(last updated: 08/15/21)
When your super meter is 100% full, your character is in TOP mode, and is granted certain bonuses, depending on which abilities your character has. You will stay in TOP for 1 round after you drop down from 100% super. Some traits will let you get into TOP without being at 100% super, and the Signature Ability for RESOLVE also has a mechanic for getting into the TOP state.
The bonuses listed below apply as long as 100% super is maintained and for  round after you no longer have 100% super. Alternatively, TOP can be accessed via GROOVE from RESOLVE and ECLIPSE from PRESENCE. These bonuses do stack on top of other bonuses.
While in TOP, you gain +% chance to hit, including interrupts, and +% chance to dodge, block, and endure.
Analysis - 100% chance to detect CSYS actions.
Brace - Reserve cost of +brace is reduced to %.
Burst - Reserve cost of +burst is reduced from % to %. +es and +shield each cost % reserve. +infuse costs % reserve.
Charging - +charge gains % reserve instead of %. Interrupt bonus becomes % instead of %. If super is at 100%, % health instead of % super.
Charisma - Gain % bonus to dodge/block/endure for every % super possessed by attacker.
Control -- +control provides a  Super discount.
Counter - Damage from failed Counter attempts is reduced by  PL.
Enhanced Moves - All attacks will cost % less reserve.
Evade - Use of the +evade command does not cost any reserve at all.
Imbued - Improved reserve recovery or reduced costs from using imbued normals.
JD - Increased chance to trigger JD.
Manipulate - Correct predictions award % reserve instead of % Super.
Parry - Increased chance to Parry when dodging.
Presence - Allowed to use  DM charges in a single round.
Reflect - Damage from failed Reflect attempts is reduced by  PL.
Resolve - +resolve costs % super instead of %. +ex costs  super instead of %.
Restore - Restore ticks grant +% more health and cost no super.
Rush - The +rush active costs no reserve. RUSHED normals return standard reserve.
Second Wind - Higher chance to trigger SECOND_WIND
Smash - +smash costs no reserve. SMASHED normals return standard reserve.
Style - Style switches in TOP do not count as an Active Ability use.
Toughness - Higher chance to trigger a Tough Out when enduring.
Vigor - Threshold for hitting Fatigue is reduced even lower.