Chaos Code/NSC/Hermes

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Profile-hermes.png

Story

Hermes
『エルメス』

Hermes was once a mild mannered and prudish young girl before discovering a strange magical book which unlocked the power to control elemental spirits, at the cost of never being able to wear pants again. Now working for the anti-government ninja clan "kuranai" hermes seeks the Chaos Code, planning to use it's unlimited power to betray Kuranai cause they're boring.

Playstyle

Health: 28000
Stun:
90

Hermes is a setplay character at heart with powerful zoning capabilities as well. She uses three elemental spirits (lightning, fire, and ice) for her special moves, each of which has different properties. Lightning specials deal the most stun and are most useful for zoning, fire specials have great combo utility, and ice is at the core of her setplay.

Because Hermes is on the squishier side, she generally wants to keep her opponents out until she has an opportunity to knock the opponent down in the corner, preferably with a 214B/BD lightning orb or two set in the vicinity. Once she has the knockdown, she can move in and run her considerable mixups. EX ice trap (22BD) locks the opponent in place, and she can go for a low starter with 2B or high with 6B (in the corner) or instant air dash j.C or j.D.

It's important to note that you have to wait until a spirit disappears before you can use it again. This means, for example, that you can't super cancel out of a lightning spirit special move into a lightning spirit super move. This limits her combo potential somewhat, but her zoning tools are strong enough to make up for that in match.

Mobility (Run vs. Step)

Run: Hermes needs to be able to run to do her corner loop which is a source of considerable damage if you manage to start it and keep it going. Being able to Run is also important to be able to capitalize on situations like ice trap knockdown or comboing off of EX ice trap. You're going to need all the damage you can get, so you're probably better off sticking with Run.

Step: Not recommended

Extra Move Selection

  • Bursting Desire (236B/236D):
B version creates a wide, short-ranged projectile that travels forward a short distance and hits once. The D version creates a similar projectile that does not move, but deals 5 hits; more importantly, it detonates any lightning orbs on screen with a slightly weaker version of the same projectile. Because the projectile is so active, dealing with lightning orbs in neutral becomes much scarier.
  • Blazing Jealousy (214A/214C):
One of Hermes' primary combo tools. The A version sends the fire spirit charging forward, dealing multiple hits as it travels. The C version sends Hermes charging forward as well, and can wallsplat an airborne opponent for a continued combo or a hard knockdown if too far away to convert. Both versions will push the opponent back significantly; in particular, a 214C following cl.D can send the opponent to the corner from a wide portion of the screen.
  • Scorching Pleasure (2141236B/D):
This is Hermes' combo super, as it does far more damage than either 236236A/C or 236236B/D (partially ignoring damage scaling) and causes a hard knockdown. Contrary to the normal restrictions on super canceling from same-element special moves, this can be canceled out of Blazing Jealousy, which can be useful if spending the additional 2 bars will result in a kill.
  • Raging Blizzard (214214B/D):
An enhanced version of 22BD, this super covers a wider area than 22BD and hits 10 times instead of 3. There is significant pushback with each of the 10 hits on block, making additional setups difficult outside the corner. Because of this, and because of the opportunity cost of not having one of the above tools, this super is generally not recommended.

Recommended Sets

  • Blazing Jealousy/Scorching Pleasure:
This is the combo damage pairing. Blazing Jealousy has great utility for corner carry and combo extensions. Scorching Pleasure is a powerful combo ender and, as mentioned above, can be canceled directly from Blazing Jealousy.
  • Bursting Desire/Blazing Jealousy:
This set trades some of the above's combo potential for stronger neutral and setups from 236D lightning orb detonations. Its meterless combos are still very strong, as Blazing Jealousy is still available.

Move List

Click on a header to expand that section of the movelist

Normal Moves

Normal Moves

5A
5A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Basic standing chop. Doesn't link into itself and seems pretty slow. Can occasionally be used as an anti-air but 2C is much better for the job.

2A
2A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Better, faster, longer than 5A. It has a similar range to 2B and the two can be alternated due to their speed. A decent poke, but mostly used to catch falling opponents in combos when they're close to the ground and 2C won't get them in time.

cl.B
cl.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Shin kick that hits low. It's faster than it looks and will link from 2B, but you'll only want to use it in the middle of combos and not as a poke.

5B
5B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Flapping heel kick that moves slightly forward and has the longest range of all Hermes's normals. A very respectable poke. Just beware of its mostly horizontal hitbox and try not to eat an IAD combo because of it.

2B
2B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

A decent low poke that links into itself and can easily be converted into damage.

5C
5C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Hermes swings her arm up in the air as if she's dancing or something. While it looks goofy as hell, this move has pretty solid range for a cancellable C normal and has a pretty good vertical hitbox as well. This is mostly used in combos when you're out of range for cl.D and still want some decent damage.

2C
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Hermes stands and swats upwards leaving a trail of yellow behind. Her best anti-air and an okay poke if you're trying to keep the opponent from jumping. This move is often used with cl.D to pick up the opponent to start air combos as it pushes them up, rather than forward.

cl.D
cl.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Hermes bends over and throws a high kick behind her. This move can be used as an anti-air but 2C is more effective as you won't have to worry about how close your opponent is. This is Hermes's main combo tool as the second hit launches.

5D
5D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Spinning forward kick that has more range than 5C, but less than 5B. It can be used as a poke occasionally but you'll probably see this more often if you misjudge the distance required for cl.D. While it's not exactly a terrible move, but it's not cancelable, so it's usefulness is quite limited.

2D
2D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - No -

Basic hard knockdown sweep with slightly more range than 2B. This is mostly used for ice trap setups on oki.

j.A
j.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Circular sleeve swat that you'll rarely ever use. It has SLIGHTLY more horizontal range than j.C and probably something you could use in a pinch, but it won't be often.

j.B
j.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

A downward kick that comes out pretty fast and is your go-to air combo starter. It makes an alright jump-in and an okay air-to-air, but you'll probably use j.C more often due to its high number of active frames.

j.C
j.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Triangular sleeve slash that hits twice. This move is typically used for jump-ins and as an air-to-air because of how long it stays active and has pretty decent range to boot. It can be cancelled on the first hit into specials or j.D which is something you'll typically do in air combos.

j.D
j.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - - -

A downward heel stomp that looks awfully familiar. Hits more below Hermes than j.B and comes out fast enough to hit a standing opponent on neutral jump. This move is typically used in the middle of air combos to add damage and not very often on its own.

Command Moves

Command Moves

6B
Charming Step
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Short hopping kick with upper body invincibility. Hits overhead when done raw, mid when chained into. While Hermes is off the ground, she is considered airborne and can cancel into aerial specials. After she lands, she can cancel the recovery frames into ground specials.

Universal Mechanics

Universal Mechanics

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - No -

Ground throw

Guard Break
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break - - - - No -

Guard Break

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Roll

Special Moves

Special Moves

632146P
Humiliating Bind
632146P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw - - - - No -

A command grab that disables the opponent from using special and super moves, air dashes, and Exceed. Cannot be cancelled into, but has a slight amount of invincibility. Curse effect lasts for about 7 seconds. It can be super cancelled but is generally not worth it.

214K
Floating Desire
214K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low - - - - No -

Hermes places a sphere of electricity in front of her. This sphere will be used for the D version of this move as well as for a few other specials. You can have a maximum of three spheres onscreen at any given moment. Can cancel in midair from 6B. Stays on-screen for about 10 seconds before exploding on its own for small damage. It'll stick around even if Hermes gets hit, making it a potential combo breaker.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low - - - - - -

Hermes summons a ball of electricity in front of her. If you have any spheres placed from 214B, the ball will travel to each sphere in the order you placed them, like a projectile. Otherwise, it just explodes immediately. Can cancel in midair from 6B. Main air combo ender.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

Lighting spirit summons a ball of electricity encased in a larger ball of electricity. It's basically both strengths at the same time but also faster. This move is amazing. It has a ton of active frames, is usable midair, and has a deceptively wide and tall hitbox. You'll get a wallbounce on counterhit for a big combo, otherwise you'll get a hard knockdown to set up your oki. Can cancel in midair from 6B. Overall a good use of meter and rather effective anti-air.

236P
Singeing Sensation
236P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - No -

Hermes lashes out directly in front of her with the fire spirit's whip. Solid range, unfortunately only has one super cancel that doesn't work except at close range anyway.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - - -

Hermes lashes out diagonally above her to hit airborne opponents. There are two hits, the flame and the whip, of which only the whip is untechable.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

Similar to the A version, except with a large ring of fire surrounding the whip. Hits 3 times and brings the opponent closer to Hermes. This can only be comboed into with a counterhit. Vacuum effect does not work on block.

22K
Awakening of Gaia
22K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - Low - - - - No -

Hermes lays an ice trap on the ground in front of her which stays on screen for approximately 3 seconds or until hit/block. Hits low once.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - Low - - - - No -

Hermes' ice spirit sends a shockwave projectile along the ground which hits low. This can be delayed by holding D; charging does not result in any additional damage. The startup on this is fairly long compared to her other zoning tools; use with caution.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - No -

Hermes lays an enhanced ice trap on the ground in front of her. Starts up faster than 22B, covers roughly the same area, and stays on screen for approximately 4 seconds or until hit/block. Can be blocked high, but hits 3 times instead of once, causing substantial blockstun and allowing mixup opportunities. On hit, this will initially use only 2 of the 3 hits and launch the opponent at a short height; this is used heavily in Hermes' combo routes, since the opponent can still land on the trap for the third hit and allow the combo to continue.

623K
Piercing Thunder
623K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low - - - - No -

Hermes calls the lightning spirit to summon a lightning bolt. Simultaneously, all spheres on screen will be detonated, creating additional lightning bolts at their location. The button used will determine the location of the initial bolt. It's not invincible but it's fast and since it'll only get stuffed if the lightning spirit gets hit you can use it as a reversal and bank on a trade giving you a counterhit. B version appears directly in front of Hermes. Not particularly useful unless you have spheres out.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low - - - - - -

The lightning bolt appears about a half screen distance away. This version IS quite useful for controlling space, even without spheres on the screen, but take care because it is easy to punish.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

Hermes calls a wave of lightning down in front of her, which hits 5 times. Inflicts a massive amount of stun damage, especially when used along with 3 orbs, but otherwise has no noticeable advantages over the B version.

Extra Special Moves

Extra Special Moves

214P
Blazing Jealousy
214P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - No -

The fire spirit flies out in front of Hermes for a bit, like a short ranged projectile. Relatively safe and easyto combo into from 6B.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - No -

Hermes and the fire spirit charge toward the opponent together. harder to combo into from 6B unless you space it perfectly. Air unblockable. Floats high in the air on counter-hit for easy combos.

236K
Bursting Desire
236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

The lightning spirit appears and summons a large burst of electricity in front of Hermes, hitting 5 times. Visually similar to 214+D, but functionally quite different. If done too close to the opponent only one hit will connect. If you have sphere traps set, they will grow to be the same size as the lightning ball. This move inflicts the most stun damage out of all of Hermes' specials, especially with 3 orbs set, but it's very unlikely you'll ever be able to utilize such a situation. On grounded hit you're plus enough to link into fast normals like 2A in the corner.

Ultimate Chaos Moves

Ultimate Chaos Moves

236236P
Infernal Conflagration
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Hermes and the fire spirit fire a massive beam of flame that hits three times.

236236K
Shaking Lightning Storm
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

The lightning spirit appears and surrounds Hermes with a giant barrier of electricity. Invincible on startup and Chaos Shiftable even on block or whiff. It's a little slow but it's still a good reversal.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

632146K
Scorching Pleasure
2141236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Hermes kicks directly in front of her. If the move connects, she will stomp the opponent to the floor as the fire spirit punishes them with a vicious whipping. The move has slight invulnerability on startup, but don't rely on it too much as a reversal.

214214K
Raging Blizzard
214214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

The ice spirit lays a much larger trap shortly in front of Hermes. If the opponent does not step on it it eventually fades away. However, if the opponent is hit Hermes is still active, allowing you to choose whether to go for the mixup or to try and increase your damage.

Destruction Chaos

Destruction Chaos

2363214PP
Purifying Brilliance
2363214PP
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Hermes summons an earth spirit that slams its hand down to create a highly damaging energy wave. In spite of its lengthy animation, it can be comboed into quite easily and can also be comboed out of before the opponent touches the ground.

Strategy

Neutral

Combos

Beginner BNBs

This section is a sample of Hermes' BNB combos to learn as a beginner, presented in order it's recommended to learn them. Note that many of these combos are meterless; this is because Hermes would usually rather save meter to spend on EX ice trap setups and ending combos with 214BD rather than burning it on super cancels or Exceed. That goes double if you chose the Bursting Desire/Blazing Jealousy set, as Hermes' base supers do not cause hard knockdown.

  • 5A > cl.B > 5C > (6B) > 214A/2D
A simple chain leading to 214A. Builds roughly a third of a bar at midscreen and pushes the opponent away, allowing you to continue zoning to build meter. If you are crouching, you can substitute 2B for 5A for a low starter; if you do, hold 5B for the cl.B link to connect. In the corner, substitute 214C or 2D for the ender as most of 214A's hits will whiff in the corner.
2D ender deals very low damage, but it does offer an opportunity to set a lightning orb or EX ice trap.
Adding 6B results in slightly more damage and meter build than without, but a little trickier to time 214A after 6B. Buffer 214A just after 6B connects to complete this combo. 214A must be used as the ender after 6B; avoid adding 6B in or near the corner.
  • [2B > 2C OR j.C(2) > 2B] > cl.D(2) > sjc > j.C(2) > j.D > 214D/BD
This air series is useful at midscreen or corner and with 214BD ender is a good way to practice setting up lightning orbs or EX ice traps on knockdown. Buffering super jump during cl.D is not strictly necessary for this air series to connect, but practicing that way will help you use the air series later in combos where it might not connect otherwise.
This works off the low starter 2B > 2C or off a jump-in. j.C is the easiest air starter to use, but once you get more comfortable you can substitute j.D for a bit more damage.
  • [2B > 2C OR j.C(2) > 2B] > cl.D(2) > delay 214C
Input 214C when the opponent reaches the apex of their launch height from cl.D for this to connect. This is incredibly useful from about half screen because it will cause a wallsplat and hard knockdown. Once you're more comfortable with the timing, if you get the wallsplat you can extend the combo further. See the advanced midscreen combo section for an example of how that works.
  • 5A > 5B > 5C > 6B > 2363214AC
Meter dump if you happen to have 3 bars and it will kill. Buffer the motion as 6B connects and press A+C just before Hermes touches the ground.

Advanced Midscreen Combos

After learning the routes above, try moving on to these for more difficult but more optimized combos. j.D > 2B > cl.D is used as the starter for many of these, but j.C can be substituted for j.D, and 2B > 2C > cl.D can be used as well for a low confirm.

  • Throw > microdash > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
Primary throw combo, works midscreen or corner and on front or back throw. The opponent will need to nearly touch the ground before 2C in order for the full air series to connect.
  • j.D > 2B > cl.D(2) > delay 214C > run > wallsplat > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
From about 1/2 to 1/4 screen distance, this pickup becomes possible off launch into 214C. Any closer to the corner and it will sideswap after delay 214C. The basic air series ending in 214BD is ideal at that range, since it will set up a lightning orb above the opponent in the corner and allow time to set up either an EX ice trap or another orb closer to the ground.
  • j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214D/BD
This combo does much more damage than the 214C ender at midscreen, refunds the meter spent on 22BD with the air series, and with j.214BD ender carries almost wall-to-wall.
After cl.D(2) delay 214C can be substituted for less meter gain but hard knockdown without spending additional meter.
  • j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > delay 214C > run > wallsplat > 2C >cl.D(2) > sjc > j.B > j.C(2) > j.D > j.214BD
If starting from midscreen, the 214C wallsplat pickup is possible off 22BD microdash pickup, allowing an additional extension before the air series begins. As this reaches the corner and builds significant meter after 22BD, j.214BD ender is highly recommended for the knockdown and lightning orb set.

Corner Combos

Hermes' corner combos can be very scary to deal with, but they are also on the tricky side. These routes do have quite a bit of crossover, however; once the first one is mastered, the others fall into place without as much difficulty.

  • j.D > 2B > cl.D(1) > 22BD > 5B > 5C > 214C > (22BD third hit) > 236A > cl.D(2) > 214C > 2B > 2A > 2A > 5B > 5C > 214C
video example (12:02)
214C loop. Note that the third 214C will sideswap, but you can set an EX ice trap after the final hit and go for another mixup as in the video example.
  • j.D > 2B > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > 214C > (22BD third hit) > 236A > cl.D(2) > 214C > (2B > 2A > 2A > 5B > 5C > 214C)
Alternative 214C combo. This does more damage than the combo above, but the extension into the third 214C is trickier. Depending on the situation, it may be preferable to end after the second 214C to keep the corner and/or super cancel into Scorching Pleasure if your set includes it.
  • 6B > j.214B > j.B > 5A > 5C > 214D(2) > microdash > 2C > cl.D(2) > sjc > j.C(2) > j.D > j.214D/BD
An example of how lightning orb setups can be used for combos. This requires at least one orb set on top of the opponent in the corner prior to beginning the combo. For a video example of the alternate 214C loop leading into this combo, click here.
If you have an orb setup above the opponent as well as directly on their sprite, this becomes substantially easier and does more stun. For a video example of that situation, click here.
Against lower-stun characters such as Lupinus and/or in game situations where stun damage has piled up from zoning with lightning specials, these may result in outright stun and major damage.
  • 2B > 2C > cl.D(1) > 22BD > microdash > 2C > cl.D(2) > 214C > (22BD third hit) > 236A > cl.D(2) > 214D(2) > microwalk > 2C > cl.D(2) > 214C > 2141236B/D
Another lightning orb combo with one orb above and one orb on the opponent, this time using 2B as a starter. If you do not have the meter for the super cancel, or if your set does not include Scorching Pleasure, substitute 214C > super for the air series ending in j.214D/BD. For a video example of this combo from the last midscreen combo, click here.

Old combos

These were staple combos in the pre-NSOC version of the game. Most of these combos still work, but they tend to be impractical for various reasons. Many of them require super cancels, which are generally weaker and less efficient in NSOC than they were prior. Click here for a link to the old combo list.

Colors

  • Console Versions: You can hold R1 button while selecting a character to get an alternative color.
  • Arcade Version: You can hold START button while selecting a character to get an alternative color.
A Button
B Button
C Button
D Button KOS-MOS (Xenosaga)
R1 + A Button
R1 + B Button I-no (Guilty Gear)
R1 + C Button
R1 + D Button Sarah Bryant (Virtua Fighter)


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus