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Anakaris (アナカリス), The Mummy.
Widely considered to be the worst character in the game, he is handicapped in several regards and has some of the worst and most lopsided matchups in the game.
As an Anakaris player having a "play to learn", "an ability to learn from losses", and "ability to read and adapt to players habits" are the most important mentalities to have when approaching this character.
First and foremost, you need to be aware that he has a few character design flaws that you will need to be able to work around. They are as follows:
- Anakaris can not perform a normal grounded throw or an air throw (Anakaris is allowed to perform a tech throws).
- Anakaris is unable to perform the "pushblock mechanic" which is universal to the entire cast except for him (arguably his must exploitable flaw).
- Anakaris has one of the worst Guard Cancels in the game that is punishable on hit to normal throws and cost meter to use.
- His command throw is atypical from the rest of the cast and is generally only useful when used with meter.
- He is a tall standing and crouching character which allows other characters to perform extended pressure sequences on him.
Anakaris' offensive capabilities are actually pretty good as he has a great high/low game with pyramid dives being an overhead and can also do a decent strike throw game with meter. He also has good normals that are helpful with out poking the majority of the cast and defending himself from most jumpin attacks.
Defense is where he struggles the most. Mastery of movement, offensive tools, and matchup knowledge are your only means of survival with this character.
|His Strengths||His Weaknesses|
Walk: Walk Forward Pixel Distance (2.25 pixels) / Walk Backwards Pixel Distance (1.2 pixels)
This is by far the slowest walk in the game which is by no means a bad thing. You will use the walk to slowly get in to positions so that dash attacks, pokes, pyramid dives, and 5LPxx236+PP command throw become a threat; or to slowly position yourself to anti air with 2MP, 5MP, 5HP. 5HK, 2HP, or 46+P. It is especially good when you are doing strings that are longer then 3-4 hits (character dependent), as you can make stuff whiff with the slight walk back.
Essentially, you will mostly be using the dash and dive pyramids as that is your main tool to get in, but do not neglect the walk. At higher levels they will expect you to dash, jump, and dive pyramid spam which causes you to become predictable and you will get punished. By doing a less common movement option you can increase the chances of your more powerful tools to work. Players do not usually look to punish stuff that is considered to be a non-threat and this walk is one of the non-threats in your arsenal.
Dash: A good ground dash that allows him to select any normal including ground normals. Anak is one of the few characters that can use any normal in a dash so make good use of it. Anything such as dash lp, lk, 2nd hit 5MP, crouching lp, and crouching lk will yield frame advantage and should be abused.
Dashing hp, mp, crouching hp, and crouching mp are your go to AA's while dashing. Dashing sweep is also a solid pick for a quick knockdown to startup you offense.
Their is a hidden weakness to this dash as it has recovery frames off of a whiff dashing attack. You can see it if you do a dashing low as your character will stand up a couple of frames before you are allowed to block again. Make sure that the opponent does not have an attack out during the frames of recovery or you will be punished.
Jump: Even more floaty than Dhalsim's. He also comes equipped with multiple Double Jumps and air moves that halt his movement allowing him to stay airborne for quite a long time. Though this may be in his favor since he has quite an array of bizarre air moves, some of which come from the ground even while he's in the air.
Float: By hitting up you are put into float state. You are allowed to use any air normal and air special move. Their are two tiers that anak can float around in. Being in float state is the same as being in air state which means that you can't block ground normals at all.
5LP has a 5 frame startup. 5LP has an active frame window for about 3 frames starting with the first frame (frame 5) and is safe on hit (+8) and block (+7) with an 8 frame recovery window.
5LP has a very good hitbox that goes very far in front of Anakaris. This allows Anakaris to tag people outside or inside sweep range with ease. This normal is also very good at catching characters out of their jumps startup, so long as the jump doesn't go over 5LP hitbox past frame 6.
5MP has a 6 frame startup and has two distinct active frames with very different hitboxes (though the normal can not actually hit twice).
The first normal starts off on frame 6 and last for 1 more frame which makes it active for 2 frames. The second part of the normal activates on the 8th frame and stays out for 2 more frames making it have a 3 frame active window.
If Anakaris hits while his hand is over his head, it is unsafe on hit (-2) and block (-3), but on the ground this can only happen against a standing Anakaris, Jedah or Victor at point blank range.
If Anakaris hits with his fully-extended arm, the frame data changes to 8 frame startup (counting the 2 frames of the first hitbox as startup frames) hit (+3) block (+2). This can come in handy for setting up frame traps.
5MP's first active hitbox is really high, making it good for anti air. This normal can be used to catch point blank back jumps and jumps attempts that try to go on top of Anakaris.
However, if they are too far away it will cause a whiff since the first active hitbox has very little horizontal range and the second hitbox is not high enough to tag a jump-in. 5MP carries an 18 frame recovery window making it very whiff punishable.
Q-Bee, Lilith, and Morrigan can duck under this normal. Other characters can get under the normal with certain moves as well (example Raptor 2HK).
5HP has an 11 frame startup has two different parts as a normal. First part starts at frame 11 and is active for 3 more frames making it 4 frames. Second part starts at frame 15 and last for 6 more frames making it have a 7 frame active window. this normal is unsafe on hit (-3) and block (-4) and has a very long recovery period at 21 frames.
5HP has a very long horizontal range, which make this a very good tool for poking. You can use 5LP and 5MP to setup a frame trap to catch jumpers with this normal.
Do not worry about the stand alone frame data as chains combos exiist in this game and you can make this normal safer with a 5HK as to use the last normal in the magic series to push the opponent away. This normal also suffers the same weakness as the other high normals as even more characters can duck this normal, here is the list: Lei Lei, Bulleta, Gallon, Q-Bee, Morrigan, and Lilith
5LK has the exact same frame data as 5LP with a 5 frame startup and has a 3 frame active window with an 8 frame recovery. 5LK is completely safe on hit (+7) and block (+8). It has a decent horizontal range not as much as 5LP or 2LK but it will suffice for what it does.
This normal will mostly be used the same way as 5LP but for characters who can duck under you standing punch normals its godsend. This normal has a lower body hitbox, so it will only be used to hit characters whom are grounded, as this normal will never cut it as an anti air.
This normal is very good for setting up frame traps, just like the 5LP (such as 5LK delay 5HP to hit a jumper). It can also set up all the same, "games", I have put down in the 5LP section as well. This will be your replacement normal for any character that can duck under your highs with ease.
5MK has a 7 frame startup and has a 4 frame active window with a 24 frame recovery. 5MK is both unsafe on hit (-3) and block (-4). 5MK has a pretty good horizontal range that is just slightly below the range of the 2LP.
This normal hitbox is designed to hit normals that are low for the most part (although some slides can get through). If the opponents normal is anywhere near the hitbox of 5MK, it will either trade or beat it depending on the speed of the normal. This normal will also replace your 5MP if the character can duck under most of your normals.
As with other unsafe normals you can make this one slightly safer by chaining into 2HK.
5HK has an 11 frame startup with a 6 frame active window. This normal has 2 phases of recovery the first one last 24 frames going over lows. The second phase starts on frame 41 and last 13 frames you are grounded during this phase and punishable. 5HK is unsafe on hit (-12) and block (-13).
This normal can also be done as a command normal (4+HK or 6+HK to move it left or right) this is done so that you can aim it to hit the edge of normals while poking.
5HK goes over lows however, most of the cast can duck under this normal (only Bishamon, Victor, and Anakaris cannot duck under the normal) making this normal pretty hard to use effectively. Their are some normals such as Sasquatch 2HK that you can go over and still hit him.
Also the stand alone frame data does matter for this normal, as you do not have any more normals to chain into due to this being the final normal in the magic series. This move is considered to be in the air so it is always air blockable.
2LP has a 5 frame startup and has a 3 frame active window with an 9 frame recovery. 2LP is safe on hit (+7) and block (+6).
This normal has slightly less range and similar start up as the 2LP. This normal is used very similarly to 2LP except that this normal is unduckable.
2MP has a 5 frame startup with two different hitboxes. First part is active at frame 5 and has a 6 frame startup. The second part starts at frame 11 and has a 6 frame active window. 2MP is unsafe on both hit (-10) and block (- 11).
This normal is unsafe but thanks to chains you still have options to make yourself safe. If this normal is blocked do the rest of your magic series to in attempt to create some distance from your opponent.
The first part of the normal is designed to hit most duckers and after apex jump ins
The second part is designed to hit players at the apex of their jump and loses to lows for free.
This will be one of your go to anti air normals for players jumping from full screen to mid range.
After hitting this normal as an anti air chain into 2HK so you build some meter and reduce the recover of the normal a bit.
On hit go for knockdown to startup your oki game.
2HP has a 7 frame startup and has a huge active frame window at 21 the recovery is massive at 32 frames. its a 3 part normal but you will only be concerned about frame 7- 10 because that is the one that knocks down.
2HP is unsafe on block (-29). This normal does not have frame data on hit because it is a knockdown attack.
Just like with other normals that are unsafe chain a sweep on block to create some distance from the opponent.
This is your anti air for opponents jumping from mid screen to close range as the hitbox is designed to AA vertically. This move has three different hitboxes when it starts up that is the knockdown portion.
(This will be what you are aiming for.)
The other two AA higher but you earn a shitty reset for your effort so I recommend chaining into 2HK every time to avoid getting punished if it turns into a reset.
2LK has a 6 frame startup with a 3 frame active window with an 11 frame recovery and is safe on both hit (+8) and block (+7).
This normal is your go to low attack with lots of frame advantage to ride on for your frame trap needs.
It has way longer range then 2LP and will be one of the keys to your high/low/throw mixup game. This normal does everything that 5LP, 5LK, and 2LP do except for the anti air and guard break stuff.
2MK has a 13 frame startup with a 3 frame active window and a 20 frame recovery.
2MK is safe on hit (+1) however this leaves you neutral on block (0).
This is your long range low since it leaves you at neutral their is not to much utility to this move other then that its a low and you can chain into magic series to cause knockdown. I guess if you can get away with it you can use it to tick into command grab.
I need to look into this normal a little more cause I honestly hardly use it.
2HK has a 13 frame startup with a 4 frame active window and has a 25 frame recovery.
2HK has no frame advantage on hit because its a sweep and is also unsafe on block at (-1).
Pretty long range sweep and is your go to normal for magic series and for gaining quick knockdowns off of hitconfirmed jabs. This normal is utilized to make many of your anti airs safe. This normal is okay to do raw as to gain a trade or to do attempted low into knockdown.
j.LP has a 7 frame startup with a 3 frame active window and a 20 frame recovery. Frame advantage is dependent on how low you hit them to the ground so if you hit them to high when the opponent is on the ground you will be at a disadvantage and they can hit you.
This normal is normally used for air to air combat or chicken guarding. This is the only normal to protect you from close jumpins however, if it gets chicken blocked expect to be hit.
If you manage to jump in and get him low enough you can combo off of this normal. You can also repeat it multiple times in the air and switch between normals as well.
j.MP has a 9 frame startup with a 4 frame active window and a 13 frame recovery. Just like j.LP its frame data is dependent on where it hits because of it being a jumping normal.
Very good air to air poke with good range to boot. Had decent speed and is annoying to get around. This is his most spammed air normal by far. Its kinda hard to get the timing to combo this normal but it is possible if you hit them low enough.
j.HP has a 10 frame startup with a 6 frame active window and a 23 frame recovery. This normal is more useful as an air to ground normal. Its actually pretty decent at stuffing opponents trying to dash in while you are in the air. This normal has a decent amount of frame advantage when it hits so it is probably the easiest of the three punch air normals to combo into.
J.LK has a 19 frame startup with a 3 frame active window and a 17 frame recovery.
This normal is very slow so normally it is not recommended to be used. However, it is very good if you can sneak it in when you are descending from a jump
j.MK has a 7 frame startup with 3 parts. first part activates on frame 7 and last 8 more frames. the second part is a gap in the normal that last for 3 frame it starts at frame 10. at frame 19 you get 6 more frames of active hitbox. Then a 14 frame recovery window.
One thing I failed to mention is that all the jumping kick normals can all be hit before startup easily on the ground. So you have to fish for this normal.
Thankfully, this normal hits twice. It can be used to beat opponents trying to chicken guard mash against Anakaris other jumping normal attacks.
This normal can also be used a a combo starter if the opponent is sleeping and lets you get away with it before Anakaris lands on the ground
J.HK has a 7 frame startup with a 9 frame active window and a 23 frame recovery.
Decent for a one hit air normal to tag the opponent in the air or on the ground.
I mostly use it if I predict that the opponent is going for a quick approach against me while i'm in the air.
Command Normal Attacks
j3.K: Anakaris' down forward pyramid dive. Very fast overhead that can be followed with chain combo for knock down. Also use it to cancel your floaty jump while moving forward and builds meter.
j2.K: Anakaris' downward pyramid dive. You need to be above the opponent if you want it to connect. Can cross up. Sometimes when you are a little too high above the opponent it won't cause enough hitstun to follow up with a ground combo. Anyways the main use for this it to cancel your jump. Get close to the opponent then use it as a mixup tool : j3.K for overhead or j2.K 2LK for low attack. Land a knockdown then repeat.
6.MK: A standing overhead with a fairly large hitbox. This move is + on hit with the only weakness is it's large hurtbox and long startup frames.
A fairly slow pursuit attack. This one is a tough call to use because you want to get in, but if you do the pursuit to whiff and it was to slow you can get into a lot of trouble. ES version is even worse to whiff and negative on hit as you can be put into a command grab/normal throw option select if the opponent doesn't tech away.
Normal pursuit is fine on hit but if you mistime the pursuit and get a whiff and they see it you may get hit with a throw.
ES version should be used exclusively for a kill as it is highly risky to use against a character like Sasquatch who will maul you with Big Brunch into whatever...
Anakaris CANNOT do Normal Throws
Anakaris does not have a normal throw of any kind. All you can do is tech throws. Techs can be done with any forward or back directional input: 4,1,3,6+LP or MP or HP or HK, like you would with any other character. You can tech air throws as well. It's the same as teching on the ground, however you can add two more directional inputs to your throw techs 7 and 9.
|The Dance of Coffins - 22P/K (air OK)
|Royal Judgement - 236P (air ONLY)
|Mummy Drop - 236P (throw)
|Spell of Turning (absorb) - 214K (air OK)
|Spell of Turning (release) - 236K (air OK)
|Cobra Blow - 4~6P
|The Word of Truth - 623PP (Guard Cancel)
|The Pit of Blame - 623K (while knocked down)
|The Pit to the Underworld - 426KK (unblockable)
|Pharaoh Magic - MK LP 2 LK MP (air also)
Double Attack: Pharaoh Split - Same strength P + K
- (Any Version) Activates flight and hyper armor. While Anakaris is flying around, Kaibito is walking around as Anakaris lower half. You can attack with either half of Anakaris' bodies (Punches for Anakaris and Kicks for Kaibito), but you can only move Anakaris' upper half. Pretty useful for escaping the corner or unblockables due to the hyper armor properties.
However, The move can get you into serious trouble as it takes Anakaris too long to actually attack and only the legs or Anakaris can attack one at a time. The opponent can just do air chains on Anakaris repeatedly if he stays in Dark Force for too long. Be very careful with this darkforce.
- - = next move is a chain
- >> = next move is a link
- xx = next move is a special or EX cancel
Things to Know
- Don't end your chains on 2MP
- 2MP is -11 on block, making it extremely unsafe. Ending chains on 2MK (+0), 5.MP (+2), and 2HK (-1) is much safer, though the frame advantage from his light attacks (+7 on block) is much more ideal.
- Land the knockdowns
- Anakaris' normals have incredible range, but it's pretty easy to get pushed out far enough during your chain combo that they may whiff. Don't get greedy with the damage if you're unsure of the range, as scoring the knockdown is much more important doing than a bit of extra damage.
Basic Chain Combos
- 2LK - 5MP - 5MK - 2HK
- 26 red/46 white (with Pursuit ~~r/~~w; ES Pursuit ~~r/~~w)
- Anakaris highest damage chain combo from point blank range. Doesn't work on a few short crouching opponents as 5MP will whiff. Places to aim for hitting this chain include: during okizeme, a deep pyramid dive, and a deep dash link.
- 2LK - 2MP (1 hit) - 5MK > 2HK
- 24 red/41 white
- Point blank chain combo for crouching Gallon, Lilith, Morrigan and Q-Bee since 5MP will whiff on them.
- 2LP - 2LK >> 2LP - 2LK - 2HK
- 19 red/36 white
- This is a very useful combo for Anakaris in scramble situations, as in the opponent is in your face and you're not quite sure what is going to happen, but your best option is to throw out a button to try and protect yourself. The purpose of this combo is to give yourself plenty of time to hit confirm, without over committing to any medium attacks in your chain. After 2LP > 2LK you need to link back into another 2.LP, but this is not a difficult link.
- 2LK >> 2LP - 2LK - 2MK - 2HK
- 22 red/40 white
- Another close range hit confirm combo you can do before you fully commit to a chain combo by linking after the first 2LK.
- 2LK - 2MK - 2HK
- 19 red/33 white
- Medium range chain combo into knockdown. 2.MK does a little less damage than 5.MK but will combo from a bit further away. From the max range of 2LK you'll need to skip 2MK and go directly from 2LK into 2HK.
- 5LP - 2HK
- 13 red/23 white
- Maximum range combo into a knockdown. Anakaris 5LP has ridiculous range and should usually be able to combo into 2HK even from max distance.
- 6MK - 2HK
- 17 red/30 white (with Pursuit 17r/35w; ES Pursuit 19r/41w)
- The typical combo from Anakaris' standing overhead into his sweep for a quick high/low.
- 6MK - 5HP - 2HK
- 27 red/46 white (with Pursuit 27r/51w; ES Pursuit 28r/55w)
- It's possible to add a 5HP into the standing overhead combo but you must be nearly point blank. Though it seems a bit dangerous to do his slow standing overhead from that range. 5HP whiffs on crouching: Bulleta, Lei-Lei, Gallon, Lilith, Morrigan, Q-Bee.
Pyramid Dive Combos
- (Deep) j.3K >> 2LK - 5MP - 5MK - 2HK
- 29 red/52 white (With Pursuit 29r/56w; ES Pursuit 30r/60w)
- Decent damage from a pyramid dive that hits deep. Doesn't work well against a few characters with fat pushboxes like Aulbath, as you land a bit further away from them (this is usually a problem when those characters are standing). In those match ups it may be prudent to switch out 5MK for 2MK, or just dropping the 5MP altogether (Need to double check who this combo has issues on and update). Replace 5MK with 2MK (1 hit) on crouching Gallon, Lilith, Morrigan, and Q-Bee.
- (Mid-Range) j.3K >> 2LK - 2MK - 2HK
- 23 red/41 white
- Close to mid-range pyramid dive combo. Since it can be difficult at times to judge if you're close enough to land the deep hitting dive combo above, it may be best to fall back on this when you're uncertain just to land the knockdown.
- (Far) j.3K >> 2LK - 2HK
- 18 red/33 white
- Maximum range dive combo. 2LK should be able to combo into 2HK from any distance.
- (Mid-Range) j.3K >> 66LK >> 5LK - 5MP - 5MK - 2HK
- 29 red/51 white
- It is possible to link a Dash 5LK after a Pyramid Dive, though it is admittedly very hard to do.
Dash Link Combos
All the light attacks have the same frame advantage and pushback (H:+8/G:+7), making them interchangeable despite what combos are listed here; besides 2LP, which is H:+7/G:+6, though it has 1 frame faster start up which makes linking INTO a bit easier. Basically, for dash link combos you can pretty much do whatever feels right according to the distance and situation! Primarily you'll be doing Dash 5.LP since it doubles as an incredibly good pressure and lockdown tool, and Dash 2LK as a low to open them up.
- (Far) 66LP >> 5LP - 2HK
- 15 red/28 white
- A hit confirmable combo into a knockdown from long range dash pressure.
- (Mid-Range) 66LP >> 2LK - 2MK - 2HK
- 20 red/36 white (20r/40w; 21r/44w)
- (Deep) Dash 2LK >> 2LK - 5MP - 5MK - 2HK
- 26 red/47 white (with Pursuit 26r/51w; ES Pursuit 27r/55w)
- Big damage dash link combo started from a low. This is great to use after knock down when the opponent isn't sure if you're going meaty with a high or low. The dash link gives you time to hit confirm before going into the rest of the chain.
ES Cobra Blow Combos
ES Cobra Blow usually hits 6 times and allows for a pursuit when combo'd, but on Anakaris, Gallon, and Jedah it only hits 5 times for significantly less damage and doesn't allow for a pursuit afterwards. It's probably not worth using any of these combos on those three characters.
- 2LK >> 2LK >> 2LK xx ES Cobra Blow
- 32 red/54 white (with Pursuit - ~~r/~~w; ES Pursuit - ~~r/~~w)
- Only hits standing opponents, except for crouching Victor and Bishamon. This isn't a ton of extra damage compared to Anakaris' basic chains, but sometimes every little bit helps. This isn't a damage optimization most players go for, but there is some value to it. You can do any combination of light attacks you want here, they all have the same damage and push back as far as I can tell. Drop one of the light attacks if you aren't at point blank range, though you'll still want at least two because not confirming into the Cobra Blow and allowing it to be blocked can be a bit dangerous.
Dash Link into ES Cobra Blow
- 66LP >> 5LP xx ES Cobra Blow
- 31 red/51 white (with Pursuit 31r/54w; ES Pursuit 32r/57w)
Pyramid Dive into ES Cobra Blow
- j.3K >> 2LK xx ES Cobra Blow
- 34 red/56 white (with Pursuit 34r/59w; ES Pursuit 35r/62w)
- (Deep) j.3K >> 66LP >> 5LP >> 5LP xx ES Cobra Blow
- 35 red/61 white
MightyMar and Hildr's Anakaris breakdown tutorial:
- Highlights from Twitter
- If Anakaris lands a Guard cancel (ES-Only!), the opponent can punish by walking towards Anakaris then throwing once they leave the curse state.
- After Royal Judgement (including ES) the opponent, they are unable to block. Anakaris can LINK d.lk xN
- While the opponent is cursed, they cannot change states. No Fire or further curses are allowed.
- While the opponent is cursed, certain commands are forbidden for Anakaris.
- There is a dizzy-state between elements of Pharaohs Magic
- Spell of turning can eat Royal Judgement, but then not execute as 236K.
- Anakaris can execute an ES-Coffin at the beginning of the 2nd bat. The coffin will not come out but the meter will be depleted.
- Jump kicks attacks are executed one frame longer than punches. Jump attacks are equivalent to light attacks.
- During VSAV Beta Testing, his Dark Force punches were Unblockable.
- Curse has no guard-stop graphic. It's easy to confirm because the animation is there in AUTO-GUARD mode.
- CPU Anakaris can execute curse as soon as the first one is blocked. Seems blocking curse causes him to instant recover.
- Es-Soul_Fist x ES-Cobra_Blow combo
- 1998 Combo Video
- Anakaris cannot tech-Hit or Throw opponents. Many characters can stomp him with a cheese strategy which exposes these weaknesses.
- Zabel Cheese
- Renda Jabs & Dashing light attacks - Video Required
- Sasquatch Cheese
- Q-Bee Cheese
- Bulleta Cheese
- Bishamon Cheese
- Aulbath Cheese
- Renda Jabs & Dashing light attacks ""Video Required
- Lilith Cheese
- Jedah Cheese
- Zabel Cheese
- Guard-Lock Unblock w/ Curse
- Turn-Around x Cobra Blow
- Unblock Pharaoh Magic, Pharaoh Salvation or Pharaoh Decoration
- Unblock Jump kicks
- See the fourth chart here -
- Portal x Tech-Hit can forces Anakaris off the screen
- Air Absolute Guard
- Anakaris can enable "Air absolute guard" for his opponent if he does air curse, lands into a dashing attack without returning to neutral.
- Unblock ES-Guard Cancel Frames
- See The first chart here - Anakaris is at frames 7-9
- Attacking on the same frame as Pharaohs Curse causes the super to not properly function or drop entirely
- Post Air Level-3 Pharaohs Magic, Anakaris remains invincible until he returns to neutral
- Anakaris inputs ES Coffin Drop when FIGHT is displayed, the move is canceled
Notable Japan Players
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/25.html
|Name (English)||Name (Japanese)||Color||Location||Contact||Notes|
|Chikyuu||地球||MP||Kanto region||http://twitter.com/chikyuu_digital||O.G. & Amazing player. Also a renowned Alpha-Sodom. Name means "Earth/Ground"|
|Kazu||カズ||LK||Kanto region||http://twitter.com/AnyJ777||Blew up Kosho at Evo-Japan 2018|
|Manila||まにら||LK||Kanto region||https://twitter.com/S_MANIRA||2019 CC Champion|
|Clio||くりお||MK||Kanto region||Frequently at Mikado Monthly events|
|Pandora's Box||パンドラ||MK||West Japan||https://twitter.com/pandora_box0314||Plays with Tate-Victor|