Melty Blood/MBTL/Monte Cristo: Difference between revisions
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* Crumples on hit. | * Crumples on hit. | ||
* AUB. | * AUB. | ||
A fast palm strike follow-up that does more damage than the other one and also crumples on | A fast palm strike follow-up that does more damage than the other one and also crumples on hit. A strong call-out tool in neutral but is negative on block. Can be used in a meterless AUB set-up if the opponent blocked 236A while in the air, however, the follow-up may whiff if the opponent is too high in the air. | ||
{{AttackDataCargo-MBTL/Query|mc_236ab}} | {{AttackDataCargo-MBTL/Query|mc_236ab}} | ||
* Low. | * Low. | ||
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{{AttackDataCargo-MBTL/Query|mc_236c}} | {{AttackDataCargo-MBTL/Query|mc_236c}} | ||
* Shoots 5 full-screen beams. | * Shoots 5 full-screen beams. | ||
Has a fast start-up which makes it an excellent way of confirming of a 236B, also has a fair amount of push back and provides decent chip on block. | Has a fast start-up which makes it an excellent way of confirming of a 236B, also has a fair amount of push back and provides a decent chip on block. | ||
<small></small> | <small></small> | ||
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Revision as of 09:23, 5 January 2023
Story
Real name: Edmond Dantès. Shrouded with wrathful, blue-black flames, the Count of Monte Cristo himself is the most renowned "Avenger" in the world. His wrath and vengeance are directed toward "irrationality and malice," and never toward innocent people. He was recorded in the Throne of Heroes as combined with the character in his eponymous novel and materialized as the Extra Class Avenger. He acknowledged Chaldea's Master, saying "while commonplace, you crush the machinations of evil," and forged a contract. Subsequently, he took root in the depths of his Master's spirit as a co-conspirator in deceiving and scorning the irrationality of this world, and plays an important role in shielding that spirit from malice. With the spiritual strength and quickness of thought honed at Château d'If where he was once sealed, he is skilled in incredibly quick unarmed combat using superhuman physical abilities, as well as his all-consuming black flames.
Gameplay
The Count of Monte Cristo (often referred to as Dantes) is a new character to Melty Blood, released as free DLC alongside Ushiwakamaru on December 15, 2022. He is a jack of all trades that focuses on using his powerful midrange pokes to corner the opponent into explosive damage
With a very versatile and well rounded toolkit, The Count is equipped with all the things you'd want in a traditional fighting game kit, with zoning tools in both the air and ground with projectiles Flames of Love and Hate, solid defensive options like his reversal series Vengeful Conflagration to get you out of sticky situations, and a powerful strike throw game up close to compliment his seamless transitions from midrange to rushdown with his plethora of strong pokes with his rekkas and C normals
His versatility comes at a cost however, lacking the more focused and potent options his opponents have access to. His buttons are all slower than average across the board, lacking a 5 frame normal for defense, having some of the weakest rebeat framedata in the game, and overall sluggish movement. Both of his backdashes on the ground and air cover little to no ground, giving him an underwhelming retreat game as the opponent advances. He also lacks strong mixups outside of strike throw with no standing overheads or shield crush options. Despite these flaws he boasts high health and even higher damage, with great metered options for enders to keep up his potentially relentless offense once he has the opponent cornered
Players looking for a character who has a tiny bit of everything Melty Blood has to offer to its characters will enjoy the Count's widely applicable toolkit, overcoming his weaknesses with high damage and solid okizeme
Strengths | Weaknesses |
---|---|
|
|
Black Grudge
All of the Count's specials involving the use of his devastating Black Flame applies a damage over time debuff that corrodes recoverable health
These specials include 236X, 214X, j.236X, and 22C
Character Summary
- Moon Skills
- 6B+C (Air OK) - Flames of Love and Hate
- 3B+C - Vengeful Conflagration
- 4B+C - Furious Hellfire
- j.4B+C - Afterglow
- Special Attacks
- 236A/B/C (EX OK) - Flames of Love and Hate (Air OK): Flame beams
- 623A/B/C (EX OK) - Vengeful Conflagration: Anti air DPs.
- 214A/B/C (EX OK) -Furious Hellfire: Rekkas, advancing alashes
- 22C (EX exclusive) - Revenge is Mine: Beam burst
- J.214A/B/C (EX OK) - Afterglow: Clone lariat strike
- Arc Drive
- 236B+C - My Vengeance Never Dies: Highly damaging advancing grab.
- Last Arc
- A+B+C+D / Successful Shield in Blood Heat - Ender Chateau D'If
- Unique Attacks
- - 4C, 3C
- Blowback Edge Moves
- - j.C
Health: - 12,000
Backdash:
- 1-10 Throw Invul - 1-14 Strike Invul - 15-19 Aerial Invul - 15-19 Projectile Invul - 33 Total
Dash startup: 5
Dash actionable: 5
Jump startup: 5
Jump airtime: 35
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190 | HL | -N-, -RB-, -SP-, -EX-, -CH-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
- Slower than average standing jab.
- Hitbox hits fairly in the middle of Dantes' body, making it a not ideal to hit airborne targets.
- Whiff cancel shield/jab available from frame 10.
- Standard rebeat option since 2A is a low.
- Can cancel into itself for three total 5A's by inputting with 4A.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 20 | 31 | -8 | - |
A left-handed swipe.
- It has a good combination of reach and speed, as it lets him step forward during the animation.
- The hitbox on the front covers a bit of area above Dantes' head.
- While not being big enough to serve as an anti air, it can make for a good normal to hit opponents during their Instant Airdash or even slightly higher.
- Slower than average recovery leads to this being a really bad poke.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3 (10) 4 | 19 | 50 | -6 | - |
A unique 5C involving two advancing punches with Dantes' cape.
- Staple tool for stabilizing combos, establishing pressure, hitconfirming, and catching jump-outs.
- The big gap between the two hits combined with long recovery make this a poke you should use very sparingly.
- Both hits have fantastic reach, with the second hit taking a large step forward before going off, which is used in pressure to reverse beat to 5A for better frame advantage.
- Seen the most as combo filler, as the second hit pulls the opponent down from altitudes where continuing the combo would otherwise be difficult.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
- Slower than average crouching jab, but otherwise fairly standard .
- Whiff cancel shield/jab available from frame 10.
- Standard pressure starter due to being a quick and chainable low.
- Can cancel into itself for three total 2A's by inputting with 1A.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460 | L | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 18 | 29 | -7 | - |
Low swipe.
- A low poke with further reach than 2a, but still fairly stubby by most standards
- Low to the ground disjoint make this good at hitting targets that stay on the ground, but bad at hitting airborne opponents.
- An alright abare move/punish starter due to it being his only 8F normal, but has slower than usual recovery for a medium poke.
- Good frametrap tool, leads to high damage as a combo starter if you can get into the range to make effective use of it.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*2 (679) | L | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 (2) 3 | 22 | 37 | -8 | - |
Double low sweep with the cape. Possibly Dantes' best ground poke
- Very long reaching, two hitting low that leads to high reward due to being a C normal
- Having a big disjoint make this move fairly likely to clash or outright beat other low pokes
- Despite this, it only has 2 more frames of recovery than both 5B and 2B, making it still alright to whiff.
- The immense pushback makes this move fairly mediocre for pressure due to immediately spacing you out. It is better to hitconfirm with 5C instead.
- The slower startup and decent recovery are still a reason you shouldn't be throwing this move recklessly.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 11 | 20 | - | - |
- Standard aerial jab.
- It is the most common air-to-air due to its speed, but it's very stubby.
- His 5F jump startup makes using this as a rising air-to-air not fantastic due to its effective startup of 11F when compared to the average of 9F, be absolutely certain it'll hit.
- Can cancel into itself for three total jA's by inputting j4A.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | until landing | - | - | - |
Hand strike downwards
- Dantes' main jump in due to a decently deep hitbox and fast startup
- The ideal normal of use when approaching via Instant Airdash
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | until landing | - | - | - |
Flaming slash with the cape
- Long range and solid hitbox make this a consistent, albeit risky, air to air.
- Slow startup and commitful recovery mean you should be real picky when choosing this over j.a air to airs.
- Ideal for safejumps on oki
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | N, SP, EX, MD, TH | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | until landing | - | - | Clash 15-19 |
Charged version of the above.
- Sacrifices speed for a better hitbox, bigger damage and longer untech time.
- Is mainly a combo filler due to the latter two traits. It is too big of a commitment to use as an air poke
Command Normals
4C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2 (806) | LHA | SP | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 (11) 2 | 19 | 42 | -4 | - |
Couple slashes with the cape. A cornerstone to his frametrap pressure when combined with 236A and enables gimmicky pressure resets with j.214X.
- Long range and large disjoint combined with a large backstep motion makes this a fairly good retreating option.
- Both strikes vacuum on hit.
- First hit is special cancellable into air specials, while the second hit lands and can be special cancelled into ground specials.
- Is airborne for frames 7-21 meaning he can get fatal countered out of it, careful.
- First hit vacuums on hit, and is cancellable into air specials like j.236B or j.214B, making it a staple combo filler
- Fatal counters scored with the first hit won't be interrupted by the 2nd hit. This, combined with its 9F startup, makes it a high risk high reward option to fuzzy with on IADs.
Universal Mechanics
Rapid Beat 2
3C/Rapid Beat 3
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
Upward slash with the cape
- Universal anti air and launcher, followed by an automatic jump.
- Invulnerable to air moves beginning from frame 5.
- Leads to bigger reward if it serves as the starter of a combo.
- Risky to throw out due to lenghtly recovery animation, but it is fast and has a long reach upward.
- One of the most reliable 3Cs in the game, right below Kouma.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 (+dash) | 3 | 19 | - | +36 | - |
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | until landing + 12 | - | - | - |
Special Moves
Flames of Love and Hate
Dantes' beam special, serving as horizontal projectiles of various utility. The B and C version are mainly used in neutral while the A version is a staple combo tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | LHA | CH, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 29 | 44 | -8 | - |
- Shorter range than B and C versions.
- Has 2 follow-ups.
Seen mostly in combos but also has uses in neutral due to its follow-ups and its speed.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 24 | 37 | -4 | - |
- Crumples on hit.
- AUB.
A fast palm strike follow-up that does more damage than the other one and also crumples on hit. A strong call-out tool in neutral but is negative on block. Can be used in a meterless AUB set-up if the opponent blocked 236A while in the air, however, the follow-up may whiff if the opponent is too high in the air.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | L | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 10 | 18 | 41 | -4 | - |
- Low.
A slow slide attack that hits low, seen more in combos since it moves Dantes forward a fair amount.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660*2 (1141) | LHA | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | 9 (9) 9 | 22 | 71 | -6 | - |
- Shoots 2 full-screen beams.
After a small delay, Dantes shoots 2 full-screen beams. A strong zoning tool due to its range and pretty active, but it's dangerous up close as the start-up is really long.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
630*5 (2203) | LHA | MD/AD | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 9(2)*4, (16) 9 | 26 | 106 | -10 | - |
- Shoots 5 full-screen beams.
Has a fast start-up which makes it an excellent way of confirming of a 236B, also has a fair amount of push back and provides a decent chip on block.
Vengeful Conflagration
Dragon-Punch style specials. Dantes slices upwards into the air, offerring great vertical reach but variable horizontal reach. A is used in combos, while B is a reversal and C is a reversal/combo ender.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1200) | LH | EX+, Hit: J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 15 | 32 | 52 | -21 | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480*3 (1271) | LH | Hit: EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 9 | 40 | 56 | -27 | All 1-13 |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*5 (2026) | LH | Hit: MD | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 5 (1) 8 | 42 | 60 | -28 | All 1-15 |
- Description.
Furious Hellfire
Various forward slashed using the flames. A is a rekka-style special that can cancel on whiff, and offer mixups on the third hit. B is an advancing slash to use for neutral, C is a combo filler.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
530*2 (1001) | LH | CH, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 24 | 40 | -6 | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
530*2 (1001) | LH | CH, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 28 | 43 | -9 | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1100 | L | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | 3 | 28 | 47 (41) | -11 | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1374 | U | Hit: EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 1 | 37 | 71 | 19 | Throw 20-35 |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1192) | H | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | 3 | 31 | 63 | -11 | - |
- Overhead connects at frame 30. First active hitbox is for combos only.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490*3 | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 4 | 24 | 45 | -5 | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460*5 (1903) | LH | MD/AD | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 6 (8) 6 (17) 3 | 21 | 70 | -7 | - |
- Description.
Revenge is Mine
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*8 (2280) | LHA | AD/MD | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+11 | 18 | 17 | 49 | +4 | - |
Dantes smacks the ground, causing it to burst beams in a large area around him.
- EX only special
- Reaches the top of the screen and covers a large horizontal distance both on the front and behind of Dantes.
- Active for a very large period of time as well, making it a huge, threatening wall of projectiles.
- Deceptively short recovery, making this move advantagous on block and extremely easy to follow after on hit.
- Untech duration scales very harshly if used in combos, though, making it very tricky to follow up midscreen.
Flames of Love and Hate
The airborne parallel to the beam series. Due to their steep diagonal incline, the beams have little use for long range. Instead, they serve as tools to halt Dantes air momentum and hit opponents in midrange, as well as combo tools.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | LHA | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 6 | until landing + 12 | - | -2 (4C/TK) | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1107) | LHA | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 6 (11) 6 | until landing + 12 | - | +3 (4C/TK) | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520*5 (1891) | LHA | MD/AD | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 6(3)*4, (12) 6 | until landing + 12 | - | -13 (4C/TK) | - |
- Description.
Afterglow
Dantes punched forward with an after image. Despite the long reach, they serve only occassional use in neutral, primarily being combo tools instead.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | J, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 2 | 8L | - | -6(TK) | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | J, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 2 | 10L | - | -4 (TK) | - |
- Description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*7 (2142) | LHA | MD/AD | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 8 | until landing + 10 | - | -10 (TK) | - |
- Description.
Moon Skills
Flames of Love and Hate
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*2 (1211) | LHA | EX+ | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 9 (6) 9 | 22 | 63 | -6 | Clash 1-11 (MD) |
Vengeful Conflagration
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480*3 (1300) | LHA | J, EX+ | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 7 | - | - | - | Clash 1-7 (MD) |
Furious Hellfire
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*4 (1388) | LH | EX+ | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 4 (3) 3 | 23 | 47 | -4 | Clash 1-11 (MD) |
Flames of Love and Hate
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*2 (1211) | LHA | J, EX+ | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 6 (6) 6 | 12L | - | - | - |
Afterglow
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1300 | LHA | J, EX+ | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 10L | - | - | - |
Super Moves
My Vengeance Never Dies
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | U | - | - | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5+0 | 21 | 34 | 59 | - | All 1-25, Throw 26-35 |
Enfer Chateau d'If
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 | LH | - | - | 4 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
- Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with the amount of Heat Gauge remaining on activate.
- Uses 214A if done manually with ABCD.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -4 |
5C/2C | 5A/2A | -2 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
The Count of Monte Cristo Roadmap
0% complete | |
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Page | Completed | To-do | Score |
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Started |
0/25 | ||
Strategy |
Started |
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Combos |
Started |
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Matchups | 0/25 |