Wednesday, 16 November 2016

Death Analysis: The Shrine Maiden of Paradise- Reimu Hakurei.







Hey all, Neosonic97 here, with yet ANOTHER Death Battle Analysis post. This time, I'll be covering the main character of the popular indie shoot 'em up series Touhou Project. That is to say, the red/white Shrine Maiden of the Hakurei Shrine located in Gensokyo, Reimu.

JUST SO YOU KNOW...

Touhou Project is a bit strange because there are actually two seperate canons to it. There's the PC-98 canon, which covers the games between Touhou 1: Highly Responsive to Prayers and Touhou 5: Mystic Square. These were released on the Japanese PC-98, hence the name. We WON'T be using PC-98 stuff for Reimu at all, except for comparisons to Marisa. The second era is the Windows Era, which started at Touhou 6: Embodiment of Scarlet Devil, and has lasted to today. This is what we'll be focusing on.



BACKSTORY & PERSONALITY

Image result for Reimu Hakurei
A long time ago, Youkai, Gods and other such mythical beings existed alongside humans in the real world, feeding off of their fears and belief, and resided in a haunted, desolate region of Japan called Gensokyo. However, as modern times rolled around, they found their lives diminishing. In order to prevent these mythical beings from dying out, a group of human priests created a barrier to protect the Youkai, with the only catch being that they would be seperated from the world they once resided in. With the assistance of the incredibly old and powerful Yukari Yakumo, The Great Hakurei Barrier had been formed. However, there needed to be someone to maintain the barrier constantly, as, if it were to ever be removed, the Youkai would once again become subject to the effects of lack of belief and eventually die. This was passed down to a religious group of humans known as the Hakurei, and it has continued like that for a long time. The Hakurei Shrine is (supposed to be) the only gateway between Gensokyo and the outside world and the shrine maidens are typically the guardians of it, keeping the shrine safe and maintaining the barrier. The latest and current Hakurei Shrine Maiden is Reimu Hakurei.

Reimu is straightforward, optimistic and somewhat curious, and will offer help to those in need, but is quick to anger if offended. While she's lazy during free time, she's strongly devoted to her duties as the Hakurei shrine maiden, and thus has adopted a 'shoot first, ask questions later' mentality when it comes to exterminating youkai, resulting in her indiscriminately exterminating Youkai, regardless of how dangerous they are. When it really matters, though, she will help Youkai who are in trouble. Reimu treats everyone the same, whether they be gods, youkai or humans, giving them no respect or disrespect. This causes her to befriend youkai she defeats quite often, and she tries to keep them away from the Shrine (Though this is due to the fact that it makes it harder for her to do her job rather than any particular dislike).

ABILITIES & EQUIPMENT


Image result for Dream Sign- Fantasy Seal
Reimu typically carries some trademark pieces of equipment on her. Most of the time, she carries a large number of ofuda (that is to say, charms) that have anti-youkai properties. However, she can also use them to create clones of herself, or barriers using them, too. Other than this, she also wields a purifying rod (oft called a gohei), which she can use for melee attacks, like she does in Hisou Tensoku. But her most often used weapons are the Yin-Yang Orbs, which can either fire projectiles or be used as projectiles themselves. It also serves as a communicator, as it was modified by Yukari in Subterranian Animism (and still has these functions, much to Reimu's annoyance when Yukari used it to spy on her in Oriental Sacred Place). She also uses 'persuasion needles' as an alternate projectile for more focused damage.

She also has a few natural powers of her own, notably relating to barriers, being able to both create barriers (as already stated earlier) or break through barriers too complex for even skilled magicians like Marisa Kirisame and Patchouli Knowledge to understand. She also has the ability to float. This may not sound impressive in a series where EVERY SINGLE GOD DAMN CHARACTER can fly, but Reimu's ability goes beyond mere flight. She can float away from reality, which typically expresses itself in two forms: The first is a short-range teleportation that Reimu seems to perform unconsciously in combat- she even seems unaware that she's doing it. The second is the ultimate expression of the ability: Fantasy Nature. With this, Reimu basically floats far away enough from reality that she becomes completely invulnerable to... just about anything. She is one of the main reasons that the Spell Card Rules exist: without them, she would be able to effortlessly defeat even Gensokyo's most dangerous beings like Yukari Yakumo, Fujiwara no Mokou, Utsuho Reiuji and Marisa Kirisame. Under spell card rules, Fantasy Nature has a time limit, but it is still incredibly powerful.

A NOTE ON SPELL CARD RULES:

The spell card system is a method of settling disputes in Gensokyo first introduced in Touhou 6: Embodiment of Scarlet Devil. Reimu herself was the one who developed the system, and it was created for a number of reasons. A: To give even the weakest Youkai and Humans a chance at victory in a fight, B: For Youkai to even concievably be able to defeat a Hakurei Shrine Maiden in a fair fight, and C: to prevent bloodshed. Battles under spell card rules are non-lethal, but they do not necessarily encompass magic alone: for example, Sanae can call upon the powers of her shrine's gods, or Marisa and Nitori can use equipment like their Mini-Hakkero and Optical Camouflage respectively. Anything that can constitute as an attack can count as a spell card: even mundane things like throwing Umbrellas or Potatoes. Certain equipment can be required for certain spell cards, like Marisa needing her Mini-Hakkero to perform the Love Sign- "Master Spark", for example.

Speaking of Spell Cards, while Reimu has used a wide variety of Spell Cards over the course of the series, there are a few spell cards that Reimu has a particular favour for, as they seem to return a lot. The main two being her Spirit Sign- "Fantasy Seal" and Dream Sign- "Evil-Sealing Circle", variations of which, if not the spells themselves, have appeared in every game since Touhou 6 where they debuted, either as one of Reimu's bombs or as a boss Spell Card. Fantasy Seal creates a number of coloured orbs which home in on their targets. For the most part, Fantasy Seal is very difficult to dodge, if not totally impossible. Evil-Sealing Circle, on the other hand, sends out waves of amulets in all directions, but typically bunched enough to restrict an enemy's movement. As mentioned before, Fantasy Nature temporarily makes Reimu completely invulnerable to all attacks, by floating away from reality, temporarily entering a state akin to non-existence.

Reimu also has a few skill cards from the fighting games, most are just variants of her ofuda, barrier skills or persuasion needles, but she does have a few unique skills from said games, like the Ascension Kick, a swift rising kick which defends against attacks from above.


FEATS AND WEAKNESSES

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Reimu is very powerful amongst Touhou standards. She's seen as superior to Marisa Kirisame, whose Mini-Hakkero is capable of reducing a mountain to ashes, according to Rinnosuke (Who made the damn thing). She has defeated most of Touhou Project's strongest characters, like Yukari Yakumo, Yuyuko Saigyouji, Utsuho Reiuji, Flandre Scarlet, Yuuka Kazami and aforementioned Marisa Kirisame, just to name a few. She's capable of matching Oni who are famed for their physical strength, such as Yuugi Hoshiguma and Suika Ibuki in physical combat, and is tough enough to take attacks from the aforementioned heavy-hitters as well, including Marisa's mountain-razing Master Spark. She's capable of moving fast enough to dodge attacks moving appreciable fractions of the speed of light, too, if not as fast as, or even faster than light itself. Certain attacks in Touhou Project, like Marisa's "Shoot the Moon" spell card, are described as light, so it is possible she's faster than light and at the very least close to it.

However... she does have a few weaknesses. Under Spell Card Rules, she's not really fighting to kill, but she can opt to defy the spell card rules at any given time if the situation calls for it. Especially in her case since they're self-imposed restrictions. Reimu also hasn't really got the most advanced equipment in the world either, given how the Hakurei Shrine doesn't receive many donations. Still, she doesn't need 'em, and has no trouble reminding people why she's known as one of the most dangerous beings in Gensokyo and one person you DO NOT want to mess with. And gods help you if you blow up the Hakurei Shrine like Tenshi did.

OVERVIEW


Image result for Reimu Hakurei
+Hax for days, mostly via Fantasy Nature's total invulnerability. Not even Yukari can hit her in that state! Outside of spell card rules, there's no clearly defined limit.

+Extremely fast. Not the fastest in Gensokyo (That'd be Marisa's or Aya's turf), but still super-fast.

+Very powerful energy attacks. At least as much so as Marisa, who can raze mountains with her Master Spark.

+Surprisingly physically adept for a Shrine Maiden. Capable of taking on Suika, who shattered a sizeable portion of Heaven, and both tanking her attacks and harming her, and Yuugi, who is stated to be superior to Suika and have the highest physical strength of all Youkai.

+...?As an in-joke amongst Touhou fans, reportedly has very attractive armpits, thus giving her the nickname 'armpit miko'. Mostly due to her outfit.

-Spellcard rules inhibit killing potential.
     =But she can just disobey them if she needs someone dead urgently.

-Another fandom joke: 'destitute miko'. As Reimu's shrine doesn't get many donations, she's seen as very poor.
     =Not that this stops her from being the best incident resolver in Gensokyo.


...And that's it for this report on Hakurei Reimu. Read and give feedback please, and I'll see you all next time. 

Wednesday, 14 September 2016

Death Analysis: Emiya Shirou (Remake)

Hey all! Neosonic97 here! This time I'm remaking my Death Analysis post on Emiya Shirou, the main protagonist of Fate/Stay Night. There were quite a few flaws with the first version I made back on the original Screwattack website, and I'm here to rectify that! So let's get into it!

JUST SO YOU KNOW...

I'm going to be including all three routes in my analysis, but his arsenal is typically specific to a certain route minus the basics (That being his Tracing and Reinforcement). There will also be a few nods to Fate/Kaleid Liner Prisma Illya.



BACKSTORY


Shirou lived out the first few years of his life in peace, living alongside his parents in Shinto. That is, until the end of the Fourth Holy Grail War shown in Fate/Zero, the aftermath of which caused The Great Fire, a disaster which claimed the lives of all the victims of it- except for one boy. Having been saved (The method of which will be covered later) and adopted by Emiya Kiritsugu, it was here where Shirou officially took on the Emiya surname. As a kid, he wished to learn magic from his adoptive father and pestered him, so Kiritsugu taught him the basics and told Shirou to only practice magic in secret. In addition, during the last few days of Kiritsugu's life, he told Shirou about his dream of becoming a hero of justice who could save everyone. Shirou, enthralled by the beauty of this dream, opted to try to accomplish Kiritsugu's dream. Years passed and during one fateful night at high school, Shirou stumbled upon a battle between two Servants. Heroic Spirits of legend who are summoned to fight in the Holy Grail War. A rule of the Grail War is that there must be no outside witnesses aside from select mediators, so one of the servants, Lancer, went to end Shirou's life right there, and would have succeeded had Shirou not been saved by one Tohsaka Rin, master of the other servant, Archer. Shirou headed back home after this and was almost killed by Lancer again until Shirou inadvertently summoned his own Servant- Saber. From here, Shirou's story diverges into three seperate routes, labelled Fate, Unlimited Blade Works and Heaven's Feel. In Fate, he goes through the Holy Grail War and fights off the other servants while developing a bond with Saber. In Unlimited Blade Works, his motivations for fighting are explored more as is the identity of Archer, who happens to be an alternate future version of Shirou. In Heaven's Feel, he works on fighting off Angra Mainyu, the corruption set inside the Holy Grail during the third Holy Grail War.

PERSONALITY

Due to the trauma of the Great Fire, Shirou feels an emptiness inside suffers from immense survivor's guilt. He only gains a sense of self-worth from helping others, and will gladly place himself in harm's way to protect someone. Through Kiritsugu speaking of his attempts to save people but being unable to save one person without another dying, Shirou was inspired by Kiritsugu's efforts and took on those ideals as his own. The way his ideals are portrayed varies by route. In the Fate Route, he takes his ideals to the limit, even going as far as to try to prevent Saber from fighting other Servants despite the fact that she's much stronger than he is and his chance of survival, let alone victory, against such foes is hopelessly low. In Unlimited Blade Works, through his interactions with Archer, his alternate future self, Shirou begins to see the problems with his ideals, and instead reaches a middle ground, striving to achieve his ideals even though he knows it's impossible. In Heaven's Feel, he straight-up abandons his ideals to protect what is precious to him. Shirou is very stubborn once he sets out to accomplish something, going above and beyond his limits to do so. He will stubbornly defend his viewpoints, no matter how wrong they seem, which can be the source of much anguish to others.

ABILITIES

Nasuverse Magi and Servants use an energy source called Prana, which is magical energy. Shirou in particular makes usage of Od, Magical Energy which is stored within the user's body and replenished by magical circuits in their soul.
Shirou's abilities vary by route, but he does have some common ground amongst them. Most Nasuverse Magi know Reinforcement magic, which allows them to use prana to enhance their bodies, be it giving them superhuman speed by enhancing their legs, superhuman strength by enhancing their arms, or even improving their sight and hearing by reinforcing their ears/eyes, respectively. Shirou can also reinforce other objects. He also has Projection, which lets him create objects, although this is strictly inferior to the Magecraft he learned later, Tracing. With Tracing, Shirou can not only recreate weapons, but their history, creation and the soul of their wielder, temporarily giving him the skill of the original wielder, although Noble Phantasms will be one rank of strength lower, with one exception. Also of note is that Shirou has three Command Seals on his left hand, which are used to give a servant commands which they may be unable to disobey, depending on the command. Those which are agreed upon by both Master and Servant are the most powerful, with which the servant can do things that are normally impossible to them, such as heading to their Master's side even if they're separated by a powerful bounded field. With these Command Spells, Shirou can call Saber to his side in an instant or empower her with an extreme boost to her magical energy. 

In the Unlimited Blade Works route, Shirou gains access to the foundation of his magic. A Reality Marble called... well, Unlimited Blade Works (Pictured above). A Reality Marble is a rare type of magic which can manifest the user's inner world into reality, changing the battlefield. Shirou's Reality Marble is known as the answer come to by one who was saved by a sword, who merged and lived with a sword,  and who acted as a sword for all their life. The reality marble contains any and all weapons Shirou has seen and when he traces a weapon, he's not merely creating one, he's taking one already stored in his Reality Marble and taking it out, almost like firing a gun. By reciting a poem about himself, he can manifest Unlimited Blade Works. Inside of Unlimited Blade Works, the cost for Tracing is almost completely eliminated, the time to trace weaponry is reduced and Shirou can also use a form of Pseudo-telekinesis to control the weapons created in Unlimited Blade Works. He unleashes Unlimited Blade Works by reciting a poem about himself:
 I am the bone of my sword 
 Steel is my body and fire is my blood 
 I have created over a thousand blades 
 Unaware of loss, Nor aware of gain 
 Withstood pain to create weapons, waiting for one’s arrival 
 I have no regrets. This is the only path 
 My whole life was unlimited blade works

Unlimited Blade Works also has effects on his body passively. Most notably, if Shirou is under intense physical trauma, it will invade his body and begin to knit his wounds with blades, which increases his durability to the point where a kick from Rider which would have normally gouged out his stomach instead merely hurt him normally instead. However, this can also backfire on Shirou, as shown in the 'Rafflesia Umbrella' bad end, where, when he hits the ground, the blades knitting his wounds burst out, killing him. It's also more prominently shown in Heaven's Feel where it begins permanently replacing parts of his body with blades.

EQUIPMENT

Image result for Emiya Shirou Nine Lives

Shirou has plenty of equipment thanks to his tracing ability which he can call upon at any time, but a few stand out amongst all routes. Most notably Kanshou and Bakuya, which he uses fairly prominently in both Heaven's Feel and Unlimited Blade Works. They are twin swords typically wielded by Archer. If both are wielded at the same time they increase Shirou's resistance to both physical and magical damage and, if one is thrown, it will return to Shirou if he has the other sword on him. This works well with tracing as he can let an already thrown sword recognize a new partner. This has an ultimate strategy called Triple-Linked Crane Wings, which utilizes three seperate pairs of Kanshou and Bakuya to lock the opponent in an unblockable combo. Shirou has shown the capability to use this in the 'Sparks Liner High' bad end, in which he defeats Saber Alter with it, at the cost of his mind. Shirou also has Avalon, the scabbard of Excalibur, sealed inside him. This is how Kiritsugu saved him all those years ago, and Shirou can perfectly trace it. It grants Shirou a powerful healing factor so long as Saber is nearby, enough to shrug off wounds that would normally be fatal. He has since lost it, however.

Speaking of, in Heaven's Feel, he gets Archer's Arm grafted onto him after losing one of his own. This allows him to tap into Archer's experience and ability with tracing, as well as boosting his power to be close to that of Archer's, but in return, unless kept sealed by the Shroud of Martin, it will destroy his mind. This is why Shirou loses his mind in 'Sparks Liner High'. When using Archer's arm, Shirou CANNOT use Unlimited Blade Works due to the conflicts between his and Archer's inner worlds.

Shirou has traced plenty of weapons in each route, so to keep things simple we'll use weapons traced by Archer too (seeing as they're the same person if Archer can use 'em, so can Shirou). Aside from Kanshou and Bakuya, Shirou has also traced Rule Breaker, a Dagger with anti-magic properties, enough to the point where it can even sever the contract between Master and Servant, Caliburn, Saber's sword before she got Excalibur (For those who didn't guess, Saber is a genderflipped King Arthur), which can deliver devastating blows and shoot out a blast of golden light if Saber wields it, Beserker's Axe-Sword (Pictured above), with which he can use Nine Lives Blade Works- a maneuver so powerful it can take down the blackened Berserker Heracles, and Excalibur in the finale of Heaven's Feel Normal ending, although tracing Excalibur drains too much prana and thus is a suicide attack. He can also perfectly trace Avalon, however, due to having had it sealed inside him for years, thus causing it to not suffer a rank down. He can also trace Rho Aias, a shield which can protect him from attacks. He uses this in Stay/Night to block Gilgamesh's attacks, buffers Rider's Bellephoron with it to break through Saber Alter's Excalibur, and in Hollow Ataraxia, blocks Archer's Hrunting with it. In addition, Archer, the alternate future version of Shirou, has also projected a bow, Caladbolg II, a powerful blade modified for better use as an arrow, which causes a massive explosion and can twist space, Hrunting, an arrow which can change its flight path towards a target as long as the one who fired it is still aiming at them. Multiple can also be fired at once. On top of that, Gae Bolg, Lancer's spear, is also amongst the items Archer has traced. He cannot use either of its curses, but it does make for a powerful Broken Phantasm (Broken Phantasms are noble phantasms overcharged with Prana to increase their performance at the cost of destroying them).

FEATS AND WEAKNESSES

Image result for Shirou vs Gilgamesh
Shirou's got some pretty impressive feats under his belt. In the Fate route he suffers all sorts of wounds that would be fatal and keeps on going. Like Berserker blowing away his stomach or Rider's kick to the gut. In Unlimited Blade Works he takes down Gilgamesh (Albeit because Gilgamesh is stupidly arrogant) and defeats Archer in combat (Albeit because Archer hesitated at the last second). In Heaven's Feel he manages to match and defeat Kotomine Kirei and in the Sparks Liner High bad end, manages to down Saber Alter with Triple-Linked Crane Wings at the cost of his mind. He's chopped of Gilgamesh's Arm in Unlimited Blade Works (seen above) and took off nine of blackened Berserker's lives with Nine Lives Blade Works, as well as seven of regular Berserker's lives with Caliburn (Wielded alongside Saber). He is fast enough to, with a moment of preperation and anticipation, deflect an attack from Lancer, one of the fastest servants of the Fifth Grail War, and keep up with Rider (albeit weakened due to Shinji being her master).

And then there's Shirou in Prisma Illya. Despite not being the same Shirou, it still deserves notice because THAT Emiya Shirou was powerful enough to mop the floor with a serious Gilgamesh.

However, he's not perfect. Using Archer's Arm will destroy his mind if not flat-out kill him, Tracing Excalibur will kill him, Avalon's regen, as strong as it is, has limits, a powerful enough impact will cause swords to burst out of his body... which will kill him. In case you didn't get the memo, Shirou dies if he's killed. Also, his Prana has limits and without it, he can't use Tracing at all. Unlimited Blade Works is also really taxing on his Prana.

OVERVIEW

Image result for Just because you're correct doesn't mean you're right

+Tracing gives him loads of versatility.
     +Doubly so during Unlimited Blade Works.
+Rho Aias and Avalon give Shirou great defensive options.
+Command Spells can call Saber to him or buff her.
+To call him a master chef would be an understatement. There's a reason he always cooks for the Emiya household and that's because he's godly at it.
-Prana has limits. Without any Prana he's basically just a human.
-Tracing Excalibur kills him.
-Archer's arm destroys his mind, which effectively kills him.
-A powerful enough impact with Shirou's wounds being knit into blades will kill him.

Read and review, and point out if I missed anything.

Thursday, 18 August 2016

Death Analysis: Kirito (Remake)

Hey there everyone, Neosonic97 here! This time, I'm bringing you a remake of my old analysis for Kirito! More information will be added, specifically from the Alicization Arc. Be warned, if you are watching the anime or have not read the novels, THERE WILL BE SPOILERS! With that outta the way, let's begin.

BACKSTORY

In the year 2022, a new VRMMORPG was introduced to save the dying MMORPG genre of games. This game was Sword Art Online (SAO), created by one Kayaba Akihiko. Using a piece of technology called the Nervegear, the user would completely immerse themselves in the game, utilizing their senses to control their ingame character. Naturally, SAO become a big hit during the Beta Test. On November 6th, 10,000 players log into SAO to find out that they are unable to log out, and that in order to escape, they must beat the boss of Floor 100 of Aincrad. There was also another, deadlier twist: If a player dies in-game or has the Nervegear forcibly removed, the Nervegear will fry their brain, killing them.
Amongst these 10,000 trapped players was one Kirigaya Kazuto, going by Kirito in-game. He was a Beta Tester for the game, and, to avoid other Beta Testers getting discriminated against for the actions of ones who hope only to benefit themselves, he isolates himself and dons the title 'Beater' (A mix between Beta Tester and Cheater). The players progress through the game and Kirito eventually ends up befriending one Asuna Yuuki, who he eventually falls in love with and marries in-game.
On Floor 75, Kirito outs the leader of the Knights of the Blood Oath, Heathcliff, to be Kayaba in disguise, and defeats him in a duel, clearing SAO and freeing the survivors.
However, 300 players had not woken up, despite the fact that they should have, including Asuna. Upon seeing an image of someone who appears to be Asuna in another VRMMORPG, Alfheim Online, Kirito heads there to investigate, eventually uncovering and foiling the plot of one Nobuyuki Sugou to create mind-control technology, which was being tested on the 300 trapped players, who were all freed, as well as reconciling with his adoptive sister/cousin Suguha, who he had begun to isolate himself from due to learning they weren't actually brother and sister.
Some time later, Kirito agrees to assist in the investigation of the 'Death Gun' incident, which had a player in the VRMMORPG Gun Gale Online named Death Gun shooting players in-game only for them to die in real life. Assisted by a female player called Sinon, Kirito eventually uncovers the truth about the case, and two of the three culprits are arrested. The third manages to escape.
This proves to bite Kirito back hard, as at some point after this, Kirito is attacked by that very same person, and injected with a lethal injection. Medics manage to save his life, but his memory is damaged, so he is put into the Soul Translator's new VRMMORPG, Underworld, to recover. He eventually recovers his memories and puts a stop to Johnny Black (His attacker), and PoH (One of his accomplices) who had been terrorizing Underworld.

PERSONALITY

Kirito is not good with words. He's blunt and not afraid to speak his mind, and sometimes enjoys teasing others and being somewhat rude. He is also susceptible to the occasional bout of overconfidence. He's most often calm and collected, but he is a fierce opponent in battle- sometimes fierce enough that he doesn't remember what he did in battle, once the battle ends. Kirito, however, is a kind person and refuses to abandon those in need, only strengthened with the demise of the Moonlit Black Cats, his first guild. Kirito is also prone to letting his emotions control him. Most notably, the deaths of Moonlit Black Cats haunted Kirito until he married Asuna, and this worries his friends, as Kirito is someone who would let their life be ruined by guilt if not comforted.
Above all else though, Kirito has an incredibly strong resolve, and will work to do anything he sets his mind to, even if it's impossible. Most notably when Yui, his in-game adoptive daughter (who's also an AI) with Asuna, confirmed that Asuna was at the top of the World Tree, Kirito just rushed in and attempted to reach the top, despite finding the task to be impossible.

ABILITIES

Due to the nature of Kirito's abilities, and him being inside video games for most of his feats, The best way to look at his abilities is by game, but first the constants should be what he carries in between games. Most notably his Outside System Skills, which are techniques performed outside the usual means of the games. Kirito's first Outside System Skill is Arms Blast, with which he can break an opponent's weapon by striking its weak point. Next, there's Spell Blast, which allows Kirito to cut through magic. Bullet Deflect allows Kirito to stop Bullets with his sword, Distinguish allows Kirito to isolate sounds in a VR space, focusing only irregular sounds. Hypersense is a skill which allows Kirito to sense peoples' presence through their killing intent. Lastly, in order to make up for the fact that the <Dual Blades> skill doesn't exist in ALO, he created Skill Connect, which allows him to chain multiple One-Handed Sword Skills together while wielding two swords. Kirito is also capable of using Sword Skill Imitation to recreate Sword Skills from SAO and ALO without assistance from the system, as he demonstrated in GGO with <Horizontal Square>.
Next, let's look at his Sword Skills from SAO. Kirito has a wide variety of Sword Skills,
Kirito, having a complete mastery over 1-Handed Straight Sword skills, likely knows any and all known Skills of said Category. He also has some skill in Martial Arts, Battle Healing, Stealth and... Fishing? 
In SAO, he also has the Extra Skill Dual Blades, with which he can use dual-wielding Sword techniques.
Here is a list of  the skills that Kirito should know, although he has not demonstrated all of them:
Vertical, Horizontal and Slant: A simple vertical, horizontal or diagonal slash respectively.
Uppercut: An upwards slash meant to sent foes skywards.
Vertical Arc: A two-hit combo of slashes in a V-Shape. Kirito uses this to defeat Illfang the Kobold Lord. There is also Horizontal Arc, which is the horizontal variant of it.
Serration Wave: An AoE Sword Skill meant to hinder movement. It does very little damage. 
Lightning Fall: An AoE Sword Skill where the user backflips before thrusting their sword into the ground, creating a wave of electricity to stun foes.
Rage Spike: A swift Sword Skill where the user leaps at the foe and performs an upwards strike.
Sonic Leap: A Sword Skill similar to Rage Spike where the user leaps at the foe. This one performs a downwards strike and has a shorter range, but it can be aimed upwards.
Snake Bite: A two-hit combo going from right to left then back again, which is effective at shattering weapons.
Savage Fulcrum: A three hit combo which looks somewhat like the number 4.
Vorpal Strike: Another Charge-type Sword Skill, in this case a single high-speed thrust with a range over twice the length of the blade used.
Sharp Nail: A three-hit combo going right-to left diagonally upwards, then left-to-right, then right-to-left diagonally downwards.
Howling Octave: An eight-hit combo starting with five thrusts, then a downwards swing, then an upwards swing, then a final overhead swing.
Horizontal Square and Vertical Square: Four-hit comboes that trace the look of a square.
Embracer: A simple martial arts technique performing a thrust with the user's hand. Kirito uses this to kill Kuradeel.
Senda: A swift, single-strike uppercut, given by the Martial Arts skill. Kirito uses this in Progressive.
Meteor Fall: A two-hit combo making use of both a One-Handed Sword and Martial Arts skills. The user throws their sword up in the air, then delivers a terribly fast punch to the target's chest, knocking them backwards, before jumping, catching their sword and slashing with it. Kirito uses this in Versus, in a battle against Accel World's Silver Crow.
Meteor Break: A seven-hit combo making usage of One-Handed Sword and Martial Arts skills.
Deadly Sins: A seven-hit One-handed Sword combo making featuring various directional slashes and backwards flips. Kirito uses this in the Caliber Arc in conjunction with Spell Blast to protect Asuna and the Sleeping Knights.
Battle Healing: A passive skill that Kirito has, which regenerates his HP during battle. He demonstrates this when protecting Silica from the Titan's Hand guild, regenerating off any damage they inflicted on him.
Flight: In ALO, Kirito is capable of flying. This used to have a time limit, but this was removed after the Fairy Dance Arc.
Illusion Magic: As a Spriggan, Kirito can create illusions using his magic. Most notably, he used an advanced form of Illusion Magic to temporarily become the Gleam Eyes to take down a group of Salamanders who were previously stonewalling him.
Armament Full Control Art: In Underworld, Divine Intstrument Type Weapons can have their full power released by this ritual, which comes in two phases: Strengthening and Releasing. The second part is the part Kirito uses most often, as it comes out very quickly (The way to trigger it is to say "Release Recollection".).

These last two deserve links of their own.

Starburst Stream: A 16-hit Dual Blades combo. Kirito most famously uses this against the Gleam Eyes to defeat it in a single go.
The Eclipse (Timestamp 0:57): The ultimate Dual Blades Combo, clocking in at 27 hits. Kirito used this against Heathcliff, but due to Heathcliff being Kayaba, perfectly predicts and blocks every last one of Kirito's attacks.

EQUIPMENT

Kirito's equipment varies with what game he's in. In Sword Art Online, Kirito Dual-Wields the Elucidator, a Demonic Boss Drop from the 50th Floor, and the Dark Repulser, which was made by Lizbeth, one of Kirito's friends. Both the Elucidator and Dark Repulser boost Kirito's Strength and Agility. He also wears the Blackwyrm Coat, which enhances his Stealth Skill.
In ALO, he wields a Black Iron Long Sword (Again made by Lizbeth) and the Holy Sword Excaliber (The strongest weapon in ALO). 
In GGO, He wields a Kagemitsu G4 Photon Sword (Basically a Lightsaber, except a bit weaker) and a FN Five-Seven Pistol.
In Underworld, He has wielded multiple swords, but his main weapon is the Night Sky Sword, a weapon crafted from a branch of the Gigas Cedar tree. While it has a variety of abilities credited to it, he has two main powers from it, the first is to fire off an energy blast from it, via a Armament Full Control Art, But it also allowed Kirito to, in the climax of the Alicization Arc, turn PoH into a tree, imprisoning him in Underworld for eternity. Ouch.
His other weapon in Alicization is the Blue Rose Sword of his dead buddy Eugeo. Its Armament Full Control Art allows Kirito to freeze foes nearby while also draining their HP over time. Kirito can also absorb the energy drained from his enemies into his Night Sky Sword.

FEATS AND WEAKNESSES

Kirito's got some pretty damn impressive feats inside the games. Even without the prediction lines of GGO being effective, he's capable of stopping bullets, and sniper rounds at that. Most notably, in his fight with Sinon. He's powerful enough to one-shot the Gleam Eyes with Starburst Stream, tough enough to survive being impaled, can move at supersonic speeds in Alfheim, and his fight with Alice in Alicization was so intense it blew a hole in the battlefield which Kirito and Alice were promptly sucked out of. And of course, with the Blue Rose Sword and Night Sky Sword, Kirito can immobilize most anyone (As 30,000+ Korean and Chinese players found out the hard way) or of course, just turn 'em into a tree (As PoH learned the hard way. He's still trapped as a tree).

However, Kirito is not perfect. As stated, he is controlled by his emotions a lot. If he's angry, he'll rush in blindly swords swinging. If he's upset, he might completely lose the will to fight and become sloppy. While Kirito, without a doubt, has the highest DPS of the entirety of Sword Art Online, he's also kind of frail compared to tanks- although this may or may not be the case. He was capable of blocking the attacks of the Skull Reaper when dedicated tanks weren't. On top of this, he's kind of helpless without his weapons. He does have Martial Arts skills, but he doesn't use them much. He's best using a sword.

OVERVIEW


+Very fast.
+Very strong.
+Fairly intelligent. He's not stupid and does have strategic competence, even if he doesn't always display it.
+Underworld Kirito is HAXXY AS HELL. He can just turn people into trees! With that, he could beat people who are MILES STRONGER THAN HIM. The Blue Rose Sword also helps with a massive AoE freeze that also drains life.
-Ruled by his emotions first. This can put him in a bad spot.
-Kirito is mostly helpless without his swords. While he does have Marital Arts skills, he is best using a blade.
-Sword Skills have a bit of a delay after them depending on how powerful they are. The motions cannot be cancelled either, so missing with one leaves Kirito wide open.
       +Granted, he can use this to his advantage.

So yeah. Read, feel free to send feedback, if I missed anything, please let me know.