Sky Cross Duel/Ronin Bell

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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
  • Strong Offense: Fast buttons, strong cross ups and many high/lows allow Ronin to easily open up the opponent.
  • Speed: Ronin is the fastest character in the game, making his combos extremely flexible, and his mix very strong.
  • Snowballing: Ronin's level mechanic makes his specials incredibly powerful, from a high damaging long range attack that pulls in, to a bouncing knife projectile that makes it impossible to escape his pressure, Ronin can run circles around his opponents for days.
  • Bad Corner Carry: Most of Ronin's attacks either pull the opponent towards him, or don't push the opponent very far at all.
  • Low HP: Ronin's meager HP can cause him to die in two negative interactions.
  • Weird Combo structure: Ronin's combos constantly force him to adjust his trajectory because of how fast he is and how little his attacks push the opponent
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
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
10 7 4 uh 6 +3 (point blank) 3 4
  • Ignores Gravity scaling.
  • 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.

8N
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
10 12/8 2 3 5 +0 1 4
  • Launcher.
  • 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, 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.

2N
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
65 4 3 3 4 +3 1 25
  • 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.

Special Moves

EX Special Moves

Zenith Finisher

Universal Mechanics

Gold Burst
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
- - - - - - - -

Ronin levitates and releases a yellow surge of energy. On hit, sends away, and gives you 2 Paper Levels. On counterhit, wallsticks.