Melty Blood/MBTL/Glossary

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Mechanical terms

These are terms named by the game.

Arc Drive (AD)

A powerful attack that can be used by pressing 236B+C with at least 3 bars of Magic Circuit or during Heat, consuming 3 bars or ending Heat. Saber and Neco-Arc have two Arc Drives, the second can be used by pressing 214B+C.

Awakening

A powered-up state characters enter after losing a round and becomes one round away from losing the match. It fills 1 bar of meter at round start and increases the maximum meter count to 4.

Blood Heat

An enhanced version of Heat that can only be entered by performing a Forced Release with a completely full 4 bars of Magic Circuit (and thus only in Awakening). It has the same benefits as Heat but with a higher 20% damage bonus, as well as the ability to use Last Arc at any time including automatically off a successful Shield.

Blowback Edge

AKA charged moves, notated as [x] where x is A, B or C button. This refers to holding down the button when inputting a move to change the properties of the move. This can include changing how the move must be blocked, giving it clash properties, or better combo ability.

Counter Hit

When a move hits the opponent while they have a move out during its startup or active frames. Puts the opponent in a longer period of hitstun and untech time than a normal hit, and may even knock them down. Some moves and actions can be counter hit during recovery too, making them much riskier to use.

EX Edge

AKA EX moves or EX specials. Using the C button while performing a special move with at least 1 filled bar of Magic Circuit consumes 1 bar of it to power up the special move, with various effects ranging from more damage to invincibility frames depending on the move. EX specials have 4 frames of throw invulnerability on startup. Not every special move has an EX version, and some special moves are only available as EX specials. See characters' individual pages for more details.

Fatal Counter

A stronger type of counter hit that occurs when counter hitting an opponent in the air or when successfully landing an attack while the opponent is using shield (i.e. using a low attack against a standing shield). When fatal counter is triggered through airborne counter hit the opponent is in untech until they hit the ground, meaning you are able to pick up a combo as they fall. All fatal counters do more damage than standard counter hits.

Forced Release

A universal reversal that causes your character to enter Heat. It can be used by pressing A+B+C in a neutral or blockstun state with at least 1 bar of Magic Circuit. The activation blows the opponent away on hit, but is much slower when activated when in blockstun, making it susceptible to being Shielded or otherwise avoided.

Heat

A temporary power-up characters gain after performing a Forced Release. Your current meter amount becomes a timer that slowly ticks down, allowing you to use EX Specials and Arc Drives at a reduced cost. Your character gains a 10% damage bonus and will also slowly heal their Vital Source back into real health while Heat is active.

Taking damage removes a large amount from the Heat gauge on the first hit, and the gauge continues to deplete while being comboed. Whiffing a Shield also removes a large amount of Heat gauge. Heat also freezes the match timer while active.

Last Arc (LA)

A character's ultimate attack. It can be used by pressing A+B+C+D with 4 bars of Magic Circuit or while in Blood Heat, consuming all 4 bars or ending Blood Heat. It can also be specially activated while in Blood Heat by successfully Shielding an attack. The damage it does is extremely high and is higher while in Blood Heat, with the more Heat gauge remaining on activation resulting in higher damage.

Magic Circuit

Also called Circuit Meter or just Meter. Required to perform EX Specials, Arc Drives, Last Arcs, and Forced Releases. Gained by hitting or getting hit with attacks, blocking, being in Moon Drive, or Moon Charging. At round start, your character can hold a maximum of 3 bars of meter. When a character becomes one round away from losing the match, they enter an Awakened state at the start of the next round that fills 1 bar of meter and increases the maximum meter count to 4.

Moon Drive (MD)

A universal power-up that requires your Moon Icons to be at least 50% full to use, activated by pressing 5B+C. It's a highly versatile tool that pauses the game on activation while resetting your character to a neutral state, and grants characters additional air movement options and other buffs for its duration. See Moon Drive for more details.

Moon Icons

AKA Moon gauge or Moon meter. Moon Icons are a universal resource that characters begin the match with at full stock. The Moon System page gives a more in-depth overview of how to gain and spend Moon Icons, but it is another important resource to manage alongside your Magic Circuit.

Moon Skill (MS)

Character-specific enhanced special moves that are activated by B+C and a single direction. Moon Skills behave like EX moves in other 2D fighting games, as they require resources to use but do not cause a superflash like EX Special moves in MBTL do. Moon Skills universally cost 3 Moon Icons to use, but gain 1 back if they hit. Common Moon Skill inputs include 6B+C and 4B+C, but vary by character. See characters' individual pages for more details.

Moon Charge

Holding 2A+B will cause your character to refill their Moon Gauge and Magic Circuit by slowly turning their health into Vital Source. The charge will be extended as long as the buttons are held, but the recoverable health conversion will stop when both the Moon Gauge and Magic Circuit are full.

Neutralization

AKA Clash. When two attacks overlap without touching either player's hurtbox this is described as "neutralization" by the game.

Many moves like Moon Skills and charged normals such as Ciel's 5[C] will have designated "clash frames" where any interactions with a the hitbox will cause this effect.

There is one difference between these two conditions:

  1. Moves with Clash Frames: These behave as if your move HIT.
  2. Hitbox-Hitbox Clash: Any overlapping disjointed hitboxes will cause this. These behave as if it was BLOCKED.

Video example

Rapid Beat

A new system in Type Lumina. Pressing any attack button three times will activate unique normals on the second and third press, with the last one resulting in a cinematic launcher usually identical to the character's 3+C. Standing A normals can circumvent this somewhat by inputting 4+A up to three times before transitioning into the Rapid Beat.

Rapid Beats cannot Reverse Beat into other normals. The cinematic repositions the opponent on hit, making sure they are launched the same way every time and acting as an easy way to stabilize combos.

As of the August 19, 2022 1.3 patch, new Rapid Beat settings were introduced to the game. They are as follows:

  • Rapid Beat On makes Rapid Beat function as it did pre-patch, making no changes to your controls.
  • Rapid Beat On (A+B) forces Rapid Beat to only activate when A+B is pressed after a normal hits or is blocked. It's possible to perform Rapid Beat on whiff after a whiffed A normal. This setting allows Ciel's and Powered Ciel's 5C > Add4+C to be input as 5C > AddC. This setting also disables aerial Rapid Beat, meaning you must input your aerial strings manually.
  • Rapid Beat Off turns Rapid Beat off entirely. This setting also allows Ciel's and Powered Ciel's 5C > Add4+C to be input as 5C > AddC as well.
  • Rapid Beat (Air) Off maintains the default Rapid Beat controls when grounded, however all aerial strings must be manually input.

Recovery

Not to be confused with the frame data term by the same name. When exiting midair untech time or after a recoverable knockdown, you have the following options:

  • Press A/B/C and up, left, or right to bounce in the air or off the ground in the desired direction. You are invulnerable for brief period of time and can act in the air before landing. Holding the button and direction while in untechable time will perform these actions immediately when possible.

While you are invulnerable for a brief period during the start of the air recovery, you will enter a vulnerable period where you cannot block towards the end, leading to "tech" traps or punishes. On recoverable knockdowns, this only applies to forward recoveries.

Reverse Beat

The system Melty Blood is known for. Reverse Beat allows characters to chain normals in any order, with the only real limitation being that normals can only be used once per string. This has a massive impact on gameplay, as whiffing A normals after pressing large buttons usually cuts down their recovery significantly.

Shield

A parry-like defensive option performed by pressing D. Successful shields restore a small amount of health and allow for a variety of follow-ups. See Defense for more details.

Shield Counter

Pressing A/B/C/B+C after a successful Shield will performs various follow-up counterattacks. See Defense for more details.

Vital Source

AKA recoverable health. When taking damage, a portion of the damage taken remains as a dark-blue portion of the Life Gauge, which can be restored into real health by activating Heat or Blood Heat. Clashes give characters a small amount of Vital Source.

Metagame terms

These are terms coined by the community to describe the game.

Blockstring

Strings (usually airtight) of attacks that get blocked.

Clash

See Neutralization.

Cross-Up

Passing over the opponent and hitting their back while they are facing the wrong way. Because of the cross-up protection Melty has, when this happens the opponent can block both ways without worrying about getting hit.

Frame Trap

When using the Beat Edge system there are times where the will be a gap between the blockstun of one move ending, and the next move being blocked. This window can be small enough where an opponent attempting to press a button will be hit before their move starts up. This is called a frame trap, whereas gapless sequences are called True Blockstrings. Deliberately delaying your cancels to create these windows is called Staggering, or Stagger Pressure.

Guard Break

A situation when a player uses an air unblockable attack to break the other player's air guard, particularly via an air-to-air blockstring into a grounded normal, or when a generally unblockable attack hits a grounded guard.

Instant Air (Back)Dash (IAD/IABD)

Performing an airdash as soon as possible after leaving the ground. Input as 956 or 9A+B/754 or 7A+B.

Meaty

Using an attack as an opponent is standing up after being knocked down, forcing them to block. When timed correctly, the opponent is forced to block the later active frames of the move, making it more advantageous on block. Characters can often use invincible reversals or shields to beat the technique.

Mixup

Technique used to make an opponent guess between two or more different actions that require different reactions, such a follow-up attack that could either be a low or an overhead attack.

Okizeme

Pressure and setups performed during an opponent's wakeup after a knockdown.

Option Select (OS)

A series of inputs that will perform a different action depending on what the opponent is doing. Most commonly used in this game to shut down multiple options that an opponent may try to use to get out of certain situations.

OTG

A state where you can still be hit while On The Ground. Usually used to refer to strings performed on downed opponents.

Safejump

A jump-in attack used as a meaty. Referred to as safejump for being safe against reversal attacks as landing will cancel your aerial normal's recovery and let you quickly block or just out-space any wake-up attacks such as invulnerable DPs.

Tech

Used interchangeably for two terms:

  1. Breaking a throw, known in game as Tech Throw.
  2. "Teching" as recovery after exiting untech time.

Tick Throw

A throw performed after getting a fast attack blocked, usually 5A/2A. The throw is delayed to avoid the 8-frame throw protection window after blockstun.

Tiger knee (TK)

When an aerial move (such as j.236) is input on the ground before a jump (with 2369X/2367X/2368X) for use as close to the ground as possible. Changes usage for some moves and may even change recovery. More examples include: 2149X/2148X/2147X, 4219X/4218X/4217X, etc

Untech

Untech is a state where your opponent cannot force any recovery or blocking action, being totally vulnerable to attacks. Fatal counters force untech time until the defender hits the ground and the attacker can meet them in the air for a combo, as a very basic example of what untech does.

Left/Right (L/R)

Ambiguous mixup that involves setting up a knockdown and then landing on the opponent as they wake up in such a way that it's extremely ambiguous whether the attacker is going to land on the left or the right, and then pressing 2A. A second layer to many left/rights is whether the attacker will land and 2A or airdash backwards and jC for an additional high/low mixup. The defender can avoid having to guess left/right by shielding low, but this opens them up to being fatal countered if the opponent decides to airdash back and go high. Good left rights will typically come from knockdowns with enough advantage for the attacker to make everything before the landing ambiguous while also being plus on crossup and maintaining their airdash to beat shield.

Crossup Protection Break (CPB)

A mixup unique to characters that have a projectile which can hit meaty, but only really sees practical use from Dead Apostle Noel, Aoko, and sometimes Akiha. Performed by placing a projectile on a knocked down opponent and crossing them up before they wake up, the mixup is either crossing them up again as they wake up via a superjump or an airdash with the projectile hitting meaty (thus leaving the attacker on the same side they initially placed the projectile from, breaking crossup protection) which means the projectile has to be be blocked crossup, or pressing a button same side which must be blocked same side. Shield will beat the crossup cleanly, but options such as Moon Drive and Shield can be RPSed with meaty throws and charged mids, creating a very weighted RPS scenario.

Notations

These are terms used to express data about the game on the wiki.

Numpad notation

In order to represent directional inputs, numbers from a numpad are associated with directions ingame. Here are the digital directional inputs possible in Melty Blood:

And here are how those same directions correspond to the layout of a number pad. 5 represents the lever neutral position, and 6 always faces the same direction the character is facing for consistency.

Commands are always denoted assuming that you're on the left facing right. Keep in mind that the numpad is mirrored when you face from right to left. In other words, 6 is always forward, and 4 is always backward.

Common motions

Forward Backward
Quarter circle 236 214
Dragon punch 623 421
Half circle 41236 63214

See also: Melty Blood/MBTL/Controls

Frame data key

These are definitions for the data fields shown on move charts.

Advantage

The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).

Attribute

Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Projectile. Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Projectile attribute.

  • Strike = Strike (Anything that isn't a Throw is a Strike)
  • Throw = Throw

Additionally:

  • Air = Air (Most jump normals) [Sometimes notated as "Head" by some editors.]
  • Projectile = Projectile

Cancel

Actions this move can be cancelled into.

  • N = Normal Cancellable
  • SP = Special Cancellable
  • EX = EX Cancellable
  • MD = Moon Drive Cancellable
  • AD = Arc Drive Cancellable
  • J = Jump Cancellable
  • SE = Self Cancellable
  • CH = Chain (Followup) Cancellable
  • RB = Rapid Beat Cancellable (Triggers Rapid 2)
  • TH = Throw Cancellable
  • (X) = Cancellable on hit only
  • -X- = Additionally Cancellable on whiff

Cancel rules will also sometimes be defined as [hit only] or [whiff OK].

Cost

The resources this move costs to use.

  • EX = Magic Circuit stocks
  • MI = Moon Icon stocks
  • Key = One Noel's Black Keys
  • Keys = Noel's Black Keys

Damage

Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage

Guard

The way this move must be blocked.

  • L = Can block crouching.
  • H = Can block standing.
  • A = Can block in the air.
  • U = Unblockable.

Invul

Lists any defensive properties this move has.

  • X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
  • Strike = Strike invincible.
  • Throw = Throw invincible.
  • Air = Air invincible (Most Jump Attacks). [Sometimes "Head" invuln from some editors.]
  • Full/All = No hurtboxes are present
  • Low Profile = Upper body lacks a hurtbox.
  • Low Crush = Lower body lacks a hurtbox.
  • Clash = Frames in which clash boxes are active.
  • Armor = Frames in which the character can take hits without going into hitstun. Armored hits count as on-hit for the attacker in every respect except for being able to jump cancel.

Move properties

These are terms used in the "Property" field of each move chart.

Launch (L)

When this move connects, it causes the opponent to change from a grounded state to a floating state.

Launcher (LR)

When this move connects, the opponent is vacuumed into a cinematic launcher in which the enemy automatically performs a high jump and the opponent is launched vertically upwards. If a Launcher has already been used in the current combo, all Launchers revert to a Launch.

Wall Bounce(+) (WB)/(WB+)

When this move connects, the opponent will bounce off the wall at the edges of the stage. If it's a Wall Bounce+, they will even bounce off the edge of the screen. Mind that there can only be a maximum of 2 Wall Bounces in a combo, whether those be off the actual wall or the edge of the screen.

Ground Bounce (GB)

When this move connects, the opponent will bounce off of the ground. Unlike Wall Bounces, the amount of times you can perform a Ground Bounce in a combo has no limit.

Crumple (C)

When this move connects, the opponent will be stunned before falling to the ground and transitioning to a soft knockdown. Any hit during this state launches the opponent.

Soft Knockdown (SK)

When this move connects, the opponent will be able to tech after little or no delay when they hit the ground. Should the opponent not ground tech, it will transition into a Hard Knockdown. While this property can technically be observed on almost any move with enough hitstun for the opponent to hit the ground, this should only used for moves that force a ground tech or have a long enough delay that the attacker can run up and OTG.

Hard Knockdown (HK)

When this move connects, the opponent will be unable to tech if they hit the ground. Depending on the move used, the player may be able to follow up with an OTG combo.

Restand (R)

When this move connects, the opponent will be transitioned into a grounded state, regardless of their previous state.

Vacuum (V)

When this move connects, the opponent will be pulled toward the player instead of pushing them away.

No Collision (NC)

The move causes the character to not collide with the opponent, allowing the player to pass through them.

Chip Damage (CD)

When this move connects on block, it will cause some chip damage. This should only be used for certain normals, as all special attacks are known to cause chip damage.

Block Shove (BS)

When this move connects on block, the opponent will be pushed backward and lifted slightly off the ground. Block Shoved players are actionable as usual if the blockstun ends in the air. Airtime during Block Shove is fully invulnerable until landing or air action (such as a double jump) in case the Blockstun runs out before the player touches the ground.

Armor Break (AB)

When this move connects on an armored opponent, it will ignore their armor and function as a normal hit.

Combo notation legend

This is the standard notation for transcribing combos on this wiki. You'll find similar notation conventions in other airdashing fighting games, as it makes combos or complex blockstrings easy to describe and read. Casual notation is to be avoided on the wiki unless otherwise observed to prevent ambiguity, especially when there aren't easily accessible visual demonstrations of a combo.

The below table is found on character combo pages for quick reference, with detailed notation types following:

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X > Y X input is cancelled into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl There should be delay before inputting "X".
w.X or Xw Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Will occasionally be omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards.
sj Perform a superjump, which is performed by inputting 2~8.
sjc Superjump cancel the previous action.
IAD Instant Air Dash.
AT Air throw, often used as a combo ender that leads to knockdown.
md.X Perform a micro-dash before performing "X". Unused in favor of writing "microdash."
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) OR (...) Use only one between the two alternative routes.
RB1/2 The first or second hit of Rapid Beat auto combo.
CH The first attack must be Counter Hit.
FC The first attack must be Fatal Counter.
MD Perform a Moon Drive, which is inputted by pressing 5B+C.
Heat Perform Heat, which is performed by inputting A+B+C.
AD Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input.
LA Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat.
> (Cancel)
Indicates that the recovery period of the preceding move should explicitly be cancelled by the next input. Most of the time, it just means "press this next", but is used for clarity's sake. For example, "5A > 5B > 5C".
, (Link)
Indicates that the next move should explicitly be linked after the recovery of the previous move ends. Link timings if tight/important will be written as a comment. For example, "5A,5B,5C". Cancels and links alike are represented by spaces or by no space at all.
~ (Follow Up)
Reserved for specific moves that can cancel into specific followups. Can be used to specify specific rekkas, if the input would bring a different move instead when linked. When in doubt: If the move can't be done from pressing the input in neutral, its indicated with ~. For example, "236A~236C~236C~236C"
j. (Aerial Move)
Indicates the following move is done in the air, implies a jump if the previous move was done from the ground. For example, "j.A".
dj. / sj. / sdj. (Double/Super/Super Double Jump Move)
Unlike the former, explicitly indicates the move is performed after a double, super, or double super jump. For example, "dj.A, sdj.6C".
  • Can be input in two ways: the Superjump command, or just tap 9 with 1f timing. While the 1f timing sounds difficult in theory, it is very easy to do if you need to do a super doublejump during a combo: Just press and release 9 during the hitstop of the air move you are going to super doublejump cancel.
  • Multiple moves performed in the same jump arc are often written together without explicit prefixes, and a new jump will be indicated by a new prefix. For example, "j.ABC j.BC".
tk. (Tiger Knee)
Usually prepended to a special move, it means it should be performed as close to the ground as possible by buffering the input motion before jumping. For example, "tk.236B".
66 (Dash)
Indicates between the previous move and the next move, a dash should be performed. Ground or air dash is context dependent. For example, "5B 66 5C", "j.B 66 j.C".
IAD / IABD (Instant Air Dash/Instant Air Back Dash)
Explicitly indicates the following move is performed after an Instant Air Dash. For example, "IAD j.A", "IABD j.6C".
XJCY (Jump Cancel)
Explicitly indicates the previous move's recovery should be cancelled into a specific jump, where 'X' is the jump type and 'Y' is the jump direction. Usually implictly indicated using j., dj., sj., and sdj., but should be used when a string becomes cluttered or unclear from prefixes alone. For example, "5B JC j.2C", "5B sJC9 j.B > j.5C sdJC9 j.C"
[X] (Charge/Blowback Edge)
Indicates a button should be held to fully charge the move. Often indicated by both a flash and a sound cue when done successfully. For example, "5[B]", "j.[B]".
{X} (Partial Charge)
Explicitly indicates a button should be held to delay a move, but not long enough to fully charge it.
xAT (Air Throw)
Indicates an air throw should be performed, where 'x' is a number specifying explicitly which direction should be held. If no directions are notated, assume a forward air throw is performed. Sometimes indicated with AD, 6A+D, or 4/6E instead, 6A+D being an acceptable explicit synonym.
(Special Action)xN
There's many different things that can go here.
  • Whiff: Indicates the preceding move should be whiffed. For example, "5C > 5A(w) > 6B".
  • X Hit: Indicates the preceding move should hit only on its Xth hitbox. For example, "j.B(2) > j.63214A".
  • Delay: A context sensitive note that either asks for a sizeable delay between moves, or a slight delay for when a move is cancelled into (for example when placed between a cancel from a previous move and the next move)
  • Heat: Specifies a heat activation. Very rare to appear in notation.
  • X^: Indicates a previously discussed loop or move string is inserted here. For example, "(Pit Loop^) > j.B > j.C", where 'Pit Loop' is a labelled combo. A special action is done once, but if xN is written after it, the action is repeated 'N' times. If the letter itself is written, then it means the number of times depends on context or character.
(Option A)/(Option B)/...
The above notation indicates multiple possible special actions, with two ways it can be utilized. If the options are short (a few moves or less), then they can remain enclosed in the bracket. For example, "(2A)/(5A) > 2B > 5BB". Otherwise, its best they point to a separate line with the option's string, just like standard (X^) notation.
(Optional Option)
The above notation indicates the enclosed action can be omitted without compromising the string. For example, "(2A >) 5B > 5B"
reXjumpY (Return to Ground and Jump Again)
Indicates between the previous move and the next one, the character lands on the ground and jumps again. 'X' indicates the jump type, Y indicates the jump direction. For example: "sdj.B rejump j.6C", "j.63214A rejump9 j.A", "j.2C resjump j.C".
LF
Often indicated implicitly with "land" instead, and is an acceptable substitute when jump or air action specificity isn't important or to emphasize a return to ground.
AD (Arc Drive)
Indicates the combo should be ended with an Arc Drive.

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Resources
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo