Battle Craze!!/Jane Bane/C-Side: Difference between revisions

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Line 43: Line 43:
   | punishState= Counter
   | punishState= Counter
   | direEffect= N/A
   | direEffect= N/A
   | description= Throws a pumpkin on the stage.
   | description= * Throws a pumpkin on the stage.
   }}
   }}
}}
}}
Line 56: Line 56:
   | guard= Mid
   | guard= Mid
   | startup= 16
   | startup= 16
   | advHit= +12
   | advHit= +51
   | advBlock= +22
   | advBlock= +22
   | punishState= Counter
   | punishState= Counter
   | direEffect= Power Launch
   | direEffect= Power Launch
   | description= You make the pumpkin explode and it's great for extending your combos.
   | description= * You make the pumpkin explode and it's great for extending your combos.
* If you are close enough to the pumpkin you get launched vertically in the air. You can drift left or right once you are in the air.
   }}
   }}
}}
}}
Line 73: Line 74:
   | guard= Mid
   | guard= Mid
   | startup= 18
   | startup= 18
   | advHit= +14
   | advHit= +25
   | advBlock= +23
   | advBlock= +13
   | punishState= Counter
   | punishState= Counter
   | direEffect= Crumple
   | direEffect= Crumple
   | description= One of Jane's best moves. Use it for oki, combos, neutral, use it for basically anything.
   | description= * One of Jane's best moves.  
* Use it for mainly oki and neutral.
* You can use it for combos if you want to keep the opponent standing, but using Booming Fright is more consistent.
   }}
   }}
}}
}}
Line 94: Line 97:
   | advHit= +36
   | advHit= +36
   | advBlock= N/A
   | advBlock= N/A
   | description= There is a cat in Jane's hat. This throw gives you enough time to use Craze Tech to put out a pumpkin if you don't already have one out.  
   | description= * There is a cat in Jane's hat. This throw gives you enough time to use Craze Tech to put out a pumpkin if you don't already have one out.  
   }}
   }}
}}
}}
Line 107: Line 110:
   | guard= Throw Tech
   | guard= Throw Tech
   | startup= 4
   | startup= 4
   | advHit= +25
   | advHit= +29
   | advBlock= N/A
   | advBlock= N/A
   | description= It's a back throw alright.
   | description= * It's a back throw alright.
   }}
   }}
}}
}}
Line 124: Line 127:
   | advHit= +30
   | advHit= +30
   | advBlock= N/A
   | advBlock= N/A
   | description= This can start combos if hit raw.
   | description= * This can start combos if hit raw.
   }}
   }}
}}
}}
Line 141: Line 144:
   | advHit= +1
   | advHit= +1
   | advBlock= -23
   | advBlock= -23
   | description= Heartbreaker.
   | description= * Heartbreaker.
   }}
   }}
}}
}}
Line 159: Line 162:
   | advHit= +2
   | advHit= +2
   | advBlock= -3
   | advBlock= -3
   | description= Standard 5 frame jab.
   | description= * Standard 5 frame jab.
   }}
   }}
}}<br>
}}<br>
Line 174: Line 177:
   | advHit= +5
   | advHit= +5
   | advBlock= -3
   | advBlock= -3
   | description= Good for links.
   | description= * Good for links.
   }}
   }}
}}
}}
Line 189: Line 192:
   | advHit= +2
   | advHit= +2
   | advBlock= -6
   | advBlock= -6
   | description= Amazing poke tool.
   | description= * Amazing poke tool.
   }}
   }}
}}<br>
}}<br>
Line 204: Line 207:
   | advHit= +2
   | advHit= +2
   | advBlock= -3
   | advBlock= -3
   | description= It's a kick you use in combos.
   | description= * It's a kick you use in combos.
   }}
   }}
}}<br>
}}<br>
Line 219: Line 222:
   | advHit= +9
   | advHit= +9
   | advBlock= -3
   | advBlock= -3
   | description= Launches the opponent in the air. Amazing for juggling combos.
   | description= * Launches the opponent in the air. Amazing for juggling combos.
   }}
   }}
}}<br>
}}<br>
Line 236: Line 239:
   | advHit= = +2
   | advHit= = +2
   | advBlock= -3
   | advBlock= -3
   | description= A punch
   | description= * A punch
   }}
   }}
}}<br>
}}<br>
Line 251: Line 254:
   | advHit= +3
   | advHit= +3
   | advBlock= -4
   | advBlock= -4
   | description= Anti Air Button, it's pretty good.
   | description= * Anti Air Button, it's pretty good.
   }}
   }}
}}<br>
}}<br>
Line 266: Line 269:
   | advHit= +2
   | advHit= +2
   | advBlock= -3
   | advBlock= -3
   | description= It's a low.  
   | description= * It's a low.  
   }}
   }}
}}<br>
}}<br>
Line 281: Line 284:
   | advHit= +44
   | advHit= +44
   | advBlock= -6
   | advBlock= -6
   | description= Long range sweep.
   | description= * Long range sweep.
   }}
   }}
}}<br>
}}<br>
Line 298: Line 301:
   | advHit= - +6-12
   | advHit= - +6-12
   | advBlock= +3-5
   | advBlock= +3-5
   | description= Good air-to-air.
   | description= * Good air-to-air.
   }}
   }}
}}<br>
}}<br>
Line 313: Line 316:
   | advHit= +5-13
   | advHit= +5-13
   | advBlock= +1-11
   | advBlock= +1-11
   | description= This move will knock the opponent to the ground, it's not the best for combos.
   | description= * This move will knock the opponent to the ground for a ground bounce.
   }}
   }}
}}<br>
}}<br>
Line 323: Line 326:
   {{AttackData-BC
   {{AttackData-BC
   | damage= 40
   | damage= 40
   | guard= Overhead, Mid
   | guard= Overhead
   | startup= 7
   | startup= 7
   | active =  
   | active =  
   | advHit= +7-12
   | advHit= +7-12
   | advBlock= +4-9
   | advBlock= +4-9
   | description= The best normal for cross-ups.
   | description= * The best normal for cross-ups.
   }}
   }}
}}<br>
}}<br>
Line 343: Line 346:
   | advHit= +7-13
   | advHit= +7-13
   | advBlock= +5-11
   | advBlock= +5-11
   | description= Main move for juggles.  
   | description= * Main move for juggles.  
   }}
   }}
}}<br>
}}<br>
Line 359: Line 362:
   | startup= 6
   | startup= 6
   | active =  
   | active =  
   | advHit= +2
   | advHit= +3
   | advBlock= -4
   | advBlock= -3
   | punishState = Counter
   | punishState = Counter
   | direEffect =  
   | direEffect =  
   | description= Great if you want to launch the pumpkin straight in the air.
   | description= * Great if you want to launch the pumpkin vertically straight in the air.
   }}
   }}
}}<br>
}}<br>
Line 381: Line 384:
   | punishState = Counter
   | punishState = Counter
   | direEffect = Stagger
   | direEffect = Stagger
   | description= Overhead, since you're airborne you can do Backburner after.
   | description= * Overhead, since you're airborne you can do Backburner after on hit.
   }}
   }}
}}<br>
}}<br>
Line 399: Line 402:
   | punishState = Counter
   | punishState = Counter
   | direEffect = Crumple
   | direEffect = Crumple
   | description= The main command normal you use for combos. Can also delete projectiles for some reason.
   | description= * The main command normal you use for combos.  
* Can also delete projectiles for some reason.
   }}
   }}
}}<br>
}}<br>
Line 410: Line 414:
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
  | version= LP
  | damage= 120
  | guard= Mid
  | startup= 17, 25
  | advHit= -
  | advBlock= -
  | punishState = Counter
  | direEffect = Stagger
  | description= * Decent fireball.
*  If you hold the button the fireball goes vertically at like a 70-degree angle and bounces once on the ground.
  }}
  {{AttackData(Special)-BC
  | header= no
  | version= SP
   | damage= 120
   | damage= 120
   | guard= Mid
   | guard= Mid
Line 417: Line 435:
   | punishState = Counter
   | punishState = Counter
   | direEffect = Stagger
   | direEffect = Stagger
   | description= Decent fireball. You can hold the button to throw it at a different angle. The hold SP version bounces on the ground.
   | description= * Goes more vertically, great for anti-airing.
*  The hold version goes at about a 90-degree angle and bounces once on the ground.
   }}
   }}
}}<br>
}}<br>
Line 442: Line 461:
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
  | version= LP
  | damage= 136
  | guard= Mid
  | startup= 23
  | advHit= +6
  | advBlock= +4
  | punishState = Dire
  | direEffect = Wall Bounce
  | description= * Your "air dash". It's great for mobility and getting in.
  }}
  {{AttackData(Special)-BC
  | header= no
  | version= SP
   | damage= 136
   | damage= 136
   | guard= Mid
   | guard= Mid
   | startup= 23, 25
   | startup= 25
   | advHit= +6, +16
   | advHit= +16
   | advBlock= +4
   | advBlock= +4
   | punishState = Dire
   | punishState = Dire
   | direEffect = Tumble
   | direEffect = Wall Bounce
   | description= Your "air dash". It's great for mobility and getting in.
   | description= * Better for combos than the LP version.
   }}
   }}
}}<br>
}}<br>
Line 458: Line 490:
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 136, 144
  | version= LP
   | damage= 136
   | guard= Mid
   | guard= Mid
   | startup= 14, 22
   | startup= 14
   | advHit= +1, +26
   | advHit= +1
   | advBlock= -5, -3
   | advBlock= -5
   | punishState = Dire
   | punishState = Dire
   | direEffect = Wall Bounce
   | direEffect = Wall Bounce
   | description= The main move you will use in combos, the SP version will wall stick the opponent if the opponent is in the corner.
   | description= * The main move you will use to end combos if the SP version to slow to hit in your combo.
  }}
  {{AttackData(Special)-BC
  | header= no
  | version= SP
  | damage= 136
  | guard= Mid
  | startup= 22
  | advHit= +1
  | advBlock= -3
  | punishState = Dire
  | direEffect = Wall Bounce
  | description= * The main move you will use in combos, tumbles the opponent.
* Will wall stick the opponent if the opponent is in the corner.
   }}
   }}
}}<br>
}}<br>
Line 474: Line 520:
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 128, 136
  | version= LK
   | damage= 128
   | guard= Mid
   | guard= Mid
   | startup= 16, 22
   | startup= 16
   | advHit= +26, +36
   | advHit= +26
   | advBlock= -7, -6
   | advBlock= -7
   | punishState = Dire
   | punishState = Dire
   | direEffect = Wall Bounce
   | direEffect = Wall Bounce
   | description= You're projectile invulnerable. If done with proper timing it will spit back a projectile, the timing is near the end of the animation with the wind coming out of the broom. Good for combos if you don't want to increase your heat gauge.
   | description= * You're projectile invulnerable. If done with proper timing it will spit back a projectile.
* Good for combos if you don't want to increase your heat gauge.
* Tumbles the opponent
  }}
  {{AttackData(Special)-BC
  | header= no
  | version= SK
  | damage= 136
  | guard= Mid
  | startup= 22
  | advHit= +36
  | advBlock= -6
  | punishState = Dire
  | direEffect = Wall Bounce
  | description= * Better for combos because it wall bounces the opponent.
* Wall sticks the opponent if they are in the corner.  
   }}
   }}
}}<br>
}}<br>
Line 493: Line 555:
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 211
   | damage= 225
   | guard= Mid
   | guard= Mid
   | startup= 12
   | startup= 12
Line 511: Line 573:
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 226, 212
  | version= LK
   | damage= 246
   | guard= Mid
   | guard= Mid
   | startup= 6, 4
   | startup= 6
   | active =  
   | active =  
   | advHit= +24
   | advHit= +24
   | advBlock= -37, -35
   | advBlock= -37
   | punishState = Dire
   | punishState = Dire
   | direEffect = N/A
   | direEffect = N/A
   | description= You can hold back to side swap with the move and put the opponent behind you. The LK and SK versions of the move are different. The LK version goes more horizontal and does more damage. The SK version is a reversal and the hitbox is more vertical. So basically use the LK version if you want to end your combos with it and the SK version if you're stuck in the corner and want to put you're opponent in the corner, the SK version is also a pretty decent anti-air if your opponent is jumping in on you.
   | description= * You can hold back to side-swap with the move and put the opponent behind you.  
* The LK version hitbox goes more horizontal and does more damage. Use this version if you want to end your combos with it and to keep your opponent close.
  }}
{{AttackData(Special)-BC
  | header= no
  | version= SK
  | damage= 216
  | guard= Mid
  | startup= 4
  | active =
  | advHit= +24
  | advBlock= -35
  | punishState = Dire
  | direEffect = N/A
  | description= * The SK version is a reversal and the hitbox is more vertical.  
* Use this version if you're stuck in the corner and want to put you're opponent in the corner.
* Also a pretty decent anti-air if your opponent is jumping in on you.
   }}
   }}
}}<br>
}}<br>
Line 535: Line 614:
   | startup= 13
   | startup= 13
   | active =  
   | active =  
   | advHit= +19
   | advHit= +29
   | advBlock= -40
   | advBlock= -40
   | punishState = Dire
   | punishState = Dire
   | direEffect = N/A
   | direEffect = N/A
   | description= This move is a level two, it's not the best but if you just want to kill your opponent and only have two bars then it's an alright combo ender.
   | description= * An alright super but it's not that useful compared to her other supers.
* Very niche, just use level 1 instead or save for level 3.  
   }}
   }}
}}
}}
Line 553: Line 633:
   | damage= 398
   | damage= 398
   | guard= Mid
   | guard= Mid
   | startup= 7
   | startup= 42
   | active = -
   | active = -
   | advHit= +10
   | advHit= +14
   | advBlock= -22-36
   | advBlock= -36
   | punishState = Dire
   | punishState = Dire
   | direEffect = N/A
   | direEffect = N/A
   | description= It's a projectile that can go through other projectiles. Great combo ender. This move is also great as a random surprise in any situation :)
   | description= * It's a projectile that can go through other projectiles.  
* Great combo ender.  
* This move is also great as a random surprise in any situation :)
   }}
   }}
}}
}}

Latest revision as of 12:06, 4 May 2024

Overview

Playstyle
link C-Jane Bane is a setplay zoner that loves playing with fire.
Pros Cons
  • Range: Jane has great range on many of her normals, giving her good neutral.
  • Projectiles: Jane has great angles on ground and air fireball, allowing her to control space effectively.
  • Setplay: Pumpkin is great to have on the stage for pressure, especially 2CT which creates a fire puddle that the opponent has to respect.
  • Reflector: She can reflect the opponent's projectiles back at them at the start of 214K but it requires some timing and prediction to do so.
  • 5 Framer: Jane's fastest button is 5 frames.
  • No meterless reversal: Has to use level one if the opponent is pressuring her a lot.
  • Pumpkin reliant: If pumpkin is on the other side of the stage or you don't have it out there isn't much you can do.
  • Very Tall: Her hitbox is tall and can get hit by things normal characters can't.

Statistics

Trait "Slow-Burn Creep": Burn moves cause the opponent to slowly take damage and build Jane’s Heat gauge. If an attack would increase this gauge to full, the Heat is consumed and the opponent is afflicted with Burn Out, resulting in a Dire Counter Effect.
Health 1000
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Looming Sight
CT (can hold)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 22, 36 - - N/A N/A Counter N/A
  • Throws a pumpkin on the stage.
Booming Fright
CT (air OK) (requires pumpkin)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
136 Mid 16 - - +51 +22 Counter Power Launch
  • You make the pumpkin explode and it's great for extending your combos.
  • If you are close enough to the pumpkin you get launched vertically in the air. You can drift left or right once you are in the air.
Dooming Blight
2CT (air OK) (requires pumpkin)
FIERY DECAY
FIERY DECAY
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 18 - - +25 +13 Counter Crumple
  • One of Jane's best moves.
  • Use it for mainly oki and neutral.
  • You can use it for combos if you want to keep the opponent standing, but using Booming Fright is more consistent.

Throws

Cheshire Chewsday
GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
20 x 6 (120) Throw Tech 4 - - +36 N/A
  • There is a cat in Jane's hat. This throw gives you enough time to use Craze Tech to put out a pumpkin if you don't already have one out.
Frankensteiner's Monster
4GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +29 N/A
  • It's a back throw alright.
Broom-schtick
j.GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +30 N/A
  • This can start combos if hit raw.

Heartbreaker

Heartbreaker
4CT while blocking
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23
  • Heartbreaker.

Normals

Standing

5LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - +2 -3
  • Standard 5 frame jab.


5SP (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 6 - - +5 -3
  • Good for links.
5SP (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 9 - - +2 -6
  • Amazing poke tool.


5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 7 - - +2 -3
  • It's a kick you use in combos.


5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
84 Mid 9 - - +9 -3
  • Launches the opponent in the air. Amazing for juggling combos.


Crouching

2LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - = +2 -3
  • A punch


2SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 9 - - +3 -4
  • Anti Air Button, it's pretty good.


2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Low 7 - - +2 -3
  • It's a low.


2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 14 - - +44 -6
  • Long range sweep.


Jumping

j.5LP
Scripulous Fingore
Scripulous Fingore
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 5 - - - +6-12 +3-5
  • Good air-to-air.


j.5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 8 - - +5-13 +1-11
  • This move will knock the opponent to the ground for a ground bounce.


j.5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 7 - - +7-12 +4-9
  • The best normal for cross-ups.


j.5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
80 Overhead 7 - - +7-13 +5-11
  • Main move for juggles.


Command Normals

Yacky Sack
4LK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
80 Mid 6 - - +3 -3 Counter -
  • Great if you want to launch the pumpkin vertically straight in the air.


Trick Kick
6LK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
88 Overhead 21 - - +2 -4 Counter Stagger
  • Overhead, since you're airborne you can do Backburner after on hit.


Singe Snap
6LP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 11 - - 0 -6 Counter Crumple
  • The main command normal you use for combos.
  • Can also delete projectiles for some reason.


Specials

Pyro-uette
236P (can hold)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 120 Mid 17, 25 - - - - Counter Stagger
  • Decent fireball.
  • If you hold the button the fireball goes vertically at like a 70-degree angle and bounces once on the ground.
SP 120 Mid 17, 25 - - - - Counter Stagger
  • Goes more vertically, great for anti-airing.
  • The hold version goes at about a 90-degree angle and bounces once on the ground.


Pyro-aired
236P (in air)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 16 - - - - Dire Stagger

You can TK it and it's pretty great.


Backburner
214P (in air) (can hold)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 136 Mid 23 - - +6 +4 Dire Wall Bounce
  • Your "air dash". It's great for mobility and getting in.
SP 136 Mid 25 - - +16 +4 Dire Wall Bounce
  • Better for combos than the LP version.


Flarespin
214P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 136 Mid 14 - - +1 -5 Dire Wall Bounce
  • The main move you will use to end combos if the SP version to slow to hit in your combo.
SP 136 Mid 22 - - +1 -3 Dire Wall Bounce
  • The main move you will use in combos, tumbles the opponent.
  • Will wall stick the opponent if the opponent is in the corner.


Rigor Repulse
214K
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 128 Mid 16 - - +26 -7 Dire Wall Bounce
  • You're projectile invulnerable. If done with proper timing it will spit back a projectile.
  • Good for combos if you don't want to increase your heat gauge.
  • Tumbles the opponent
SK 136 Mid 22 - - +36 -6 Dire Wall Bounce
  • Better for combos because it wall bounces the opponent.
  • Wall sticks the opponent if they are in the corner.


Supers

All-Out Attack

Burning Brouhaha
236236P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
225 Mid 12 16 - +41 -26 Dire N/A

Main combo ender super. It builds up her heat gauge.


Scary Loathe
214214K
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 246 Mid 6 - - +24 -37 Dire N/A
  • You can hold back to side-swap with the move and put the opponent behind you.
  • The LK version hitbox goes more horizontal and does more damage. Use this version if you want to end your combos with it and to keep your opponent close.
SK 216 Mid 4 - - +24 -35 Dire N/A
  • The SK version is a reversal and the hitbox is more vertical.
  • Use this version if you're stuck in the corner and want to put you're opponent in the corner.
  • Also a pretty decent anti-air if your opponent is jumping in on you.


All-Out EX

The Pumpkin Queen?
214214KK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
316 Mid 13 - - +29 -40 Dire N/A
  • An alright super but it's not that useful compared to her other supers.
  • Very niche, just use level 1 instead or save for level 3.

All-Out Destruction

Freaks Finale
214214PP
Alrighty Girls
Alrighty Girls
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
398 Mid 42 - - +14 -36 Dire N/A
  • It's a projectile that can go through other projectiles.
  • Great combo ender.
  • This move is also great as a random surprise in any situation :)

General Gameplan

Neutral

Pressure

Defense

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
BC Jane PalLK.png
NosyNate United States
United States
New York
Active C-Jane MASTER, frequently plays in the Battle Craze Arena. Founder of the Nate Special.

Battle Craze Navigation

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TyrantCLS
IkueCLS
TeriCLS
BernieCLS
Jane BaneCLS