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Team composition |
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Notable information
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Ronove/Ange |
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- One of the few teams that brings out Ange’s strengths, but it does that shockingly well. The combination of StunBoost and CounterBoost means you can stun the opponent in one Rono counter or a very short combo from either of them. Ronove’s MetaSuper also ignores any proration from stun and your opponent is going to get staggered fast when one mistake means a healthbar gone.
- This team is all about oppression, it wants to get its lead early, so you have to actually know how to play Ange. That said, the high health combined with meter efficiency gives this team some comeback game too. You can pretty much chip away at the opponent forever while maintaining a meter advantage and it’s hard for most characters to do much about it.
- Part of what makes this team good is that it’s strong against most other top-tier teams. Jessica struggles to do much about careful Ange or Rono pressure, Beatrice will probably regret giving this team meter more than any other, and Will finds it hard to land that crucial confirm on either of these characters.
- Keep in mind however that you’re probably going to be starting with Ange on equal footing with the opponent, so you want to play smart to avoid getting bullied in the opening game.
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Ronove/Battler |
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- Combining oppressive neutral with some of the best bulk in the game, this team has very few poor matchups.
- CounterBoost suits Battler’s playstyle of winning multiple exchanges with his strong normals, and greatly improves damage, his only shortcoming.
- Ronove's good pressure and sole weakness to projectile stall are augmented by Battler’s ability to approach and corner carry consistently well. An honest team with no real gimmicks, however its high health pool combined with Resurrection let it weather higher damage teams, and neither Battler nor Ronove are meter-hungry, meaning an SP lead will probably be maintained.
- Better than almost all other teams at stopping momentum, and outperforms them once it’s stopped.
- It doesn’t have much obvious capacity for mixup, though, so it might be best suited for creative (or grabby) players.
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Ronove/Black Battler |
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- One of Black Battler’s better teams but again the minor improvement to offense isn’t a good trade for reducing Ronove’s health so much when compared to normal Bat/Rono. CounterBoost suits BB’s fireball more than regular Battler’s though. But then again, Resurrection suits Ronove more than Massacre does.
- Generally plays exactly the same as Bat/Rono.
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Ronove/Beatrice |
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- Plays pretty similar to Beato/Eva and Jess/Rono, but this team struggles with neutral more than either. Still their presence once they gain momentum is what lands them this high.
- Ronove is one of the few characters who have a place in Beatrice’s setplay; you want to judge whether to take a path into Rono’s MetaSuper or Beatrice’s one based on the situation. If Ronove needs SP, go for towers. If you already have the SP lead on Ronove, you can just do his MetaSuper and boost your Beatrice’s SP without giving the opponent any more.
- In other words this team has a lot of control over the SP dynamic of the match, which is super good.
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Ronove/Bernkastel |
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- Similar to Rono/Lam, you’re going to see a lot of emphasis on Bernkastel’s projectiles here (chiefly the cats and kakera series), and the likely effect will be that the opponent becomes afraid to retaliate to them.
- Rono can tack some more damage onto the end of Bern’s long juggles that will probably end in stun. This team has a great oppressive presence; the opponent will have trouble approaching or fighting back against either of these characters, and their guard capacity will slowly be driven up.
- Very well rounded defense; characters that can deal with Bern a little better such as Battler, Beato and Luci won’t want to go near Rono, and Rono’s tougher matchups like Lambda and Bern herself can be answered with Bern.
- Struggles a bit more against other bulky teams.
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Ronove/Chiester 410 |
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- A decent combination in terms of movesets and 410 really likes CounterBoost damage, but Rono probably has the least use for BreakBoost out of the entire cast and his own ability brings its duration down by over half when MetaDeclaring. It’s also hard for him to really capitalise on 410’s MetaSuper unless the opponent’s guard breaks early.
- The opponent is probably just going to be blocking or jumping for its duration, but CounterBoost dissuades them from doing anything else even more for what that’s worth.
- There’s just no real synergy here, both characters would prefer a different but similar partner.
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Ronove/Dlanor |
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- Too slow, can barely approach, Dlanor is quite possibly the worst CounterBoost user, characters share a weakness to zoning.
- Their bulk is overkill because they can’t retaliate for most of the damage they take.
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RonoveErika/ |
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- The synergy between Force Counter and CounterBoost means any hit you land on the opponent will do increased damage and stun. This creates the option of unique playstyle comprised of wrecking the opponent’s playstyle only using pokes.
- This powerful combination only lasts for 7 seconds, but Erika’s unpredictable neutral is among the best in the game for capitalising on that short window. Her SP2 is also an extremely useful tool paired with CounterBoost and can act as a strong finisher for winning rounds (you might not want to do it except as a finisher because it will cost 3 or more SP in total).
- Be aware that opponents might stun out of Erika’s juggles little too early with Ronove’s ability, so you need to have a good feel for capacity.
- Apart from their great ability synergy, Erika and Ronove are both very safe characters that excel at methodical pressure, so this team is strong defensively too.
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Ronove/EVA-Beatrice |
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- The similar playstyles these two have go together very well. This team has good bulk, high damage, amazing pressure and is extremely punishing of any mistake from the opponent. Has no real weaknesses, except maybe projectile-heavy play like you see from Lambda and Bern.
- Your opponent will be forced to play defensively which is really difficult for some teams. Similar to Bat/Rono, you might want to get creative as apart from Eva’s overheads and crossups this team lacks any major mixup or guardbreak setups, but this is no major shortcoming.
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Ronove/George |
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- Good, but badly overshadowed by Beato/George.
- Rono is one of the few characters whose regular playstyle benefits from Patience at least to some extent. He also builds some nice meter for George to turn into SP2 down the line, and CounterBoost improves George’s damage and stun which can be lacking. But both characters would prefer someone else.
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Ronove/Jessica |
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- A rushdown team that’s also bulky. Some of the most reliable damage in the game. The ability to punish hard combined with heavy pressure from both characters mean a lot of stagger from your opponent against a team where just a handful of mistakes from them can mean a loss. Comebacks are easy with these two, but this team really shines when Jessica has the opponent in the corner with meter advantage built up by Ronove.
- It goes without saying that CounterBoost Jessica is a serious threat, but this is also one of the teams where ShaveBoost actually makes a noticeable difference in a situation not involving a ton of projectiles. This does, however, mean that Guard Touch can be a really annoying thing to deal with for these two.
- You generally want to maintain advantage as best you can by resorting to mixup in the form of Jessica’s high/lows and successful grabs from either character. This shouldn’t be too hard, but it means this team does run somewhat on reading and stagger.
- This team generates advantage largely through forcing the opponent to Damage Touch, so keep pressure up and know when to capitalise.
- You probably need to be pretty good at Jessica to bring the most out of these two.
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Ronove/Kanon |
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- Similar to with Kan/Eva, Rono doesn’t really need Silent Attack. He actually doesn’t hit the opponent that much compared to other characters.
- CounterBoost Kanon is interesting, but he tends to get counterhits a little less often than Luci, so it’s not obvious why you should pick him over her, especially because her lack of a good reversal is mitigated by increased health and the ability to switch into Ronove, who is kind of like a walking reversal.
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Ronove/Lambdadelta |
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- CounterBoost capitalises on Lambdadela’s projectiles, especially her konpeito series and MetaSuper. She gets a lot of counterhits, and the threat of being punished will make opponents even less willing to try and fight back against her setplay.
- Ronove can add some unprorated damage to her inevitable stuns, and slowly generate an SP lead for the two. Both characters are hard to approach and Ronove’s high health gives Lambdadelta a bit more room for error than usual.
- Compared to Beato/Lam, this team has more reliable and damaging neutral but a little less capacity for intense corner pressure. Similar to them, this pair struggles a bit when they have no meter.
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Ronove/Lucifer |
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- Plays pretty similarly to Luci/Eva, except it’s a little more pressure-oriented.
- CounterBoost Lucifer is a massive threat; scoring counterhits is what she does best, and her short combos that tend to start from pokes are the perfect match for the ability. She also appreciates the extra health that Ronove provides, and he in turn gains a lot from her corner carry and ability to mixup. *These two don’t really appreciate Guard Touch so similarly to Jess/Rono, try to stay unpredictable.
- Meter advantage is common and these two happily maintain it; you might want to focus on counterplay.
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Ronove/Rosa |
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- Good, but struggles to keep up with Eva/Rono or Beato/Rono whose pressure is fairly inescapable even without Detachment.
- The damage will be lower than those teams as well. CounterBoost gun is nice though. Rono isn’t terrible at repeatedly scoring blockstrings when the opponent can’t Guard Touch either.
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Ronove/Shannon |
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- On paper this team has the highest health in the game, but in practicality Bat/Rono will often end up with effectively more.
- This team is good at comeback game and has pretty high damage, but both characters are slow and struggle to get the opponent into the corner where they’ll shine. Similar to Lia/Rono in this way.
- CounterBoost Shannon can be funny and do a ton of damage, but Shannon’s counterhits largely come from gimmicks so the opponent will probably wise up before long. Rono/Lam and Rono/Eri are better for this.
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Ronove/Virgilia |
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- The main shortcoming of this team is that both characters are very slow and it’s relatively hard for them to approach anyone. Both would prefer a character that’s a little faster; Lia can be replaced by Bern, Lambda, Jess, Beato or Eva, all of whom have similarly pressuring playstyles.
- With momentum, they’re very imposing, but not so much as other Rono teams.
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Ronove/Willard |
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- Two great characters that don’t really work that well together. This team is far from bad, but it’s considered not very powwrful because both characters have way better options.
- Will has no reason to choose Rono over Beato especially as his MetaSuper and juggles don’t really have the best affinity for CounterBoost. He is also already bulky enough for his rushdown playstyle. Rono has no major use for SPCancel, and he already does unprorated damage on his own. The little bit more Will can do isn’t at the top of his list for a partner.
- Still these two will do huge damage while generating meter advantage.
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