appear in front of Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead.	[Mid-Long]Fires a missile that slowly tracks the opponent. Tapping will allow the missile to break into a cluster of smaller missiles bombarding the area, sacrificing tracking capabilities for wider damage spread. White bird will always appear in front of Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead.	[Mid-Long]Fires a missile that slowly tracks the opponent. Tapping will allow the missile to break into a cluster of smaller missiles bombarding the area, sacrificing tracking capabilities for wider damage spread. White bird will always appear in front of Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead.	[Mid-Long]Fires a missile that slowly tracks the opponent. Tapping will allow the missile to break into a cluster of smaller missiles bombarding the area, sacrificing tracking capabilities for wider damage spread. White bird will always appear in front of Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead.	[Mid-Long]Fires a missile that slowly tracks the opponent. Tapping will allow the missile to break into a cluster of smaller missiles bombarding the area, sacrificing tracking capabilities for wider damage spread. White bird will always appear in front of Sanna.If is held down on execution, White bird appears furthest to Sanna's opposite direction instead.
</tabber>
==HP Attacks==
<tabber>
Normal=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Neutralize	Ground/Aerial 	20 (10) 	90 	Melee High 	Wall Rush 	Physical 	Initial
Neutralize	[Close]Grabs the opponent by the neck and fires sidearm. 	[Close]Grabs the opponent by the neck and fires sidearm. 	[Close]Grabs the opponent by the neck and fires sidearm. 	[Close]Grabs the opponent by the neck and fires sidearm. 	[Close]Grabs the opponent by the neck and fires sidearm. 	[Close]Grabs the opponent by the neck and fires sidearm. 	[Close]Grabs the opponent by the neck and fires sidearm.
Strafe 	Ground 	20 (10) 	90 	Ranged High 	Evasion/Wall Rush 	Physical 	15
Strafe 	[Close - Mid]Quickly sprays the enemy with a sub-machine gun, then strafes aside to fire another round. 	[Close - Mid]Quickly sprays the enemy with a sub-machine gun, then strafes aside to fire another round. 	[Close - Mid]Quickly sprays the enemy with a sub-machine gun, then strafes aside to fire another round. 	[Close - Mid]Quickly sprays the enemy with a sub-machine gun, then strafes aside to fire another round. 	[Close - Mid]Quickly sprays the enemy with a sub-machine gun, then strafes aside to fire another round. 	[Close - Mid]Quickly sprays the enemy with a sub-machine gun, then strafes aside to fire another round. 	[Close - Mid]Quickly sprays the enemy with a sub-machine gun, then strafes aside to fire another round.
Whiteout 	Ground 	20 (10) 	150 	Block High 	Block/Wall Rush 	Physical 	15
Whiteout 	[Block]Blocks incoming BRV attacks, then counters by throwing a grenade blasting the opponent away. 	[Block]Blocks incoming BRV attacks, then counters by throwing a grenade blasting the opponent away. 	[Block]Blocks incoming BRV attacks, then counters by throwing a grenade blasting the opponent away. 	[Block]Blocks incoming BRV attacks, then counters by throwing a grenade blasting the opponent away. 	[Block]Blocks incoming BRV attacks, then counters by throwing a grenade blasting the opponent away. 	[Block]Blocks incoming BRV attacks, then counters by throwing a grenade blasting the opponent away. 	[Block]Blocks incoming BRV attacks, then counters by throwing a grenade blasting the opponent away.
Rev 	Aerial 	20 (10) 	100 	Melee High 	Wall Rush 	Physical 	22
Rev 	[Mid]Sanna leaps forward with a series of revolving kicks before ending with an axe kick slamming the opponent on the ground.If 360° + is inputted anytime while Sanna is kicking, she jumps-off the opponent and performs a cross up, then kicks him/her across the field (direction can be determined with the analog stick).	[Mid]Sanna leaps forward with a series of revolving kicks before ending with an axe kick slamming the opponent on the ground.If 360° + is inputted anytime while Sanna is kicking, she jumps-off the opponent and performs a cross up, then kicks him/her across the field (direction can be determined with the analog stick).	[Mid]Sanna leaps forward with a series of revolving kicks before ending with an axe kick slamming the opponent on the ground.If 360° + is inputted anytime while Sanna is kicking, she jumps-off the opponent and performs a cross up, then kicks him/her across the field (direction can be determined with the analog stick).	[Mid]Sanna leaps forward with a series of revolving kicks before ending with an axe kick slamming the opponent on the ground.If 360° + is inputted anytime while Sanna is kicking, she jumps-off the opponent and performs a cross up, then kicks him/her across the field (direction can be determined with the analog stick).	[Mid]Sanna leaps forward with a series of revolving kicks before ending with an axe kick slamming the opponent on the ground.If 360° + is inputted anytime while Sanna is kicking, she jumps-off the opponent and performs a cross up, then kicks him/her across the field (direction can be determined with the analog stick).	[Mid]Sanna leaps forward with a series of revolving kicks before ending with an axe kick slamming the opponent on the ground.If 360° + is inputted anytime while Sanna is kicking, she jumps-off the opponent and performs a cross up, then kicks him/her across the field (direction can be determined with the analog stick).	[Mid]Sanna leaps forward with a series of revolving kicks before ending with an axe kick slamming the opponent on the ground.If 360° + is inputted anytime while Sanna is kicking, she jumps-off the opponent and performs a cross up, then kicks him/her across the field (direction can be determined with the analog stick).
|-|
Mech=
Move 	Type 	CP (Mastered) 	AP 	Priority 	Effect 	Damage type 	Obtained
Kaleidoscope	Ground/Aerial 	30 (10) 	100 	Ranged High 	Wall Rush 	Magical 	Initial
Kaleidoscope	[Long]Fires a cluster of 9 light orbs at 90° spread. Each fired projectile has its own set damage and multiplies on successive hits ([Current BRV ÷ 3] x number of orbs connects = HP damage). Has devastating effect if all 9 orbs hit at point-blank range. White bird will always appear slightly away from the opponent. 	[Long]Fires a cluster of 9 light orbs at 90° spread. Each fired projectile has its own set damage and multiplies on successive hits ([Current BRV ÷ 3] x number of orbs connects = HP damage). Has devastating effect if all 9 orbs hit at point-blank range. White bird will always appear slightly away from the opponent. 	[Long]Fires a cluster of 9 light orbs at 90° spread. Each fired projectile has its own set damage and multiplies on successive hits ([Current BRV ÷ 3] x number of orbs connects = HP damage). Has devastating effect if all 9 orbs hit at point-blank range. White bird will always appear slightly away from the opponent. 	[Long]Fires a cluster of 9 light orbs at 90° spread. Each fired projectile has its own set damage and multiplies on successive hits ([Current BRV ÷ 3] x number of orbs connects = HP damage). Has devastating effect if all 9 orbs hit at point-blank range. White bird will always appear slightly away from the opponent. 	[Long]Fires a cluster of 9 light orbs at 90° spread. Each fired projectile has its own set damage and multiplies on successive hits ([Current BRV ÷ 3] x number of orbs connects = HP damage). Has devastating effect if all 9 orbs hit at point-blank range. White bird will always appear slightly away from the opponent. 	[Long]Fires a cluster of 9 light orbs at 90° spread. Each fired projectile has its own set damage and multiplies on successive hits ([Current BRV ÷ 3] x number of orbs connects = HP damage). Has devastating effect if all 9 orbs hit at point-blank range. White bird will always appear slightly away from the opponent. 	[Long]Fires a cluster of 9 light orbs at 90° spread. Each fired projectile has its own set damage and multiplies on successive hits ([Current BRV ÷ 3] x number of orbs connects = HP damage). Has devastating effect if all 9 orbs hit at point-blank range. White bird will always appear slightly away from the opponent.
Irisation 	Ground 	20 (10) 	100 	Ranged High 	Absorb 	Magical 	20
Irisation 	[Mid]Fires a laser that circulates self, entailed by a wave of explosion. Is impervious to projectiles during the explosion. White bird will always appear above Sanna. 	[Mid]Fires a laser that circulates self, entailed by a wave of explosion. Is impervious to projectiles during the explosion. White bird will always appear above Sanna. 	[Mid]Fires a laser that circulates self, entailed by a wave of explosion. Is impervious to projectiles during the explosion. White bird will always appear above Sanna. 	[Mid]Fires a laser that circulates self, entailed by a wave of explosion. Is impervious to projectiles during the explosion. White bird will always appear above Sanna. 	[Mid]Fires a laser that circulates self, entailed by a wave of explosion. Is impervious to projectiles during the explosion. White bird will always appear above Sanna. 	[Mid]Fires a laser that circulates self, entailed by a wave of explosion. Is impervious to projectiles during the explosion. White bird will always appear above Sanna. 	[Mid]Fires a laser that circulates self, entailed by a wave of explosion. Is impervious to projectiles during the explosion. White bird will always appear above Sanna.
Parhelion 	Ground 	30 (15) 	100 	Ranged High 	Wall Rush 	Magical 	30
Parhelion 	[Long]Fires two consecutive energy blasts that stops in midair, then tracks the opponent. If the opponent is hit, the energy blast entraps him/her and inflicts a rapid round of burst shots before exploding. Second energy blast can be charged for better homing and longer burst round duration by holding down (Only the second energy blast inflict HP damage). White bird will always appear in front of Sanna.	[Long]Fires two consecutive energy blasts that stops in midair, then tracks the opponent. If the opponent is hit, the energy blast entraps him/her and inflicts a rapid round of burst shots before exploding. Second energy blast can be charged for better homing and longer burst round duration by holding down (Only the second energy blast inflict HP damage). White bird will always appear in front of Sanna.	[Long]Fires two consecutive energy blasts that stops in midair, then tracks the opponent. If the opponent is hit, the energy blast entraps him/her and inflicts a rapid round of burst shots before exploding. Second energy blast can be charged for better homing and longer burst round duration by holding down (Only the second energy blast inflict HP damage). White bird will always appear in front of Sanna.	[Long]Fires two consecutive energy blasts that stops in midair, then tracks the opponent. If the opponent is hit, the energy blast entraps him/her and inflicts a rapid round of burst shots before exploding. Second energy blast can be charged for better homing and longer burst round duration by holding down (Only the second energy blast inflict HP damage). White bird will always appear in front of Sanna.	[Long]Fires two consecutive energy blasts that stops in midair, then tracks the opponent. If the opponent is hit, the energy blast entraps him/her and inflicts a rapid round of burst shots before exploding. Second energy blast can be charged for better homing and longer burst round duration by holding down (Only the second energy blast inflict HP damage). White bird will always appear in front of Sanna.	[Long]Fires two consecutive energy blasts that stops in midair, then tracks the opponent. If the opponent is hit, the energy blast entraps him/her and inflicts a rapid round of burst shots before exploding. Second energy blast can be charged for better homing and longer burst round duration by holding down (Only the second energy blast inflict HP damage). White bird will always appear in front of Sanna.	[Long]Fires two consecutive energy blasts that stops in midair, then tracks the opponent. If the opponent is hit, the energy blast entraps him/her and inflicts a rapid round of burst shots before exploding. Second energy blast can be charged for better homing and longer burst round duration by holding down (Only the second energy blast inflict HP damage). White bird will always appear in front of Sanna.
Diamond Dust	Ground 	30 (15) 	150 	Melee High 	Wall Rush 	Physical 	33
Diamond Dust	[Mid-Long]Dashes across the battlefield at great speed while bombarding opponent with a barrage of claw strikes; Sanna will reinforce the attack with a barrage of rapid-fire bullets while strafing around. White bird will always appear above Sanna and will only dash around Sanna on a specific radius. 	[Mid-Long]Dashes across the battlefield at great speed while bombarding opponent with a barrage of claw strikes; Sanna will reinforce the attack with a barrage of rapid-fire bullets while strafing around. White bird will always appear above Sanna and will only dash around Sanna on a specific radius. 	[Mid-Long]Dashes across the battlefield at great speed while bombarding opponent with a barrage of claw strikes; Sanna will reinforce the attack with a barrage of rapid-fire bullets while strafing around. White bird will always appear above Sanna and will only dash around Sanna on a specific radius. 	[Mid-Long]Dashes across the battlefield at great speed while bombarding opponent with a barrage of claw strikes; Sanna will reinforce the attack with a barrage of rapid-fire bullets while strafing around. White bird will always appear above Sanna and will only dash around Sanna on a specific radius. 	[Mid-Long]Dashes across the battlefield at great speed while bombarding opponent with a barrage of claw strikes; Sanna will reinforce the attack with a barrage of rapid-fire bullets while strafing around. White bird will always appear above Sanna and will only dash around Sanna on a specific radius. 	[Mid-Long]Dashes across the battlefield at great speed while bombarding opponent with a barrage of claw strikes; Sanna will reinforce the attack with a barrage of rapid-fire bullets while strafing around. White bird will always appear above Sanna and will only dash around Sanna on a specific radius. 	[Mid-Long]Dashes across the battlefield at great speed while bombarding opponent with a barrage of claw strikes; Sanna will reinforce the attack with a barrage of rapid-fire bullets while strafing around. White bird will always appear above Sanna and will only dash around Sanna on a specific radius.
Corona 	Aerial 	20 (10) 	100 	Melee High 	Absorb/Wall Rush 	Physical 	17
Corona 	[Close]Release a pack of automated drones engulfing self, hitting anything in range at all direction. White bird will always appear behind Sanna, but both will be completely shielded by the drones during the whole attack animation. 	[Close]Release a pack of automated drones engulfing self, hitting anything in range at all direction. White bird will always appear behind Sanna, but both will be completely shielded by the drones during the whole attack animation. 	[Close]Release a pack of automated drones engulfing self, hitting anything in range at all direction. White bird will always appear behind Sanna, but both will be completely shielded by the drones during the whole attack animation. 	[Close]Release a pack of automated drones engulfing self, hitting anything in range at all direction. White bird will always appear behind Sanna, but both will be completely shielded by the drones during the whole attack animation. 	[Close]Release a pack of automated drones engulfing self, hitting anything in range at all direction. White bird will always appear behind Sanna, but both will be completely shielded by the drones during the whole attack animation. 	[Close]Release a pack of automated drones engulfing self, hitting anything in range at all direction. White bird will always appear behind Sanna, but both will be completely shielded by the drones during the whole attack animation. 	[Close]Release a pack of automated drones engulfing self, hitting anything in range at all direction. White bird will always appear behind Sanna, but both will be completely shielded by the drones during the whole attack animation.
White Glint 	Aerial 	30 (15) 	200 	Ranged High 	Wall Rush 	Magical 	36
White Glint 	[Long]Fires a large wave of energy to devour the opponent. White bird will always appear in front of Sanna. 	[Long]Fires a large wave of energy to devour the opponent. White bird will always appear in front of Sanna. 	[Long]Fires a large wave of energy to devour the opponent. White bird will always appear in front of Sanna. 	[Long]Fires a large wave of energy to devour the opponent. White bird will always appear in front of Sanna. 	[Long]Fires a large wave of energy to devour the opponent. White bird will always appear in front of Sanna. 	[Long]Fires a large wave of energy to devour the opponent. White bird will always appear in front of Sanna. 	[Long]Fires a large wave of energy to devour the opponent. White bird will always appear in front of Sanna.
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==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 also gains a new attack, White Chlorination, triggered by pressing R + , where she curls up, then releases a magic ring. On hit, stuff happens and then you die. This attack instantly kills any God-type enemy bosses and force bypass all of their phases. Ignores any kind of support skill/barrier/buff/personal effects. However, if used on KStuff characters and Nelo/Chime, this attack instead locks both characters' HP to 1, turns their BRV counter into unbreakable state (if any of them are in Break state, it will always restore to 1), kills off their summons/assist (if any), and fully charges their Ex gauge. Can be used on either mode, but White bird must not be on field (projectiles/set traps are fair game though). After performing White Chlorination (whether successful or not), Sanna's Ex gauge disappears completely for the rest of the round (unless used on specific characters as mentioned above). 
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. 
Category: Characters