Melty Blood/MBTL/Mario Gallo Bestino
Story
An Acting Prelate of the Holy Church. A pretty boy with blonde hair and fair skin, Mario tends to dress casually. Although he may not appear so, he holds a position of great responsibility while still in his early teens. He detests the inept and indolent, and often lashes out verbally, but he is also a compassionate, dutiful person at his core. His talents in assessing character and abilities, his skillful balancing of hard and soft power, his leadership and ability to use resources to control the game, and his fighting style using a Piano Machine to control nuns like marionettes, have all earned him the nickname "Mario the Puppeteer."
Gameplay
Mario Gallo Bestino is a new character to Melty Blood, released as free DLC alongside Powered Ciel on April 14, 2022. He is a rushdown/puppet character who works in tandem with his subordinate nuns to create difficult mix-ups.
Mario excels at keeping the opponent pinned down with his own fast close-range moveset and utilizing the large disjointed special attacks from the nuns with good coverage of various parts of the screen; Feroce (236X) allows him to use a nun-centered rekka series that controls space horizontally, while Dance - Corrente (214X) uses nuns to restrict the opponent's movement options with delayed strikes on the ground or axes that cover vertical space and Dance - Polonaise (22X) lets nuns work as either a stagger or counter tool, making defensive mashing/abare attempts against Mario himself dangerous once he gets in. Mario himself is no slouch in the space control game, as he has Phantasm (623X) to help wall off air approaches and yanks Mario upward to start air combos on hit.
However, Mario lacks fast projectiles and does not get meaningful rewards out of stray nun attacks at long range. In order to capitalize on nun strikes, Mario has to stay close to the opponent and constantly pressure them using his stubby normal attacks and clever use of his nuns for coverage. Knowing your reach and how to approach neutral in your match-up(s) are required steps to achieve mastery of this technical character.
Strengths | Weaknesses |
---|---|
|
|
Backdash: -
Movement Speed: -Character Summary
- Moon Skills
- 6B+C - Feroce
- 3B+C - Phantasm
- 4B+C - Dance - Corrente (Air OK)
- 2B+C - Dance - Polonaise
- Special Attacks
- 236A - Feroce
- > A/B/C - Feroce Pesante
- > A/B/C - Feroce Morendo
- > A/B/C - Feroce Pesante
- 623A/B/C - Phantasm
- 214A/B/C (EX OK) - Dance - Corrente
- 22A/B/C (EX OK) - Dance - Polonaise
- j.214A/B/C (EX OK) - Dance - Corrente (Air OK)
- Arc Drives
- 236B+C - Puppeteer (Doll)
- Last Arc
- A+B+C+D / Successful Shield in Blood Heat - Puppeteer (Human)
- Unique Attacks
- 3C, j.2B
- Blowback Edge Moves
- j.2[B], 236[B], 214[A], 214[B], j.214[A], j.214[B]
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 38
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- 5 frame jab.
- Chains into itself 3 times with 4A.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
260*2 (504) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 2 (8) 2 | 16 | 34 | -2 | - |
- Advances forwards a short distance.
- Hits twice.
- Both hits are stubby.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2 (806) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 (7) 4 | 22 | 45 | -9 | - |
- Advances forwards a greater distance forward than 5B.
- Hits twice.
- Less stubby than 5B at the cost of being slower.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- 5 frame low.
- Chains into itself 3 times.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 10 | 15 | 34 | -8~+1 | - |
- Acts as Mario's sweep. Launch and hard knockdown on hit.
Can be plus at max range but Mario's A normals are too stubby to effectively leverage the frame advantage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
260*3 (741) | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | 8 | 20 | 46 | -7 | Clash 13-18 |
- Gains more range, hitting from roundstart distance and becomes 3 hits.
- Can be used as a combo ender to allow for 214[B] okizeme.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 23 | 36 | -10 | - |
- Surprisingly good anti-air.
- Leaves standing on ground hit.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 11 | 20 | - | - |
- Chains into itself 3 times with j.4A.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | until landing | - | - | - |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | until landing | - | - | - |
- Good crossup normal.
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | 5-12 Head |
- Mario's cinematic launcher.
j.2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 5 | until landing | - | - | - |
- Mario bounces upwards on hit and block.
- Will always cause Mario to turn around.
- Can steal corner unless opponent holds back.
Goomba stomp, useful as an OTG to set up left/right and high/low mixups in the corner.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | until landing | - | - | 16-19 Clash |
- Mario dives straight downwards.
Universal Mechanics
Rapid Beat 2
1st Hit
2nd Hit
- Hits twice.
Rapid Beat 3
- Same normal as his 3C.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 500, 600 (1500) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 18 | 25 | HKD (+53) | - |
- Provides enough advantage to set up any Nun.
- Despite using the Nun from 214A, you can grab even if that Nun is out.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200*2, 800 (1200) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | until landing + 12 | - | - | - |
- Gives an easy safejump if Mario still has his double jump.
- Despite using the Nun from 214B, you can grab even if that Nun is out.
Special Moves
Feroce
The 236[X] series of moves, as well as 6BC, controls the Primary Nun, which is the Nun that's always on screen. The Primary Nun will try to follow Mario— she can somewhat keep up with his walking speed but will lag behind with faster movement options like dash or superjump. No matter her position when a command involving the Primary Nun is used, she'll face the opponent to attack from where she's currently standing, whether in front of or behind the opponent. The Primary Nun is intangible, but can be hit while she is attacking and be knocked down temporarily. After any given move using the Primary Nun, an animation of blue flash of strings will play around her. It's only after it finishes that the Nun start following Mario again and accept new commands.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510*2 (963) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 (min) | 2 (10) 4 | - | 47 | -2 (min) | - |
- Nun is fully invincible until active.
- when you are hit during the first 8 frames the nun will stop (verification needed)
- The Nun will run until she is close enough to strike the opponent.
- Air unblockable.
Arguably Mario's most important move, 236A allows Mario to be a constant nuisance almost anywhere on the screen. The Nun is fully intangible as she moves towards the opponent until she’s in striking distance, meaning she always has to be addressed. At fullscreen, 236A works as both a zoning and anti-zoning tool. Closer up, it works as a reversal and a get-off-me tool, among other things. Since the Nun will continue its command even if Mario is being attacked (after around 8 frames), 236A turns a lot of bad situations into trades with the opponent.
236A becomes much more of a threat when Mario gets 1 bar of meter, allowing him to combo 236A into 236C and convert into a full combo. This conversion can be done meterlessly if the opponent is in the corner, or if the opponent is hit towards Mario.
Despite all of 236A’s upsides, it has a ton of whiff recovery and an opponent simply jumping over the Primary Nun can put Mario in danger. Plus, an opponent can hit the Nun once she becomes tangible and disable her for a while.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 3 | 28 | 50 | -4 | - |
- Starts the Nun rekka.
- Nun travels a fixed distance but will strike from her current position.
- Air unblockable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480*2 (916) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3 (12) 2 | 33 | 60 | -6 | - |
- Referred to as Feroce Pesante
- Hits twice.
- Extends the Nun rekka.
- Air unblockable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 (min) | 2 | - | 55 | -13 (min) | - |
- Referred to as Feroce Morendo
- Ends the Nun rekka.
- Puts the Primary Nun behind the opponent.
- Steals the corner.
- Air unblockable.
The Nun rekka is also the most consistent way to put the Primary Nun behind the opponent, which makes it much harder for them to deal with her and means the Nun doesn't have to travel any distance to attack them. Even if the opponent tries rush Mario while the Nun is behind them, 236A will chase them back to Mario and attack the opponent from behind. With 1 bar Mario can also convert the rekka into a full combo with 236C, which will bring the opponent towards Mario and can lead to a sideswitch.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560*3 (1483) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
40 | 3 (10) 3 (12) 2 | - | 58 | +36 | - |
- Does the first 2 Nun rekkas, separate from Mario.
- Nun travels a fixed distance but will strike from her current position.
- Air unblockable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570*4 (1890) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 2 (10) 3 | - | 41 | +13 | - |
- The nun following Mario travels 1/4 of the screen while performing 2 slashes.
- Hitting one of the two slashes leads to a follow up with 2 more slashes.
- Groundbounces, leading into a nice combo afterwards.
Phantasm
Phantasm is Mario's only set of specials that don't rely on Nuns in some way, and by far the set of moves that are the most unorthodox. That said, they're some of Mario's most important tools. It's worth noting that these moves are all air blockable and can all be canceled into 236C and Arc Drive after being blocked, letting Mario access unblockables.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 556 (1196) | A | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 26 | 40 | - | - |
- Air blockable, whiffs against grounded opponents.
- Hits upwards at a 60 degree angle.
- Links into air normals with Special Bonus and Airthrow without.
- Pulls Mario upwards towards the opponent on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 556 (1196) | A | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 29 | 45 | - | - |
- Air blockable, whiffs against grounded opponents.
- Hits upwards at a shallow 40 degree angle.
- Links into air normals with Special Bonus and Airthrow without.
- Pulls Mario upwards towards the opponent on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740, 382, 347, 312, 281 (2062) | A | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 4 | 19 | 30 | - | - |
- Air blockable, whiffs on grounded opponents.
- Pulls Mario upwards towards the opponent on hit and block.
- Hitting cause a followup animation that grants a HKD and leaves you close to the opponent.
- Hitbox is much bigger than it looks.
- Sideswitches.
Dance - Corrente
Both the 214[X] and 22[X] series of moves, as well as 2BC and 4BC, control the Secondary Nun, who is the Nun who is not always on screen and is instead summoned whenever the command comes out. Despite each command filling a different role and different weapons, only one Secondary Nun can be on screen at a given time. For example, if the Secondary Nun from 214A is on screen, you wouldn't be able to use 22B or any other move that uses the Secondary Nun. However, the Secondary Nun is reliable in that their positioning is fixed to Mario. While the Secondary Nun is never intangible and can be hit out of an attack at any time, all this does is force the Nun off screen with no incapacitation time, allowing Mario to use the Secondary Nun again immediately.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 ~ 27 | 2 | - | 40 | -3 ~ +13 | - |
- A Nun appears from the edge of the screen and does a punch.
- Teleports in at a fixed distance in the corner, making it at least +6.
Combos after a fullscreen 236A for a knockdown.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780, 582 (1362) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20~34 | 3 | - | 40 | +8 ~ +22 | - |
- A Nun appears and does a rush punch.
- On hit, she'll add an uppercut.
Also combos after a fullscreen 236A, but won't knockdown as Special Bonus has already been used.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
44 | - | - | 40 | - | - |
A Nun appears at a set distance in front of the opponent on the ground and throws a curved sword in an arc aimed towards the opponent.
Amazing tool for okizeme with the right knockdown, because you'll still be left plus. Mixing up your oki with this covering you is a staple in locking down the opponent forever.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900*2 (1485) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
46 | - | - | 45 | - | - |
A Nun appears and throws two curved swords. Pretty much the same as the uncharged version, but in an oki scenario, the second sword won't hit the opponent if their back is to the corner. Instead, this sees use after certain midscreen knockdowns since you can push the opponent into the second one.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450, 418, 387, 355, 328, 301 (2239) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 6 (16) 16 (6) 5 | - | 71 | +12 | - |
- A Nun appears and performs a short combo with her spear.
- The spear nun appears in front of the opponent on the ground, no matter where Mario is on the screen.
- The first hit can whiff if the opponent is in the air, however the second covers a lot of air space.
Dance - Polonaise
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
58 | 3 | - | 45 | +39 | Parry 9-45 |
- All versions of 22X have their counter boxes on the nun, not Mario. Should the opponent jump over it and hit Mario, the counter won't go off.
- A Nun appears and does an uppercut after a delay.
- Retaliates with a counterattack if hit.
- Counter box isn't low to the ground meaning it can lose to 2Cs and other low-hitbox moves.
- Counter is active on F9.
Inferior in most ways to 22B, but it will always appear close to Mario which makes it harder to jump over.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
56 | 5 | - | 45 | +37 | Parry 9-43 |
- A Nun appears and does a low sword slash after a delay.
- Retaliates with a counterattack if hit.
- Counter's box is low to the ground, making it less suited to Anti-Airs.
- Vacuums opponents on block, which can pull out of the corner.
- Counter is active on F9.
Can appear further away from Mario than 22A if the opponent is distant. Mostly seen as combo filler in certain metered routes. Due to the Vacuum effect it sometimes sees use as a pressure reset. Doesn't hit low however, so no unblockables from this alone.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950, 731 (1681) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+0 | - | - | 48 | - | Parry 4-28 |
- Counter super, but not a reversal.
- Very limited range.
- Counter is active on F4, which is 0F postflash.
Dance - Corrente (Air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11~27 | 2 | until landing + 12 | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780, 582 (1362) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20~34 | 3 | until landing + 12 | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
45 (min) | - | until landing + 12 | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900*2 (1485) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
47 (min) | - | until landing + 12 | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450, 418, 387, 355, 328, 301 (2239) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | 6 (16) 16 (6) 5 | until landing + 12 | - | - | - |
Moon Skills
Feroce
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*3 (1340) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 3 (10) 3 (12) 2 | 31 | 79 | -2 | Clash 1-10 (MD) |
Phantasm
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 556 (1196) | A | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 21 | 35 | - | Clash 1-10 (MD) |
- Air blockable, whiffs against grounded opponents.
- Hits upwards at a shallow 40 degree angle.
- Links into air normals with Special Bonus and Airthrow without.
- Pulls Mario upwards towards the opponent on whiff, hit and block.
Dance - Corrente
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
250, 300*5 (1474) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 6 (16) 16 (6) 5 | - | 40 | +49(standing), +3(crouching) | Clash 1-11 (MD) |
- Summons the spear Nun to perform a short combo.
- The spear nun is summoned where Mario currently is, before rushing forward and performing the combo.
Dance - Polonaise
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710, 582 (1292) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | - | - | 45 | - | Parry 12-41, Clash 1-13 (MD) |
- Counter.
- Counter is first active F12.
- However, it'll activate off Mario's MD Clash Frames, effectively lowering it to 1F startup.
- MD Clash frames can't be jump cancelled with grounded moves, but all other anti-MD Clash Frame counterplay works to beat this.
Super Moves
Arc Drives
Puppeteer (Doll)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000, 300*5, 1000 (3500 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 (min) | 2 | - | 59 | -21 (min) | All 1 - 10 |
- Mario summons Noel out of nowhere to perform the startup attack of her Arc Drive (Can be found here:https://wiki.gbl.gg/w/Melty_Blood/MBTL/Noel#Time_to_Repent).
- Upon hitting, Mario starts puppeteering her and throws her into the opponent at the end.
- Really fast Arc Drive that covers 3/4 of the screen, but has a long whiff recovery.
- Noel is summoned from Mario's current position.
A fast, fullscreen Arc Drive is very nice to have. It can confirm off of any Nun move from any distance. That said, its actual practicality as a way to punish from far away is filled by less committal options like 236A and 214C. In Heat though, it means that even one poke from a Nun can lead into Arc Drive no matter how little time there is left before the Heat finishes.
After the Arc Drive, Mario will remain in the same location as he was while the opponent will be launched until either fullscreen distance or until they hit the wall, with Mario having about a second and a half to move before the opponent can get up.Last Arc
Puppeteer (Human)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160*3 80*4, 160*12, 1120 (4800) | LH | - | - | - | - |
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 amount of Heat Gauge remaining on activate.
- Uses the animation of his 5A if done manually with 4 magic circuits.
- Can technically be combo'd into from fullscreen with 214[A] but is not worth it at all outside of the cool points.
Reverse Beats
Customization
Palette options
Mario Gallo Bestino Wiki Roadmap
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Strategy |
Descriptiosn of Neutral, Pressure, OKI and Defense are added. Especially Neurtral might need some revisions. |
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Combos |
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Matchups |
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