EN-Eins Perfektewelt/Tempelritter

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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 air combos. 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 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. 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. 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 slow and having no way to cancel into it. Making this all even worse 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 has many flaws throughout every aspect of gameplay.

  • 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
  • Very skill demanding combos
  • Low damage
  • Predictable neutral
  • Subpar mixups


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
EN-Eins Perfektewelt Tempelritter 5A.PNG
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
EN-Eins Perfektewelt Tempelritter 5AA.PNG
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -4 -4

Typical 5AA, sometimes used as combo filler.

5AAA
EN-Eins Perfektewelt Tempelritter 5AAA.PNG
Damage Guard Startup Adv Hit Adv Block
300 High/Low 4 -4 -4

Mediocre 5AAA, doesn't actually have a lot of range.

5AAAA
EN-Eins Perfektewelt Tempelritter 5AAAA.PNG
Damage Guard Startup Adv Hit Adv Block
300 High/Low 7 KD -8

Typical 5AAAA, looks cool if nothing else.

5B
EN-Eins Perfektewelt Tempelritter 5B.PNG
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
EN-Eins Perfektewelt Tempelritter 5BB.PNG
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
EN-Eins Perfektewelt Tempelritter 5BBB.PNG
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
EN-Eins Perfektewelt Tempelritter 5C.PNG
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
EN-Eins Perfektewelt Tempelritter 5CC.PNG
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
EN-Eins Perfektewelt Tempelritter 2A.PNG
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
EN-Eins Perfektewelt Tempelritter 2B.PNG
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
EN-Eins Perfektewelt Tempelritter 2C.PNG
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
EN-Eins Perfektewelt Tempelritter j.A.png
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
EN-Eins Perfektewelt Tempelritter j.B.PNG
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
EN-Eins Perfektewelt Tempelritter j.BB.PNG
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
EN-Eins Perfektewelt Tempelritter j.C.png
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
EN-Eins Perfektewelt Tempelritter 6B.PNG
Sliding panty show
Damage Guard Startup Adv Hit Adv Block
400 x 2 Low 13 KD -19

Probably 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
EN-Eins Perfektewelt Tempelritter 6C.PNG
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.

  • 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 combo, hurting her mixups.
  • Leads to good but hard to execute combos
  • Has a very obvious tell unlike some of the other overheads in the game.
円月斬 - Engetsu Zan
j.2X
EN-Eins Perfektewelt Tempelritter j.2X.PNG
Damage Guard Startup Adv Hit Adv Block
1400, 1500, 1600 High 17, 19, 21 VB VB

Tempelritter stalls in the air and does crescent shaped slash.

  • The heavier versions move forward different amounts, allowing for crossups
  • An immediate 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
EN-Eins Perfektewelt Tempelritter 236X 1.PNG
EN-Eins Perfektewelt Tempelritter 236X 2.PNG
The regular version
EN-Eins Perfektewelt Tempelritter 236D 1.PNG
EN-Eins Perfektewelt Tempelritter 236D 2.PNG
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 as she doesn't jump forward like the normal versions, and also 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
EN-Eins Perfektewelt Tempelritter 214X 1.PNG
The A version
EN-Eins Perfektewelt Tempelritter 214X 2.PNG
The B/C version
EN-Eins Perfektewelt Tempelritter 214D 1.PNG
EN-Eins Perfektewelt Tempelritter 214D 2.PNG
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.
  • 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 no 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 really fast it can drop, leaving her open to a punish
  • No use outside of ending combos really
落鳥斬 - Rakuchou Zan
22+A/B/C/D
EN-Eins Perfektewelt Tempelritter 22X 1.PNG
EN-Eins Perfektewelt Tempelritter 22X 2.PNG
The B version
EN-Eins Perfektewelt Tempelritter 22X 3.PNG
The C version
EN-Eins Perfektewelt Tempelritter 22D 2.PNG
EN-Eins Perfektewelt Tempelritter 22D 3.PNG
EN-Eins Perfektewelt Tempelritter 22D 4.PNG
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 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 true invincible reversal, and it can be difficult to punish if the opponent doesn't know how it works

Universal Mechanics

Throws

Forward Throw
4/5/6+A+B
EN-Eins Perfektewelt Tempelritter Throw 1.PNG
EN-Eins Perfektewelt Tempelritter Throw 3.PNG
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. Mediocre throw. Untechable but has a lot of recovery compensate. Gives Tempelritter a mixup.

Air Throw
j.4/5/6+A+B
EN-Eins Perfektewelt Tempelritter Air Throw 1.PNG
EN-Eins Perfektewelt Tempelritter Air Throw 3.PNG
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
EN-Eins Perfektewelt Tempelritter Standing Reflector.PNG
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
EN-Eins Perfektewelt Tempelritter Crouching Reflector.PNG
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
EN-Eins Perfektewelt Tempelritter Jumping Reflector.PNG
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
EN-Eins Perfektewelt Tempelritter 66X.PNG
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 unsafer 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
EN-Eins Perfektewelt Tempelritter Level 3 3.PNG
EN-Eins Perfektewelt Tempelritter Level 3 2.PNG
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.
戦術落星斬 - Senjutsu: Rakusei Zan
A+B+D
EN-Eins Perfektewelt Tempelritter Kanzen Shinsatsu 1.PNG
EN-Eins Perfektewelt Tempelritter Kanzen Shinsatsu 2.PNG
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.

  • Actually not that good, doesn't hit overhead like some Kanzen Shinsatsus do, and has a 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"

                            |     Frames      |  Frame Advantage  |
                    Attack  | Total | Startup | On Hit | On Block | Notes
    Throws and Reflectors  ---------------------------------------
                4/5/6+A+B   |  31   |    5    |   KD   |    --    |
              j.4/5/6+A+B   |  25   |    4    |   KD   |    --    |
                  5+B+C/D   |  36   |    7    |   KD   |    -2    |
                  c.B+C/D   |  36   |    7    |   KD   |    N/A   |
                  j.B+C/D   |  36   |    6    |   KD   |    N/A   |                 
                 66+A/B/C   |  32   |    7    |   KD   |    -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  |    ?    |   VB   |    VB    |
                      5C    |  43   |    15   |   KD   |    -13   | 
                      5CC   |  N/A  |    25   |   KD   |    -10   |
                      c.A   |  15   |    4    |   +0   |    +0    |
                      c.B   |  25   |    7    |   -3   |    -5    |
                      c.C   |  42   |    13   |   KD   |    -13   |
                      j.A   |  15   |    6    |   +0   |    +0    |
                      j.B   |  VB   |    8    |   VB   |    VB    |
                      j.BB  |  VB   |    ?    |   KD   |    VB    |
                      j.C   |  VB   |    11   |   VB   |    VB    |
          Command Normals  ---------------------------------------
                       6B   |  45   |    13   |   KD   |    -19   |
                       6C   |  50   |    25   |   KD   |    -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   |   KD   |    VB    | 12F landing lag
                     22+A   |  53   |    5    |   KD   |    -33   | 4F invincible
                     22+B   |  54   |    7    |   KD   |    VB    | 6F invincible
                     22+C   |  78   |    9    |   KD   |    VB    | 8F invincible
EX, Level 3, Kanzen Sekai  ---------------------------------------
                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    |   KD   |    VB    | 6F invincible
                  A+B+C     |  VB   |    5    |   KD   |    VB    | superflash ?F, 11F invincible,  14F landing lag
                  A+B+D     |  78   |    9    |   KD   |    -28   | superflash ?F, 11F invincible, 78F landing lag

Trivia

  • Karma is a bitch.
  • 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.



Tempelritter's Story

  • Opening
 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.


  • VS Generic
 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!


  • First Interaction
 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...


  • Second Interaction
 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!


  • Ending
 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.


  • Translation Notes
  • (*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:


  • Valkyria's Win Quote:
 You weren't God's vessel after all...


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