Sky Cross Duel/Ronin Bell

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Revision as of 20:19, 11 May 2024 by Okinmsaltiguess (talk | contribs) (Combo Theory (5S-S loops), 5S, 5S-N, 5S-S)
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SXD Ronin Portrait.png
Archetype: Pixie
Health: 600
Walk Speed: 3.2/-2.2
Dash Frames: 4 Invulnerable, 3 Recovery
Fastest Attack: 8N, 2 frames

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.
  • Good Meter Usage: Ronin's EX specials and super are amazing uses of meter for the paper prince. 24S, a invincible reversal, 28S, a long-range command grab, 62S, a buzzsaw that controls the ground and strengthens his already amazing pressure, 22NS, a...i've never used this before actually, and 26N, a active before superflash gunshot that goes through the entire (horizontal range) of the screen. With these, Ronin with meter, and maybe even without levels, can be a competent and terrifying foe if you use his tools right.
  • Snowballing: Ronin's level mechanic, while forcing him to start weak and brittle at the start of the game, eventually makes his specials incredibly powerful, turning a small, useless punt into a high damaging long range attack that pulls in (8S), and a singular knife projectile that barely lasts on the screen a bouncing projectile that makes it impossible to escape his pressure (2S), Ronin can run circles around his opponents for days as long he's able to set up at the start of the game.
  • 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
  • Snowballed: While having an invincible reversal in 24S, being able to escape the corner and be at a advantageous state using Gold Burst, and having a strong, yet risky get-out-of-jail free card in the form of parry, if Ronin is cornered, he has to fight for his life to escape the scramble or lose the round, thanks to his tough-as-glass health and his main defensive options requiring either a resource or being very risky.
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.

Movelist

Normal Moves

5N
SXD Ronin 5N.png
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
SXD Ronin 8N.png
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
SXD Ronin 2N.png
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.

a5N
SXD Ronin a5N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
40 -8 2 2 5 -1 1 8
  • Ground bounces.

Ronin twists and kicks downwards.

Ronin's main combo extender, as it kicks the opponent directly to the ground, and Ronin is able to continue a combo by drifting into the opponent, which will hit them right above you.

a8N
SXD Ronin a8N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
15 7 3 2 5 +1 5 4
  • Pulls opponent to Ronin.

Ronin does a backflip in the air, sticking his foot out to catch opponents. This attack is really good at keeping your opponents near you, and can be done after 5S-N to keep the combo going.

a2N
SXD Ronin a2N.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
10 4 2 [Until Landing] 7 +1 5 4
  • Footdive
  • can be canceled immediately to use a grounded attack, or delayed and canceled into an aerial attack

Ronin's legs turn into scissors, and he dives to the floor. Once he hits the floor, he bounces forward. This attack gives Ronin incredible versitility

Special Moves

5S
SXD Ronin 5S.png
frame data jackpot
frame data jackpot
SXD Ronin 5S-N.png
N followup
N followup
SXD Ronin 5S-S.png
S followup
S followup
Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
5S 40 10 5 5 5 +1 4 40
  • Level rekka starter.
  • Cancelable on frame 11~15 into either 5S-5N or 5S-5S.

Ronin slams his hand into the ground, sprouting a paper crane from the ground. A strong launcher and a rekka starter all in one. Pressing N or S will give you a unique follow up after it, that grants a level on hit.

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
5S-5N 25 -10 5 2 8 -1 5 32
  • Grants a level on hit.
  • Ground bounces.
  • Whiffs on (most) crouchers.
  • On counter hit, gives two levels.

Ronin leaps into the air and dunks down the opponent. Useful for air combos and hard reads, thanks to it's counterhit quirk.

Version Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
5S-5S 5 (25) 0 6 4(3)1 1 3 .4 (2) 4 (20)
  • Hits 5 times.
  • First 4 hits hit low. Thus, you are FORCED to 1 block this, giving Ronin INSANE pushback, putting him at a safe distance.
  • Has 4 extra frames of recovery (5) mid air.
  • 5th hit gives a level.

Ronin turns himself into a drill using the wings of a crane. Useful for loops and catching opponents holding back, thanks to it's quirk of being a low.

8S
SXD Ronin 8S.png
Level 0
Level 0
SXD Ronin 8S(3).png
Level 3
Level 3
SXD Ronin 8S(6).png
Level 6
Level 6
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
? ? ? ? ? ? ? ?
  • cool thing

blah blah blah DESCRIBE

2S
SXD Ronin 8N.png
it uses 8N animation trust me
it uses 8N animation trust me
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
? ? ? ? ? ? ? ?
  • cool thing

blah blah blah DESCRIBE

NS
SXD Ronin NS.png
Damage Launch Height Startup Active Frames Recovery Advantage on Block Block Damage Chip Damage
? ? ? ? ? ? ? ?
  • cool thing

blah blah blah DESCRIBE

EX Special Moves

Zenith Finisher

Universal Mechanics

Gold Burst
SXD Ronin Burst.png
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.

Combos

Easy Combo

  • 8N > a5N > a8N > 5N > 2N

Damage: 140

Pretty simple Ronin combo that sets up Okizeme afterwards.

Hard Combo

  • f6S-S > 8N > 5N > f6S-S > 8N > Zenith > Reverb > 2N

Damage: 525

This is an advanced combo that can be done at round start, the only pre-requisite being 3/5 Burst Gauge, as the combo itself builds over 50% meter. The Combo can be done without Reverb > 2N, but it leaves you without Okizeme and at a distance from the opponent.

Combo Theory

Ronin's combo game, at the start of the match, will mainly involve you trying your damnedest to get levels before anything. On a good hit, you can get 3 levels or more. Deeper in the game, however, you should include 8S in combos for it's rather comical damage, as it lets you just...fold any opponent into pieces on a hit.

5S-S Loops

Wait, that actually works? Ronin can loop 5S-S into itself, commonly up to 3 times. Even more surprising than the fact that this combo EXISTS AT ALL, you can even get a knockdown with 2N or NS from the loops.


Starters

5N

5N is probably one of the most common ways you will land such a loop. With it's launch, you get a higher hit that makes the loop significantly easier to pull off- as if it wasn't already easy.

5N > 5S-S > 5S-S > 5S-S > 5N > dl 2N

8N

8N is mostly the same as 5N's route. However, you need to account for the launch, and thus delay the first 5S. May be prone to crossing back and forth if you moved forwards enough.

8N > dl 5S-S > 5S-S > 5S-S > 5N > dl 2N

Jump-ins

All 3 jump-ins can confirm into said loops. The easiest of all of them, however, is a2N, without a doubt, the easiest one to start these loops from thanks to it being a divekick and all.

a5N/a2N/a8N > 5S-S > 5S-S > 5S-S > 5N > dl 2N

5S

While difficult, you CAN do the loops off of a raw 5S. You most likely have to manipulate the buffer window to ensure that the combo doesn't drop, or stick in a 5N in it, and even then the final drill may end up knocking the opponent too low. However, you can 5N after it with a delay, essentially letting you get a 5N starter off of 5S. However, if you still don't use it, whether if you forgot to press 5N or just don't want to, it's ideal to stop at 2 drills and take your quick reset, or stop at one drill and take a knockdown with 2N instead of trying to go for a third drill.

5S-S > 2N 5S-S > 5S-S > reset 5S > 5N > see 5N starter

8S (level 3+)

At level 3+, instead of knocking away, 8S will knock straight up and a bit towards you. This lets you confirm off of it with a f6S, however it will be as useful as a 5S starter. It's ideal to 5N after 8S to get a proper combo, similarly to 5S.

see 5S starter

Others

24S and 28S can be used as starters. For both, you should walk in after the respective attacks to make sure the combo ends up being consistent enough to land.


General
FAQ
Controls
Stages
HUD
System
Patch Notes
Glossary
Characters
Jonas Johnson
Ronin Bell
K-9
Olson
Arthur Brando