Sky Cross Duel/Ronin Bell

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SXD Ronin Portrait.png
Archetype: Pixie
Health: 600
Walk Speed: 3.2/-2.2
Dash Frames: 4 Invulnerable, 3 Recovery
Fastest Attack: 8N, 2 frames

Gameplay

Ronin Bell (often referred to as Ronin) is a pixie level up character with fast movement, lowest HP in the game, and a strong rekka that gives him level ups.

Ronin's strength comes from his fast attacks, obscenely high damage Zenith Finisher, and incredibly absurd specials when leveled up fully.

Pick if you like Avoid if you dislike
  • Strong Offense: Fast buttons, and a few mix up tools allow K-9 to consistently reach the opponent and start his long combos
  • Speed: Ronin is the fastest character in the game, making his combos extremely flexible, and his mix very strong.
  • Light: Ronin is one of the most lightest characters in the game; making many routes that would work on others either need much more effort to work, or just become non-functioning.
  • Good Meter Usage: Ronin's EX specials and super are amazing uses of meter for the paper prince. 24S, a invincible reversal, 28S, a long-range command grab, 62S, a buzzsaw that controls the ground and strengthens his already amazing pressure, and 26N, a active before superflash gunshot that goes through the entire (horizontal range) of the screen. With these, Ronin with meter, and maybe even without levels, can be a competent and terrifying foe if you use his tools right.
  • Snowballing: Ronin's level mechanic, while forcing him to start weak and brittle at the start of the game, eventually makes his specials incredibly powerful, turning a small, useless punt into a high damaging long range attack that pulls in (8S), and a singular knife projectile that barely lasts on the screen to a bouncing projectile that makes it impossible to escape his pressure (2S), Ronin can run circles around his opponents for days as long he's able to set up at the start of the game.
  • Weaker Neutral: Ronin struggles in neutral a lot. His flux options don't go very far, so he relies on the air, but most of the cast have a strong anti-air to shut down his air approaches, thus making him rely on levels to improve his neutral; which means require him either to get in or parry successfully.
  • Low HP: Ronin's meager HP can cause him to die in two negative interactions; potentially even less if somebody knows their routes against him.
  • Snowballed: While having an invincible reversal in 24S, being able to escape the corner and be at a advantageous state using Gold Burst, and having a strong, yet risky get-out-of-jail free card in the form of parry, if Ronin is cornered, he has to fight for his life to escape the scramble or lose the round, thanks to his tough-as-glass build and his main defensive options requiring either a resource or being very risky.
Unique Mechanics

Papercuts

Ronin's rekka series allows him to level up by landing either his N or S follow ups. These levels augment Ronin's 8S and 2S specials; mostly for the better; giving them properties such as extra range or extra projectiles.

The means to gain these levels include:

Land 5S-N (1)

Land 5S-S (1)

Land 24S (1)

Parry successfully (1)

Land Burst (2)

Land counterhit 5S-N (2)


You can also lose levels. A loss of levels is caused by:

Ronin being counter hit (1)

Ronin being FATAL COUNTERED (6)


Make sure to manage your levels wisely. Being too reckless will make Ronin's tools in neutral frail and sad.

Movelist

Normal Moves

5N
SXD Ronin 5N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
10 7 4 uh 6 +3 (point blank) 3 4
  • Ignores Gravity scaling.
  • using 5N while the projectile is already out causes the original projectile to fall downwards.

Ronin throws a paper airplane projectile. Lets Ronin control some degree of space on the ground, causing the opponent to jump. However, this could end up as a free parry for the opponent, causing you to be punished by a combo from the opponent or lose some ground. It being plus enough to go into 2N seamlessly lets Ronin put the opponent in a guardfinite, as long as they don't attempt to crouch block.

8N
SXD Ronin 8N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
10 12/8 2 3 5 +0 1 4
  • Launcher.
  • Has a bit of low profile to beat air attacks.
  • If done twice in a combo(?) or on a air opponent(?), 8N will launch less high and gain more horizontal knockback, and gain the ability to wallbounce.

Ronin twists and kicks upwards. One of two(?) launchers for Ronin. With it's, although minor, amount of low profile, it can beat out some early jump-ins easily. In combos, you usually route into this to go into a5N to bounce loop the opponent, but you shouldn't go for this unless you're at a decent enough level, such as level 3, as your main priority for the early game is to gain levels more than anything.

2N
SXD Ronin 2N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
65 4 3 3 4 +3 1 25
  • Knocks down. Lets you set up some okizeme.

Ronin whips the ground whilst crouching. A ender and a poke. As a ender, it's a easy way to end combos and set up Ronin's rather terrifying okizeme. As a poke, it using the crouch animation's hurtbox lets Ronin creep under some moves while staying safe from higher hitting pokes, especially when you do this as a Flux Cancel.

a5N
SXD Ronin a5N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
40 -8 2 2 5 -1 1 8
  • Ground bounces.

Ronin twists and kicks downwards. Ronin's main airborne combo extender. Thanks to it's ground bounce property, you can quite literally dribble opponents with this, or land to go into grounded normals. As a jump-in, it gets the job done decently enough. It can cross up, so you can mix opponents trying to hold back away from you with this, or just surprise them with a sudden cross up during your pressure.

a8N
SXD Ronin a8N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
15 7 3 2 5 +1 5 4
  • Pulls opponent to Ronin.

Ronin does a backflip in the air, sticking his foot out to catch opponents. Ronin's anti-anti air, used to swat opponents above you while you're already dueling in the sky. This attack can also serve as a combo tool, as it vacuums the opponent, thus letting you keep the opponent close forr more combo oppritunities and can be done after 5S-N to continue a combo including that move. As a jump-in, it's probably Ronin's least used one, considering it's meager horizontal hitbox, forcing you to go deep in to hit the opponent with it.

a2N
SXD Ronin a2N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
10 4 2 [Until Landing] 7 +1 5 4
  • Divekick
  • can be canceled immediately to use a grounded attack, or delayed and canceled into an aerial attack

Ronin's legs turn into scissors, and he dives to the floor. Once he lands whilst doing this move, he bounces forwards, keeping him mid-air and ready to do another airborne move. This move is one of Ronin's best tools due to the many uses it has. Most notably, it's a strong combo tool, thanks to the fact that it enables you to use every normal in Ronin's kit, based on if you did or didn't cancel once Ronin hit the floor, giving you much more freedom in what you would like to do whilst repeatedly bashing your opponent. Even on block, too, since you refresh air actions, and can go for another divekick, choosing to either cross up or pick the same side.

Special Moves

Paper Crane (5S)
SXD Ronin 5S.png
frame data jackpot
frame data jackpot
SXD Ronin 5S-N.png
N followup
N followup
SXD Ronin 5S-S.png
S followup
S followup
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
5S 40 10 5 5 5 +1 4 40
  • Level rekka starter.
  • Cancelable on frame 11~15 into either 5S-5N or 5S-5S.

Ronin slams his hand into the ground, sprouting a paper crane from the ground. A strong launcher and a rekka starter all in one. Pressing N or S will give you a unique follow up after it, that grants a level on hit.

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
5S-N 25 -10 5 2 8 -1 5 32
  • Grants a level on hit.
  • Ground bounces.
  • Whiffs on (most) crouchers.
  • On counter hit, gives two levels.

Ronin leaps into the air and dunks down the opponent. Useful for air combos and hard reads, thanks to it's counterhit quirk. The move also has no gap between the hits on block, but can be delayed on either the second, third, or fourth frame to have one, making it able to go over lows and get that counterhit bonus by frametrapping the opponent.

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
5S-S 5x6 (30) 0/5 6 4(3)1 1 3 .4 (2) 4 (20)
  • Hits 5 times.
  • First 4 hits hit low. Thus, the opposing character is forced to 1 block the attack, putting Ronin at a about roundstart distance; thus making this move safe on block.
  • Has 4 extra frames of recovery (5) mid air.
  • 5th hit gives a level.

Ronin turns himself into a drill using the wings of a crane. Useful for loops and catching opponents holding back, thanks to it's quirk of being a low. The move also has a 1 frame gap between 5S and itself on block, so you can frametrap opponents easily.

Pale Grip (8S)
SXD Ronin 8S.png
Level 0
Level 0
SXD Ronin 8S(3).png
Level 3
Level 3
SXD Ronin 8S(6).png
Level 6 give 'em a peck on the cheek after this one.
Level 6 give 'em a peck on the cheek after this one.
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 0 20 7 7 5 7 -5 1 8
  • 50% damage scaling during combos

Pushes the opponent pretty far away

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 1 30 7 7 5 7 -3 2 15
  • 50% damage scaling during combos

Pushes the opponent far away

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 2 50 7 7 5 7 +0 3 28
  • 50% damage scaling during combos

Pushes the opponent away

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 3 70 7 7 5 7 +6 4 44
  • 50% damage scaling during combos

Pulls the opponent towards you

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 4 85 6 7 5 7 +8 5 68
  • 50% damage scaling during combos

Pulls the opponent closer

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 5 100 6 7 5 7 +12 7 100
  • 50% damage scaling during combos

Pulls the opponent close

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 6 140 6 7 5 7 +12 8 140
  • 50% damage scaling during combos

Ronin swings his arm at the opponent as it turns into a paper [idfk]. With more levels, it goes farther, but lasts longer, making it more prone to punishes. A powerful poke at higher levels, especially with it's damage. You can use this to just...confirm off of everything and anything.

Now you can smell what they had for dinner!

Ivory Blade (2S)
SXD Ronin 8N.png
it uses 8N animation trust me
it uses 8N animation trust me
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 0
Solo
10 7 9 uh 6 19 1 14
  • Solo knife. Doesn't last very long when used on the ground, starts up slower than the rest of them, but hey like every other one at least it's absurdly plus so you never know when you'll use this
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 1
Double
20 7 4(5) uh 5 22 2 (both hits) 28 (both hits)
  • Two knives. Level 0 but doubled, and with 4 startup.
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 2
They start bouncing from here
20 (both hits) 7 4 uh 11 34 2 (both hits) 28 (both hits)
  • One bounce. Only bounces off the opponent.
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 3
Two bounces
30 (all hits) 7 4 uh 11 it quite literally goes beyond the frame data visual limit I cannot tell you 3 (all hits) 42 (all hits)
  • Free mixups.
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 4
Three bounces
40 (all hits) 7 4 uh 11 like you have to believe me on this one it just scrolls to the next bit 4 (all hits) 56 (all hits)
  • They bounce on the floor now.
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 5
Four bounces
50 (all hits) 7 4 uh 11 fr fr no shit i'm not lying about this 5 (all hits) 70 (all hits)
  • Too many plus frames to get away with.
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
Level 6
Four bounces
50 (all hits) 7 4 uh 11 it's a lot of time to get away with anything like actually 5 (all hits) 70
  • Multiple can be on screen now.

Ronin kicks up and conjures a knife made out of paper. Depending on each level, how many knives, and the knife's properties change.

Hand of White (NS)
SXD Ronin NS.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
? ? ? ? ? ? ? ?
  • this might become a ex special later idk

Ronin reaches a huge paper hand out and makes a mad, FULLSCREEN, dash to his opponent. A command grab that gives you the choice between a knockdown and a combo.

EX Special Moves

24S
SXD Ronin 24S.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
100 15 3 1 16 -3 3 -40
  • Invincible on startup.
  • On hit, gives Ronin a level.

Ronin begins to implode, and then explodes using his ability, shooting opponents up. The closest thing Ronin has to a DP, and it's not too shabby, as you can combo off of it.

28S
SXD Ronin 28S.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
100, 100 8 3 1 7 N/A N/A 0
  • Command grab.
  • The first hit, on a blocking opponent, will get blocked. The rest of the grab animation plays, but you lose out on a extra 100 damage.

Ronin points at the opponent and a long paper string appears. If he touches the opponent, he quickly reels them. Long range command grab, if 26N wasn't enough to make the other player scared of Ronin's neutral potential. Also, it has surprisingly high damage, at 200, so you might want to incorporate this in your combos if you need to wear down the opponent.

62S
SXD Ronin 62S.png
THE blender
THE blender
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
5 7 9 uh 6 goes over the frame data visual limit 2 -4
  • The buzzsaw has an infinite number of hits; but it will eventually move offscreen.
  • If you do this point blank, on block, you are guaranteed to guard break the opponent.

Ronin clamps his hands together, and opens them as if he were a magician, conjuring a paper buzzsaw that falls and then speeds across the floor. THE Oki projectile. If you ever get a long enough knockdown, you can use this to blend the opponent like hell.

22NS
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
- - - - - - - -
  • to be changed

Zenith Finisher

26N
SXD Ronin 26N.png
wait how does it even make smoke in the first place
wait how does it even make smoke in the first place
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
300 10 3 1 19 -3 6 120
  • Instant after super flash. This quite literally makes it unblockable if the opponent wasn't blocking beforehand.
  • Horizontally fullscreen. Better not press anything in neutral, I guess \_(ツ)_/

Ronin pulls out a paper gun, points it at the opponent, pulls the trigger, and blows the smoke coming from it. A incredibly strong move at the mere cost of 50% meter, with its many properties that combine to turn it into a terrifying move that can easily condition opponents trying to do ANYTHING in the neutral game.

Universal Mechanics

Gold Burst
SXD Ronin Burst.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
- - - - - - - -

Ronin levitates and releases a yellow surge of energy. On hit, sends away, and gives you 2 Paper Levels. On counterhit, wallsticks.

Combos

Easy Combo

  • 8N > a5N > a8N > 5N > 2N

Damage: 140

Pretty simple Ronin combo that sets up Okizeme afterwards.

Hard Combo

  • f6S-S > 8N > 5N > f6S-S > 8N > Zenith > Reverb > 2N

Damage: 525

This is an advanced combo that can be done at round start, the only pre-requisite being 3/5 Burst Gauge, as the combo itself builds over 50% meter. The Combo can be done without Reverb > 2N, but it leaves you without Okizeme and at a distance from the opponent.

Combo Theory

Ronin's combo game, at the start of the match, will mainly involve you trying your damnedest to get levels before anything. On a good hit, you can get 3 levels or more. Deeper in the game, however, you should include 8S in combos for it's rather comical damage, as it lets you just...fold any opponent into pieces on a hit.

5S-S Loops

Wait, that actually works?

Ronin can loop 5S-S into itself, commonly up to 3 times. Even more surprising than the fact that this combo EXISTS AT ALL, you can even get a knockdown with 2N or NS from the loops.


Starters

5N

5N is probably one of the most common ways you will land such a loop. With it's launch, you get a higher hit that makes the loop significantly easier to pull off- as if it wasn't already easy.

5N > 5S-S > 5S-S > 5S-S > 5N > dl 2N

8N

8N is mostly the same as 5N's route. However, you need to account for the launch, and thus delay the first 5S. May be prone to crossing back and forth if you moved forwards enough.

8N > dl 5S-S > 5S-S > 5S-S > 5N > dl 2N

Jump-ins

All 3 jump-ins can confirm into said loops. The easiest of all of them, however, is a2N, without a doubt, the easiest one to start these loops from thanks to it being a divekick and all.

a5N/a2N/a8N > 5S-S > 5S-S > 5S-S > 5N > dl 2N

5S

While difficult, you CAN do the loops off of a raw 5S. You most likely have to manipulate the buffer window to ensure that the combo doesn't drop, or stick in a 5N in it, and even then the final drill may end up knocking the opponent too low. However, you can 5N after it with a delay, essentially letting you get a 5N starter off of 5S. However, if you still don't use it, whether if you forgot to press 5N or just don't want to, it's ideal to stop at 2 drills and take your quick reset, or stop at one drill and take a knockdown with 2N instead of trying to go for a third drill.

5S-S > 2N

5S-S > 5S-S > reset

5S > 5N > see 5N starter

8S (level 3+)

At level 3+, instead of knocking away, 8S will knock straight up and a bit towards you. This lets you confirm off of it with a f6S, however it will be as useful as a 5S starter. It's ideal to 5N after 8S to get a proper combo, similarly to 5S.

see 5S starter

Others

24S and 28S can be used as starters. For both, you should walk in after the respective attacks to make sure the combo ends up being consistent enough to land.


General
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Characters
Jonas Johnson
Ronin Bell
K-9
Olson
Arthur Brando