Pokemon: Close Combat/Chesnaught: Difference between revisions
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| align="center" colspan="2" |[[File:PKMNCC Chesnaught Portrait.png|center|frameless|500px]] | | align="center" colspan="2" |[[File:PKMNCC Chesnaught Portrait.png|center|frameless|500px]] | ||
|- | |- | ||
| '''Archetypes:''' || | | '''Archetypes:''' || Charge; Big Body | ||
|- | |- | ||
| '''Health:''' || 43 | | '''Health:''' || 43 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 16 | ||
|- | |||
| '''Endurance Refresh:''' || 5 | |||
|- | |- | ||
| '''Walk Speed:''' || 2.4 / -2.1 | | '''Walk Speed:''' || 2.4 / -2.1 | ||
Line 15: | Line 17: | ||
| '''Fastest Attack:''' || 5A (8f) | | '''Fastest Attack:''' || 5A (8f) | ||
|} | |} | ||
==Introduction== | ==Introduction== | ||
Protecting a Chespin on his shoulder, Chesnaught believes “The best defense is a good offense”. Chesnaught can do a great job controlling the midrange with long normals while also doing an excellent job of waiting an opponent out, forcing your opponent to make mistakes and getting hard punishes off them using his signature move Bullet Seed (5B) which can help him extend his combos with no meter, or go in while you are super plus on your opponents block. | |||
Chesnaught is a character who can play until timeout. With his high health and endurance. On top of that he has Guard Berry (24B) which adds armor to the startup of his forward advancing moves and restores his health by 11%, An invincible charge input DP and an air parry. Using these tools effectively makes Chesnaught a defensive powerhouse. | |||
Chesnaught's main drawback is his speed and sluggish buttons, he has a slow predictable jump, an 8-frame startup on his 5A, and cannot effectively chase down opponents who are running away or zoning without spending resources. | |||
If you want a weird bulky May/Ramlethal/Happy Chaos fusion then this is the character for you. Patient play, optimization, and effective risk assessment will be sure to land you in the Hall of Fame. Good luck, dynamic duo!! | |||
{{CharacterPickReasons | {{CharacterPickReasons | ||
Line 30: | Line 31: | ||
|intro = [[file:PKMNCC Chesnaught NavboxIcon.png|40px|link=]] '''Chesnaught''' is a walking tank with oppressive midrange, with berry buffs that can quickly change the pace of battle. | |intro = [[file:PKMNCC Chesnaught NavboxIcon.png|40px|link=]] '''Chesnaught''' is a walking tank with oppressive midrange, with berry buffs that can quickly change the pace of battle. | ||
|pros= | |pros= | ||
*''' | *'''Bulky:''' Chesnaught has the highest endurance value in the game & close to the highest health value which he can recharge with 24B. Chesnaught can afford to sacrifice his health as a means to win the round. | ||
*'''Space Control:''' The creation of thorns, a fast moving projectile, and large buttons like 3A, 6A, and 2B cover ranges the opponent may have difficulty challenging from. | |||
|cons= | |cons= | ||
*'''Sluggish Movement:''' With a lumbering walkspeed, underwhelming forward dash, and larger amount of prejump frames compared to the rest of the cast, it can be difficult for Chesnaught to outmaneuver their opponent. | *'''Sluggish Movement:''' With a lumbering walkspeed, underwhelming forward dash, and larger amount of prejump frames compared to the rest of the cast, it can be difficult for Chesnaught to outmaneuver their opponent. | ||
*''' | *'''Sluggish Buttons:''' Chesnaughts fastest button (5A) has a whopping 8f startup, leading to him often time being stuck in the corner, landing parries is essential. | ||
}} | }} | ||
Line 52: | Line 52: | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = 4A | |cancel = 4A, Special | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 69: | Line 69: | ||
|description= Chesnaught sticks out his fist for a far standing jab. | |description= Chesnaught sticks out his fist for a far standing jab. | ||
*Chesnaught's fastest button for challenging | *Chesnaught's fastest button for challenging | ||
*Chesnaught's | *Chesnaught's strongest combo starter | ||
*Solid stop-sign in neutral, can be buffered into 6B for knockdown | *Solid stop-sign in neutral, can be buffered into 6B for knockdown | ||
}} | }} | ||
Line 78: | Line 78: | ||
|subtitle = [[File:PKMNCC4.png]][[File:PKMNCC_A.png]] | |subtitle = [[File:PKMNCC4.png]][[File:PKMNCC_A.png]] | ||
|image = PKMNCC_Chesnaught_4A.png | |image = PKMNCC_Chesnaught_4A.png | ||
|caption = | |caption = You go little man | ||
|hitbox = PKMNCC_Chesnaught_4A1Hitbox.png | |hitbox = PKMNCC_Chesnaught_4A1Hitbox.png | ||
|hitboxCaption = | |hitboxCaption = | ||
Line 90: | Line 90: | ||
|data = | |data = | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = 2 | |damage = 2 | ||
|guard = Mid | |guard = Mid | ||
|grddamage = 2 | |grddamage = 2 | ||
Line 125: | Line 125: | ||
|data = | |data = | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = | |damage = 4 | ||
|guard = Mid | |guard = Mid | ||
|grddamage = 2 | |grddamage = 2 | ||
Line 135: | Line 135: | ||
|startup = 28 | |startup = 28 | ||
|active = 6 | |active = 6 | ||
|recovery = | |recovery = 31 | ||
|advantage = + | |advantage = +14 [-5] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 28 | |startup = 28 | ||
|active = 6 | |active = 6 | ||
|recovery = | |recovery = 31 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Chesnaught delivers a forward-advancing backhand. | |description= Chesnaught delivers a forward-advancing backhand. | ||
*Chesnaught's furthest button, strong for keeping the opponent at bay and checking dashes | *Chesnaught's furthest button, strong for keeping the opponent at bay and checking dashes | ||
*Combos into 5A | *Combos into 5A, 2A, and 4A. Combos into itself on counterhit. | ||
*Has armor after consuming a Guard Berry. Removed after absorbing a move. | |||
}} | }} | ||
}} | }} | ||
Line 169: | Line 170: | ||
|startup = 9 | |startup = 9 | ||
|active = 7 | |active = 7 | ||
|recovery = | |recovery = 11 | ||
|advantage = + | |advantage = +9 [0] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
|active = 7 | |active = 7 | ||
|recovery = | |recovery = 11 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
Line 180: | Line 181: | ||
*Ideal blockstring filler for checking the opponent low | *Ideal blockstring filler for checking the opponent low | ||
*Strong for checking opponent's who are holding back/upback, and beating out upper body invulnerability | *Strong for checking opponent's who are holding back/upback, and beating out upper body invulnerability | ||
*Can be confirmed into | *Can be confirmed into itself on hit, once | ||
}} | }} | ||
}} | }} | ||
Line 233: | Line 234: | ||
|data = | |data = | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = | |damage = 3 | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = High | |guard = High | ||
Line 243: | Line 244: | ||
|startup = 18 | |startup = 18 | ||
|active = 10 | |active = 10 | ||
|recovery = | |recovery = 6 | ||
|advantage = +27 [+18] | |advantage = +27 [+18] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
Line 278: | Line 279: | ||
|startup = 9 | |startup = 9 | ||
|active = 20 | |active = 20 | ||
|recovery = | |recovery = 6 | ||
|advantage = +16 [+11] | |advantage = +16 [+11] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
Line 315: | Line 316: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 45 | ||
|active = | |active = | ||
|recovery = 36 | |recovery = 36 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 45 | ||
|active = | |active = | ||
|recovery = 36 | |recovery = 36 | ||
Line 326: | Line 327: | ||
}} | }} | ||
|description= Chesnaught feeds Chespin a berry. | |description= Chesnaught feeds Chespin a berry. | ||
*Loads | *Loads Bullet Seed for the next 5B press | ||
*Does not load a Bullet Seed if hit while Chespin is eating | |||
*Safe when cancelled off of juggled 6A, on hit | *Safe when cancelled off of juggled 6A, on hit | ||
*Also safe after landing 6B | *Also safe after landing 6B | ||
Line 337: | Line 339: | ||
|input = [[File:PKMNCC_B.png]] | |input = [[File:PKMNCC_B.png]] | ||
|image = PKMNCC_Chesnaught_5B2.png | |image = PKMNCC_Chesnaught_5B2.png | ||
|caption = | |caption = *WAHHHH THOOOO!* | ||
|hitbox = | |hitbox = | ||
|hitboxcaption = | |hitboxcaption = | ||
Line 345: | Line 347: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
Line 356: | Line 358: | ||
|active = | |active = | ||
|recovery = 34 | |recovery = 34 | ||
|advantage = +15 [+ | |advantage = +15 [+6] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
Line 370: | Line 372: | ||
*Despite being a projectile, moves that are projectile immune (ex. Bewear 2B) will lose to this | *Despite being a projectile, moves that are projectile immune (ex. Bewear 2B) will lose to this | ||
*Additional hits can whiff on shorter hurtboxes (Falinks, crouching Toxicroak, etc.) | *Additional hits can whiff on shorter hurtboxes (Falinks, crouching Toxicroak, etc.) | ||
*On hit, you can confirm to a 3A to build meter. | |||
}} | }} | ||
}} | }} | ||
Line 388: | Line 391: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 5 | |damage = 5 | ||
|grddamage = 4 | |grddamage = 4 | ||
|guard = High | |guard = High | ||
Line 397: | Line 400: | ||
<!------------> | <!------------> | ||
|startup = 42 | |startup = 42 | ||
|active = | |active = 10 | ||
|recovery = | |recovery = 43 | ||
|advantage = +6 [-14] | |advantage = +6 [-14] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 42 | |startup = 42 | ||
|active = | |active = 10 | ||
|recovery = | |recovery = 33 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Chesnaught delivers an overhead slam with their forearm. | |description= Chesnaught delivers an overhead slam with their forearm. | ||
*Strong pressure tool, forces the opponent to stand-block and does tons of guard damage | *Strong pressure tool, forces the opponent to stand-block and does tons of guard damage | ||
*Drops a thorn | *Drops a thorn that deals one damage when stepped on | ||
*Goes decently far, can surprise opponents at midrange | *Goes decently far, can surprise opponents at midrange | ||
*Has armor after consuming a Guard Berry. Removed after absorbing a move. | |||
}} | }} | ||
}} | }} | ||
Line 431: | Line 435: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 2, 2, 1 | ||
|grddamage = 0 | |grddamage = 0, 0, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = (Second Hit Only) 5B [Spit], (Third Hit Only) C Cancel | |cancel = (Second Hit Only) 5B [Spit], (Third Hit Only) C Cancel | ||
Line 442: | Line 446: | ||
|active = 5, 5, 16 | |active = 5, 5, 16 | ||
|recovery = 20 | |recovery = 20 | ||
|advantage = | |advantage = 28,43,-21 [-10] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 11 | |startup = 11 | ||
Line 451: | Line 455: | ||
|active5 = 16 | |active5 = 16 | ||
|recovery = 20 | |recovery = 20 | ||
|advantage = | |advantage = 28, 43, -21 [-10] | ||
}} | }} | ||
|description= Chesnaught charges forward with his shield. | |description= Chesnaught charges forward with his shield. | ||
Line 482: | Line 486: | ||
|startup = 10 | |startup = 10 | ||
|active = ∞ | |active = ∞ | ||
|recovery = | |recovery = 20 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
Line 493: | Line 497: | ||
*Functions as a parry, allowing Chesnaught to quickly act upon successfully reading the opponent | *Functions as a parry, allowing Chesnaught to quickly act upon successfully reading the opponent | ||
*Can be performed during forward and back dash | *Can be performed during forward and back dash | ||
*Refreshes Chesnaught's endurance on successful parry | |||
}} | }} | ||
}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Shield Smash | |name = Shield Smash | ||
Line 544: | Line 515: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 1, 1, 1, 4 | ||
|grddamage = | |grddamage = 1, 1, 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = | ||
Line 552: | Line 523: | ||
|cost = 1 | |cost = 1 | ||
<!------------> | <!------------> | ||
|startup = | |startup = 19, 6, 6, 16 | ||
|active = 5, 5, 5, 6 | |active = 5, 5, 5, 6 | ||
|recovery = | |recovery = 27 | ||
|advantage = + | |advantage = +86 [-8] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 15 | |startup = 15 | ||
Line 565: | Line 536: | ||
|inactive6 = 16 | |inactive6 = 16 | ||
|active7 = 6 | |active7 = 6 | ||
|recovery = | |recovery = 27 | ||
}} | }} | ||
|description= Chesnaught charges forward with his shield and uppercuts the opponent. | |description= Chesnaught charges forward with his shield and uppercuts the opponent. | ||
*Chesnaught travels nearly fullscreen, great option when reacting to projectiles | *Chesnaught travels nearly fullscreen, great option when reacting to projectiles | ||
*Allows enough time to juggle after this move hits at most heights when the final hit connects late, mainly into 6A or 5B | *Allows enough time to juggle after this move hits at most heights when the final hit connects late, mainly into 6A or 5B | ||
*Scaling kicks in enough here to reduce the damage of the last hit to 5, so raw Shield Smash is effectively an 8 damage move, not a 9 damage one. | |||
}} | }} | ||
}} | }} | ||
Line 586: | Line 558: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 6 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
Line 606: | Line 578: | ||
|description= Chesnaught swings his arm in an uppercut, launching a thorn. | |description= Chesnaught swings his arm in an uppercut, launching a thorn. | ||
*Chesnaught's most reliable reversal, but requires charge | *Chesnaught's most reliable reversal, but requires charge | ||
*Drops a thorn on block that deals one damage when stepped on | *Drops a thorn on block and on hit that deals one damage when stepped on | ||
*Strong combo ender, as the opponent will end up waking on top of the thorn giving you relatively strong oki | *Strong combo ender, as the opponent will end up waking on top of the thorn giving you relatively strong oki | ||
*Allows for a juggled combo on counterhit | *Allows for a juggled combo on counterhit | ||
Line 645: | Line 617: | ||
}} | }} | ||
|description= Chesnaught exercises self-care via berry. | |description= Chesnaught exercises self-care via berry. | ||
*Heals | *Heals 5 HP, refreshes endurance, and adds armor to 6A & 2B. | ||
*Armor is not removed until those attacks actually absorb a move, | *Armor is not removed until those attacks actually absorb a move, or your opponent lands a strong blow against you. Carries between rounds. | ||
*Removes poisoned status, key tool against Toxicroak | *Removes poisoned status, key tool against Toxicroak | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | |||
|name = Air Shield Smash | |||
|subtitle = <big>jBB</big> | |||
|input = [[File:PKMNCC_B.png]][[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]] | |||
|image = PKMNCC_Chesnaught_jBB.png | |||
|caption = | |||
|hitbox = PKMNCC_Chesnaught_jBBHitbox.png | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 7 | |||
|guard = | |||
|cancel = | |||
|invul = | |||
|property = Armor, Knockdown | |||
|cost = 1 | |||
<!------------> | |||
|startup = 24 | |||
|active = 6 | |||
|recovery = 28 | |||
|advantage = +57 [-2] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 24 | |||
|active = 6 | |||
|recovery = 28 | |||
|specialRecovery = | |||
}} | |||
|description= Chesnaught slams their shield for a counterattack. | |||
*Jumping and using this move immediately in neutral can be a very safe way to approach and can lead to corner carry. | |||
}} | |||
}} | |||
==Super== | ==Super== | ||
Line 667: | Line 673: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 14 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = | ||
Line 676: | Line 682: | ||
|startup = 43 [-15 Super Freeze] | |startup = 43 [-15 Super Freeze] | ||
|active = 20 | |active = 20 | ||
|recovery = | |recovery = 89 | ||
|advantage = KDN [-60] | |advantage = KDN [-60] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
Line 689: | Line 695: | ||
*Huge damage, primarily used after antiairs and guard breaks | *Huge damage, primarily used after antiairs and guard breaks | ||
*Can combo from 5B [Spit] in juggle situations (like when cancelled from 6B) | *Can combo from 5B [Spit] in juggle situations (like when cancelled from 6B) | ||
*Mainly used to "Cash Out" damage on final round to secure a win. | |||
}} | }} | ||
}} | }} | ||
Line 726: | Line 733: | ||
}} | }} | ||
|description= Chesnaught headbutts the opponent. | |description= Chesnaught headbutts the opponent. | ||
*Allows enough time to load 5B or attempt to meaty with 6A | *Usually Allows enough time to load 5B or attempt to meaty with 6A | ||
}} | }} | ||
}} | }} | ||
Line 762: | Line 769: | ||
}} | }} | ||
|description= Chesnaught grabs the opponent and lobs them behind him. | |description= Chesnaught grabs the opponent and lobs them behind him. | ||
*Allows enough time to load 5B or attempt to meaty with 6A. | *Usually Allows enough time to load 5B or attempt to meaty with 6A. | ||
}} | }} | ||
}} | }} | ||
==Combos== | ==Combos== | ||
[ | [BnB] 5A 6B | ||
[ | [5B Stocked] 5A 4A 6B 5B 2B | ||
[ | [6A Starter] 6A 5A 6B | ||
[Grounded] 46B 6A | |||
[ | [Anti-Air] 4A 2B | ||
[ | [Jump In + 5B Stocked] j.5A 5A 4A 6B 5B 2B | ||
[ | [Jump In] j.5A 3A | ||
*Builds 1 Hyper | |||
[ | [5B Stocked + 2 Hyper] 5A 4A 6B 5B 426B | ||
*20 Damage Combo | |||
==Colors== | ==Colors== |
Latest revision as of 20:12, 9 June 2024
Archetypes: | Charge; Big Body |
Health: | 43 |
Endurance: | 16 |
Endurance Refresh: | 5 |
Walk Speed: | 2.4 / -2.1 |
Prejump Frames: | 9f |
Fastest Attack: | 5A (8f) |
Introduction
Protecting a Chespin on his shoulder, Chesnaught believes “The best defense is a good offense”. Chesnaught can do a great job controlling the midrange with long normals while also doing an excellent job of waiting an opponent out, forcing your opponent to make mistakes and getting hard punishes off them using his signature move Bullet Seed (5B) which can help him extend his combos with no meter, or go in while you are super plus on your opponents block.
Chesnaught is a character who can play until timeout. With his high health and endurance. On top of that he has Guard Berry (24B) which adds armor to the startup of his forward advancing moves and restores his health by 11%, An invincible charge input DP and an air parry. Using these tools effectively makes Chesnaught a defensive powerhouse.
Chesnaught's main drawback is his speed and sluggish buttons, he has a slow predictable jump, an 8-frame startup on his 5A, and cannot effectively chase down opponents who are running away or zoning without spending resources.
If you want a weird bulky May/Ramlethal/Happy Chaos fusion then this is the character for you. Patient play, optimization, and effective risk assessment will be sure to land you in the Hall of Fame. Good luck, dynamic duo!!
![]() |
Pick if you like | Avoid if you dislike |
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Normals
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You go little man
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Specials
*WAHHHH THOOOO!* *WAHHHH THOOOO!*
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Hyper Moves
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Super
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Throws
Combos
[BnB] 5A 6B
[5B Stocked] 5A 4A 6B 5B 2B
[6A Starter] 6A 5A 6B
[Grounded] 46B 6A
[Anti-Air] 4A 2B
[Jump In + 5B Stocked] j.5A 5A 4A 6B 5B 2B
[Jump In] j.5A 3A
- Builds 1 Hyper
[5B Stocked + 2 Hyper] 5A 4A 6B 5B 426B
- 20 Damage Combo
Colors