Tempelritter's official profile image
Background
"The flying troops of the "New Order of Knights Templar" secret society. Their bodies are capable of flight.
Calling it the "Archaic Humans Hunt" they are devoted to the slaughter."
Introduction
Tempelritter is a neutral centered character focused around her air moves and pokes. Most of her normals have long range, with moves like 5B and 2C in particularly having good range, although unlike Fritz, her sword normals aren't disjoints. j.236X is a very good projectile for both neutral control and covering an approach, and is even used to extend some combos. She also has 6B, a very long ranged slide kick that leads to her strongest combos along with low profiling. However, her combos are very demanding difficulty wise, and require good timing throughout. Additionally, despite having decent range, almost all of her moves have very slow frame data, including her aerials which are the slowest in the game excluding Fritz and Blitztank. She also lacks good ways to mix the opponent, due to her two lows, 2C and 6B, being very slow, and her overhead, 6C, being reactable with no way to cancel into it. Hurting her more is that she gets low damage off combos, making her a high effort low reward character. Overall, while she does have some unique advantages, she also has many flaws holding her back.
- Armor Ratio = 1.050 (lowest armor rating)
- Forward Speed = 5.0 (average speed)
- Backwards Speed = 4.0 (average speed)
- Jump Startup = 3F
- Backdash Duration = 20F (second shortest)
Pros
- Full combos from any part of the screen
- Best aerial movement
- Good range on most moves
- Good projectile
- Only character that can jump cancel aerials if you like those kind of combos
Cons
- Some of the slowest frame data in the game while not having good enough range to make up for it
- Very skill demanding combos
- Low damage except off 6B conversions
- Subpar mixups due to having the worst lows in the game
- Having a super floaty jump combined with her slow aerials can make landing difficult without j.236X
All damage values below were tested on Akatsuki with 1.000 armor ratio, full life on both sides, and power level 0 (remember about "Health difference", "Guts", and "Power Level" systems)
Normal Moves
5A
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
450
|
High/Low
|
4
|
+0
|
+0
|
Typical 5A, looks like it has more range than it does.
|
|
5AA
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
4
|
-4
|
-4
|
Typical 5AA, sometimes used as combo filler.
|
|
5AAA
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
4
|
-4
|
-4
|
Mediocre 5AAA, doesn't actually have a lot of range.
|
|
5AAAA
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
7
|
KD
|
-8
|
Typical 5AAAA, looks cool if nothing else.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
850
|
High/Low
|
8
|
-2
|
-4
|
An OK 5B. Also has slightly less range than it appears to have, while also being a frame slower than average.
|
|
5BB
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
9
|
KD
|
-42
|
Tempelritter's main launcher and combo starter besides 6B. Usually canceled into 214A to extend combos. While it says it's -42 on block, immediately canceling it into another normal or special will avoid that.
|
|
5BBB
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
?
|
VB
|
VB
|
A very bad finisher, there's no reason to ever use it over canceling 5BB into a special.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1350
|
High/Low
|
15
|
KD
|
-13
|
One of the longest range normals in the game while also one of the slowest. It can be used for spacing, but many characters have just as long, faster pokes.
|
|
5CC
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
500
|
High
|
25
|
KD
|
-10
|
Fairly bad finisher, really slow to come out, and is only really good as a combo ender in a couple combos.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
350
|
High/Low
|
4
|
+0
|
+0
|
Average 2A, doesn't have as much range as it looks.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
750
|
High/Low
|
7
|
-3
|
-5
|
Tempelritter's anti-air. Serves it's purpose pretty well, and can be canceled into 5BB for a longer combo.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1150
|
Low
|
13
|
KD
|
-13
|
One of Tempelritter's two lows. Has pretty good range but is among the slowest lows in the game, being almost reactable. Doesn't lead to anything, and is a part of why her mix is so weak.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
450
|
High
|
6
|
+0
|
+0
|
The slowest j.A in the game. Has slightly more range than an average j.A and a decent angle for landing, as well as being a little active.
|
|
j.B
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
850
|
High
|
8
|
VB
|
VB
|
Among the slowest j.Bs in the game. Has good range and is a good air to air, not good for landing.
|
|
j.BB
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
300
|
High/Low
|
?
|
VB
|
VB
|
A pretty bad move, no reason to ever use it on purpose.
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1350
|
High
|
11
|
VB
|
VB
|
Among the slowest j.Cs in the game, has very long range but is so slow that it's hard to combo with.
|
|
Command Normals
地擦り天舞 - Chisuri Tenbu 6B Ground viper but horny Ground viper but horny
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
400 x 2
|
Low
|
13
|
KD
|
-19
|
Tempelritter's best move. Serves multiple functions in her moveset. Tempelritter slides across the screen and on hit launches the opponent into the air.
- Has a ton of range, going more than half the screen, and is fast for how much space it covers.
- Leads to her most damaging combos.
- One of her two low moves, although it's even more unsafe than 2C. Can be canceled into during a block string but very risky.
- Low profiles, meaning it goes under most moves in the game. The low profile lasts during most of the move's recovery, meaning an opponent might accidentally whiff their punish.
|
|
唐竹割り - Karatake Wari 6C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
800
|
High
|
25
|
KD
|
-10
|
Tempelritter steps forward and does overhead swing. Not bad but not that good either.
- Causes a super high ground bounce on hit that leads to high damage combos.
- Has good range for an overhead, although the step forward tends to cause her to be right in the opponent's face, ready to be punished.
- Can't be canceled into during a string, hurting its use.
- Has a very obvious tell unlike some of the other overheads in the game.
|
|
円月斬 - Engetsu Zan j.2X
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1400, 1500, 1600
|
High
|
17, 19, 21
|
KD
|
VB
|
Tempelritter stalls in the air and does crescent shaped slash.
- The heavier versions move forward different amounts, allowing for crossups
- Causes a knockdown on hit.
- A tiger knee j.2A is technically her fastest overhead
- The A version for whatever reason doesn't have a hitbox behind it, even though all other versions do, meaning it can't crossup.
- Has a lot of landing lag, making it a very committal move to throw out.
|
|
Special Moves
真空斬 - Shinkuu Zan j.236+A/B/C/D The regular version The regular version The EX version The EX version
|
-
|
-
|
-
|
-
|
-
|
Tempelritter's projectile. A very good move in neutral due to covering a wide angle. Goes diagonally until it hits the ground, where it travels along it. Can help with approaching too. Used in her more complicated combos for extensions. When you use it during a forward jump she flies forward, if done from a neutral jump she flies forward a little, and if done from a back jump she stays in place. The heavier the move is, the further forward she'll go.
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
800
|
High/Low
|
11
|
VB
|
VB
|
- Throws the projectile at a fairly steep angle. Hits the ground the fastest as a result.
- Has the least amount of lag
- Best for covering an approach but not as good as the heavier versions in neutral from covering a smaller amount of space.
|
B
|
800
|
Low/High
|
11
|
VB
|
VB
|
- Throws the projectile at a higher angle.
- Good in neutral and used for the corner versions of her combos that use j.236X.
|
C
|
800
|
High/Low
|
11
|
VB
|
VB
|
- Throws the projectile at a very shallow angle. Takes a long time to hit the ground.
- Also good in neutral
- Used in the midscreen versions of her combos that use j.236X.
|
EX
|
800 x 4
|
High/Low
|
8
|
VB
|
VB
|
- Tempelritter throws four larger projectiles at the same angle as j.236B.
- Can be comboed off of on hit but rarely happens and is difficult.
- Doesn't jump forward like the normal versions.
- Has a huge amount of landing lag.
- Used for pressure and an ender in a few niche combos, but generally not worth using.
|
|
滅心斬 - Messhin Zan j.214+A/B/C/D The A version The A version The B/C version The B/C version The EX version The EX version
|
-
|
-
|
-
|
-
|
-
|
Tempelritter spins around in the air while stalling, then flies forward with a stab. Used for combo extensions and a meterless combo ender.
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
1100
|
High/Low
|
17
|
VB
|
VB
|
- Tempelritter dives downwards with a hitbox.
- Can be used kind of like a divekick, but is a bit slow and unsafe for it.
- Can be comboed off on raw hit but generally is too risky to go for.
- Used to extend combos off of 5BB.
|
B
|
1200
|
High/Low
|
19
|
VB
|
VB
|
- Tempelritter flies forward straight ahead.
- Used in midscreen combos as a meterless ender or to combo into j.214EX.
- Can be tiger kneed to hit opponents, but is unsafe and not worth doing except in a few niche corner combos.
|
C
|
1300
|
High/Low
|
21
|
VB
|
VB
|
- Tempelritter flies forward straight ahead like in j.214B but with more force.
- Harder to combo into due to it's longer startup.
- Can be used as a combo ender but can't combo into j.214EX.
- Launches really far in midscreen
- Wall splats in corner, making it useful for corner combos.
|
EX
|
900 x 4 + 1600
|
High/Low
|
11
|
KD
|
VB
|
Tempelritter spins and flies forward with her sword, hitting multiple times until she slashes them to the ground.
- Tempelritter's main combo ender.
- In her longer combos, if a player's timing isn't good enough it can drop, leaving her open to a punish.
- No real use outside of ending combos.
|
|
落鳥斬 - Rakuchou Zan 22+A/B/C/D The B version The B version The C version The C version The EX version The EX version
|
-
|
-
|
-
|
-
|
-
|
Tempelritter's DP. Tempelritter thrusts up into the air, launch the opponent, and on the B and C versions adds another attack. None of the versions but the EX version have full invincibility, and is also one of the slower DPs. Used in a few combos.
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
A
|
1200
|
High/Low
|
5
|
KD
|
-33
|
- Tempelritter slashes into the air.
- The fastest version and the best for waking up with.
- Used to confirm into supers in a few niche combos.
|
B
|
800 x 2
|
High/Low
|
7
|
KD
|
VB
|
- Tempelritter slashes into the air before following it up with a j.BB.
- If blocked, the followup j.BB puts her in a perfect position to get back attacked.
- Can get her out of corner if you're willing to risk eating a punish, but 22C is better for that.
|
C
|
1000 + 800
|
High/Low
|
9
|
KD
|
VB
|
- Tempelritter slashes into the air before following it up with a j.214C.
- Wall splats in corner although that function is rarely used.
- Can be used to escape the corner as it goes farther than 22B, although it's still very punishable if the opponent isn't caught sleeping.
|
EX
|
800 x 7
|
High/Low
|
5
|
KD
|
VB
|
Tempelritter stabs into the air, the slashes down with j.BB before slashing into the air and doing a j.214C.
- Used as an alternative combo ender to j.214EX although in generally less damaging combos.
- Wall splats in corner, making it get used in several corner combo routes.
- This is her only fully invincible reversal.
- Can be difficult to punish if the opponent doesn't know how it works since Tempelritter attacks for a very long time in a very bizarre pattern.
- Difficult to reflector and can even punish opponents that try to in some situations.
|
|
Universal Mechanics
Throws
Forward Throw 4/5/6+A+B Death by snu snu Death by snu snu
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
2000
|
N/A
|
5
|
KD
|
N/A
|
Tempelritter wraps her legs around the opponent, then swings and throws them into the ground. Not a very good throw. Untechable but has a lot of recovery compensate. Just barely gives enough time to get a meaty button.
|
|
Air Throw j.4/5/6+A+B Aerial death by snu snu Aerial death by snu snu
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
2000
|
N/A
|
4
|
KD
|
N/A
|
Basically her normal throw but in the air. Also untechable, and with enough recovery so that it leads to nothing.
|
|
Reflectors
Standing Reflector 4/5/6+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
800
|
High/Low
|
7
|
KD
|
-2
|
The worst reflector in the game. Launches the opponent really far away and wall splats in corner. Leads to nothing if you're not near a corner, and even when it does wall splat, it's hard to get much of a combo off it.
|
|
Crouching Reflector 1/2/3+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
600
|
N/A
|
7
|
KD
|
N/A
|
Same as the standing reflector.
|
|
Jumping Reflector 7/8/9+B+C/D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
700
|
N/A
|
6
|
KD
|
N/A
|
A more typical reflector. Leads to a mediocre combo starting with 5B or 5A.
|
|
Dash Attack
66X
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1000
|
High/Low
|
7
|
KD
|
-10
|
One of the less good dash attacks. Not active at all, has decent range but isn't actually a disjoint. Also 1 frame more unsafe than most dash attacks. Used in some near corner and corner combos.
|
|
Super Moves
戦術螺旋斬 - Senjutsu: Rasen Zan j.A+B+C I don't even need to say anything about this one I don't even need to say anything about this one
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
1200 x 12
|
High/Low
|
5
|
KD
|
VB
|
Tempelritter turns her sword into a chain and swings it around several times before slamming the opponent with it.
- Pretty good level 3 for ending combos. Scales very well and can do a lot of damage.
- Can be hard to land every hit with in longer combos, and requires tight timing to be able to fully land in long combos.
- If an opponent touches the ground while it's hitting then even though they go into OTG they won't be able to tech.
|
|
戦術落星斬 - Senjutsu: Rakusei Zan A+B+D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
3000 x 2
|
High/Low
|
9
|
KD
|
-28
|
Templeritter flies up with a stab, then slashes the opponent far away, causing a wall splat in corner.
- Not very good, hard to confirm or even hit raw and has an unfortunate tendency to drop after the first hit if comboed into.
|
|
General Strategy
Neutral
Combo Game
Offensive Pressure
Okizeme
Reversal Options
Overview
Other Resources
Combos
Midscreen Combos
5A > 5B > 5BB > j.214C
5A > 5B > 5BB > j.214A > 2A OR 5A > 5A > 5B > 5C > 5CC
5A > 5B > 5BB > j.214A > 2A OR 5A > 5B > 5BB > j.214B
5A > 5B > 5BB > j.214A > 2A OR 5A > 5B > 5BB > j.C
6B > j.A > j.B > JC > j.A > j.B > j.214B/C
6B > j.A > j.B > JC > j.A > j.B > j.236A > 5A > 5B > 2C
6B > j.B > JC > j.B > j.236C > j.A > j.A > j.B > JC > j.A > j.A > j.B > 5A > 5AA > 5B > 2C
6C > j.A > j.A > j.B > JC > j.A > j.B > j.214C
6C > j.A > j.A > j.B > JC > j.A > j.B > land > j.A+B
6C > j.A > j.B > JC > j.B > j.236C > j.A > j.A > j.B > 5A > 5AA > 5B > 2C
6C > j.A > j.A > j.B > land > j.A > j.A > j.B > JC > j.A > j.A > j.B > 5A > 5AA > 5B > 2C
5A > 5B > 5BB > j.214C > j.214D
5A > 5B > 5BB > j.214A > 22D
5A > 5B > 5BB > j.214A > 22A > j.214D
5A > 5B > 5BB > j.214A > 2A OR 5A > 5B > 5BB > j.214B > j.214D
6B > j.A > j.B > JC > j.A > j.B > j.214B > j.214D
6B > j.B > JC > j.B > j.236C > j.A > j.B > j.236B > j.214D
6C > j.B > JC > j.B > j.236X > 22D > (2A > 2C on wall splat)
5A > 5B > 5BB > j.214A > 5A OR 2A > 5B > 5BB > A+B+C
6B > j.B > JC > j.B > j.236C > j.A > j.A > j.B > JC > j.A > j.A > j.B > 22A > A+B+C
6C > j.A > JC > j.B > j.236C > 2B > 5BB > A+B+C
Near Corner Combos
5A > 5B > 5BB > j.214C > j.A > j.B > j.C > 5A > 5AA > 5B > 5/2C
5A > 5B > 5BB > j.214C > 5A > 5AA > 5B > 2A > 5B > 2C
6B > j.B > JC > j.B > j.236C > 66X > (j.A > j.B > j.C > 5A > 5B > 2C) OR (5A > 5AA > 5B > 5A > 5B > 2C)
6C > 66X > j.A > j.B > j.C > 5A > 5AA > 5B > 2C
6C > 66X > Tiger Knee j.214B/C > j.236D
6C > 66X > j.A > j.B > j.214A > j.236D
Corner Combos
5A > 5B > 5BB > j.214C > 5A > 5B > 5C
5A > 5B > 5BB > j.214A > 5A > 5B > 5A > 5B > 5C > 5CC
5A > 5B > 5BB > j.214A > 2A OR 5A > 5B > 5BB > j.214C > 2A > 5B > 2C
5A > 5B > 5BB > j.214A > 2A OR 5A > 5B > 5BB > j.214A > 2A > 2A > 2A > 22A
6B > j.A > j.B > Vertical JC > j.A > j.B > j.236B > 5A > 5AA > 5B > 5C
6B > j.B > Vertical JC > j.B > j.236A > j.A > j.A > j.B > JC > j.A > j.A > j.B > 5A > 5AA > 5B > 2C
6C > j.A > j.B > Vertical JC > j.B > j.236C > 66X > 5A > 5B > 2C
6C > j.A > j.B > Vertical JC > j.A > j.B > j.214C > 5A > 5B > 2C
6C > j.A > j.B > Vertical JC > j.A > j.B > j.236C > 66X > 5A > 5B > 5A > 5B > 2C
5A > 5B > 5BB > j.214A > 22D > 5B > 2C
6C > j.B > JC > j.B > j.236A > 22D > 5B > 2C
5A > 5B > 5BB > j.214A > 5A > 5B > 5A > 5B > 22A > A+B+C
Frame Data
KD - Knockdown
VB - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
N/A - not applicable
WB - wall bounce
WS - wall splat/stick
GB - ground bounce
| Frames | Frame Advantage |
Attack | Total | Startup | On Hit | On Block | Notes
Universal Mechanics ---------------------------------------
4/5/6+A+B | 31 | 5 | KD | N/A |
j.4/5/6+A+B | VB | 4 | KD | N/A |
5+B+C/D | 36 | 7 | WS | -2 |
c.B+C/D | 36 | 7 | WS | N/A |
j.B+C/D | VB | 6 | KD | N/A |
66+A/B/C | 32 | 7 | WS | -10 |
Normals ---------------------------------------
5A | 15 | 4 | +0 | +0 |
5AA | 19 | 4 | -4 | -4 |
5AAA | 19 | 4 | -4 | -4 |
5AAAA | N/A | 7 | KD | -8 |
5B | 25 | 8 | -2 | -4 |
5BB | N/A | 9 | KD | -42 |
5BBB | N/A | N/A | VB | VB |
5C | 43 | 15 | KD | -13 |
5CC | N/A | 25 | GB | -10 |
c.A | 15 | 4 | +0 | +0 |
c.B | 25 | 7 | -3 | -5 |
c.C | 42 | 13 | KD | -13 |
j.A | VB | 6 | VB | VB |
j.B | VB | 8 | VB | VB |
j.BB | VB | N/A | KD | VB |
j.C | VB | 11 | VB | VB |
Command Normals ---------------------------------------
6B | 45 | 13 | KD | -19 | Low profiles 13F~?F
6C | 50 | 25 | GB | -10 |
j.2A | VB | 17 | KD | VB | 10F landing lag
j.2B | VB | 19 | KD | VB | 8F landing lag
j.2C | VB | 21 | KD | VB | 6F landing lag
Specials ---------------------------------------
j.236+A | VB | 11 | VB | VB | 18F landing lag
j.236+B | VB | 11 | VB | VB | 19F landing lag
j.236+C | VB | 11 | VB | VB | 20F landing lag
j.214+A | VB | 17 | KD | VB | 12F landing lag
j.214+B | VB | 19 | KD | VB | 12F landing lag
j.214+C | VB | 21 | WS | VB | 12F landing lag
22+A | 53 | 5 | KD | -33 | 4F invincible
22+B | 54 | 7 | KD | VB | 6F invincible
22+C | 78 | 9 | WS | VB | 8F invincible
EX, Supers ---------------------------------------
j.236+D | VB | 8 | KD | VB | 3F invincible, 23F landing lag
j.214+D | VB | 11 | KD | VB | 10F invincible, 14F landing lag
22+D | 109 | 5 | WS | VB | 6F invincible
A+B+C | VB | 5 | KD | VB | 11F invincible, 14F landing lag
A+B+D | 78 | 9 | WS | -28 | 11F invincible, 78F landing lag
Trivia
- The organization Tempelritter belongs to is a new version of the Knights Templar [1]. The more commonly used term in Japanese is テンプル騎士団 [2]. The Japanese wiki lists 神殿騎士団 and 聖堂騎士団 (the version EE uses) as also alternate names for the same order.
Arcade Story
In the year 20XX AD, in the Tibetan Tsangpo Canyon, there was a large-scale cave-in incident.
It was several months later that a secret society, the New Order of Knights Templar, began a worldwide invasion.
Calling it the "Archaic Humans Hunt" the Temple Knights (Tempelritter) were devoted to the slaughter.
Such filth... Keep groveling just like that.
- VS Akatsuki, Elektrosoldat, Adler, Murakumo, Blitztank, Perfecti, Valkyria
This feeling as I kill... I can't get enough!
Suddenly, piercing the South Pole's permafrost, the form of a huge structure appeared.
Perfecti:
Why did you attack your allies?... because of this situation you may have to be executed.
Those eyes... they give the awkward feeling that you would strike at God's Image (*1). You are hopeless...
Valkyria:
Have you lost your mind?... to think that you would defy me, the Original.
Tempelritter:
I'm already bored of killing humans. It's time I see what it's like to kill a God.
Valkyria:
Hehehe... this must be Karma... Understood, there's no need to hold back, bring it on!
Tempelritter:
It's not enough! I still haven't killed enough! Anyone, please stop this thirst!
A clone of the Ancient Civilization called God, a vessel so powerful her own will was destroyed,
returned to her own base in a frenzy... to cut them all down.
- (*1) Perfecti here uses 神の似姿 (kami no katachi) [3] to refer to Valkyria. It references the religious concept which asserts that human beings are created in the image and likeness of God. [4]
- (**) For completion's sake here's Valkyria's win quote which is the same for every character:
You weren't God's vessel after all...
General
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Characters
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Mechanics
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