Sky Cross Duel/Ronin Bell: Difference between revisions
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{{Content Box|header=Unique Mechanics|content= | {{Content Box|header=Unique Mechanics|content= | ||
===Papercuts=== | ===Papercuts=== | ||
Ronin's rekka series allows him to level up, using both his N follow ups. These levels augment Ronin's 8S and 2S specials | Ronin's rekka series allows him to level up, using both his N 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. | ||
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=== Normal Moves === | === Normal Moves === | ||
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|chipdmg = 4 | |chipdmg = 4 | ||
|description = | |description = | ||
* Ignores Gravity scaling. | * Ignores Gravity scaling. | ||
* using 5N while the projectile is already out causes the original projectile to fall downwards. | * 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. | |||
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|chipdmg = 4 | |chipdmg = 4 | ||
|description = | |description = | ||
* Launcher. | * Launcher. | ||
* Has a bit of low profile to beat air attacks. | * 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. | * 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. | |||
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|chipdmg = 25 | |chipdmg = 25 | ||
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Ronin whips the ground whilst crouching. | * 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. | |||
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Revision as of 12:34, 8 May 2024
Archetype: | Pixie |
Health: | 600 |
Walk Speed: | 3.2/-2.2 |
Dash Frames: | 4 Invulnerable, 3 Recovery |
Fastest Attack: |
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 |
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Unique Mechanics
Papercuts
Ronin's rekka series allows him to level up, using both his N 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.
Normal Moves
5N
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8N
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2N
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Special Moves
EX Special Moves
Zenith Finisher
Universal Mechanics
Gold Burst
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