A girl who - in spite of her young age - became Ouroboros Enforcer
No. XV, the Angel of Slaughter. She was among those responsible for
the Libel Ark incident. She elected to flee from the society with
her Gordias-class archaism, Pater-Mater, and is currently in hiding.
Renne is what you would expect from a scythe-wielding anime fighting game child: she's very fast and very annoying. While her normals are slow and doesn't have that much range, she compensates by being one of the fastest characters in the game. This lets her create lots of distance with ease during neutral, which plays into her most unique aspect: the ability to turn her opponents into sitting ducks after a combo. Clock Down can easily be comboed into from most of Renne's common routes, and is generally guaranteed to proc Heavy, which basically shuts down her opponent's mobility. Once her opponent is Heavy'd, Renne can safely do whatever she wants, like replenish her SP stock or just waste time and run the clock. She can even exploit Heavy to greatly increase her damage output! While her control over her opponents sounds overpowered on paper, Renne remains a very highly demanding character. For starters, her combos can require some finesse, especially without the help of accessories. Secondly, neutral can be quite exhausting for her, as any mistake can spell disaster for Renne. Finally, Renne's entire design philosophy can very easily backfire and make her lose if she lets the opponent gain a strong lead. Since her high damage is mostly locked behind Heavy, which she can only apply if she's winning.
Renne is recommended for players who loves to play lame and win by time-out. Similar to: Sonic
Playstyle
Renne is a quick and nimble character who excels at making her opponents waste their time, due to her on-command access to Heavy.
Strengths
Weaknesses
High Mobility: Renne is one of the fastest characters in the game, letting her easily run in circles around her opponents.
Outstanding Timer Scam: Renne's mobility, zoning Skills and on-command access to Heavy makes her the best character in the game at timing people out.
High Damage Potential: Renne's damage output skyrockets on Heavy'd opponents, as it becomes easier for her to land her most damaging Skills.
Cheap Skills: Renne's Skills are some of the cheapest in the game, with all of them costing less than 40 SP. This allows her to use more Skills at once before having to refuel.
High AP: Renne has some of the most AP in the game, making her very customizable.
Status Reliant: Renne is at her best when she gets to apply Heavy. As such, her gameplan becomes much weaker if her opponent makes themselves immune to Heavy.
Weak at Close Range: Renne's normals are overall quite slow, making it hard to defend herself during close range encounters. Her low defensive stats doesn't help either.
Interactive Zoning: Unlike the other zoners in this game, Renne actually has to interact with her opponents in neutral, especially if she wants to generate some SP.
Struggles to Catch Up: Renne's kit is built for chipping her opponents out. As such, making comebacks can be quite difficult for her.
All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
Ground Normal Link ABCD
A
A
B
B
C
C
D
D
Version
Damage
Impact
SP Cost
Cooldown
Properties
A
87
7
-
-
-
B
87
11+7
-
-
-
C
87
24+4
-
-
-
D
87
33+7
-
-
-
A:
Total: 26
B:
Total: 29
C:
Total: 27
D:
Total: 34
Pretty lackluster normal link. Its slow startup makes it hard to use at closer ranges, especially given its average range. The last hit always causes a knockdown.
Charge Attack [A]
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground/Air [A], j.[A]
105
8
-
-
Soft Armor
Dash d.[A]
105
7
-
-
Soft Armor
Ground:
Total: 20
Air:
Total: 25
Dash:
Total: 16
Renne's fastest way of quickly gaining SP. Knocks down on hit. Pretty hard to land in neutral, due to its slow startup and short vertical reach.
Will only hit in front of Renne 1 frame after the first active frame (2 frames for the ground version)
Gives 30 SP on contact
Air Normal Link j.AB
j.A
j.A
j.B
j.B
Version
Damage
Impact
SP Cost
Cooldown
Properties
j.A
87
5
-
-
-
j.B
87
11+4
-
-
-
j.A:
Total: 18
j.B:
Total: 22
Very good combo moves that also acts as decent air-to-airs. j.A is arguably Renne's best starter, as it easily combos into Calamity Blast on grounded opponents. j.B, on the other hand, is almost exclusively used as combo filler.
Falling Attack j.C
Damage
Impact
SP Cost
Cooldown
Properties
87
5
-
-
-
Total: 26
A very unique Falling Attack, in that it's neither a projectile, a divekick or a spike. Instead, Renne suddenly advances forward while striking. This makes it an excellent poke, as well as an important combo tool since it gives Renne lots of momentum.
Rising Attack Attack while dodging
Damage
Impact
SP Cost
Cooldown
Properties
87
8
1 AP
-
Hard Armor 1-10
Total: 25
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
Skills
Crescent Edge S1
Damage
Impact
SP Cost
Cooldown
Properties
243
7
8 / 8 / 7 / 7 / 6
36
Soft Armor
Ground:
Total: 23
Air:
Total: 20
A cheap anti-air that's safe on whiff thanks to its incredible frame data. Also a key move in Renne's combos, although comboing out of it can be tough without Jump Medallion equipped.
Renne is considered airborne during the animation. As such, this attack can't be walk cancelled
Blood Circle S2
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground
210
12
9 / 9 / 8 / 8 / 7
32
Soft Armor
Air
210
13
9 / 9 / 8 / 8 / 7
-
Soft Armor
Ground:
Total: 47
Air:
Total: 38
Excellent defensive attack. While the animation is long, it's also active for a very long time. On top of that, it can be walk cancelled much earlier than expected, allowing Renne to use it as a sort of shield. This greatly helps her in the midrange, as her normals function quite poorly at that range. While its vertical range is very lacking, she can still cancel it into Crescent Edge in order to cover aerial approaches.
Ground version is walk cancellable on frame 23
Air version is walk cancellable on frame 25
Calamity Throw S3
Ground version
Ground version
Air version
Air version
Damage
Impact
SP Cost
Cooldown
Properties
480
11
18 / 17 / 16 / 15 / 14
50
Hard Armor 1-4, Soft Armor Projectile, Draw-In
Ground:
Total: 49
Air:
Total: 45
A very long range, boomerang style projectile, which lets Renne easily harass her opponnents from afar. Unfortunately, Renne can't move while the projectile is out.
Frame data assumes point blank
Clock Down S4
How to be annoying 101
How to be annoying 101
Damage
Impact
SP Cost
Cooldown
Properties
435
17
16 / 15 / 14 / 13 / 12
34
Hard Armor 1-4, Soft Armor
Ground:
Total: 36
Air:
Total: 35
Renne's most important Skill, as well as her main combo ender. While the damage isn't the best, it most importantly procs Heavy on hit, making the opponent much easier to hit and zone out. Thankfully for Renne, comboing into Clock Down isn't that hard.
Procs Heavy on hit
Renne is considered airborne during the animation. As such, this attack can't be walk cancelled
Rennede S5
Vacuum
Vacuum
Slash. The bats are homing projectiles
Slash. The bats are homing projectiles
Version
Damage
Impact
SP Cost
Cooldown
Properties
Strike
965
11
32 / 29 / 28 / 26 / 24
-
Hard Armor, Projectile, Draw-In
Bats
15x5
-
-
Projectile, Homing
Placeholder
Calamitous Blast S6
Damage ball
Damage ball
Damage
Impact
SP Cost
Cooldown
Properties
98x14
20
36 / 33 / 31 / 29 / 27
-
Hard Armor, Projectile
Renne's best combo fodder. Each Calamity Blast successfully inserted in a combo is guaranteed to tremendously boost her damage output by at least 1k.
Pushback Manipulation (PM) is possible on this Skill
Pater-Mater EXTRA Skill
Damage
Impact
SP Cost
Cooldown
Properties
1900
7
100 EXTRA
-
Invincible, Draw-In
Total: 119
Fairly average EXTRA Skill. Good combo ender, but can't do much else, since Renne can't combo off of it.
Causes a hard knockdown
The opponent can still cast Skills or use their assist during the freeze
Builds
Note: These builds are mostly here in order to guide new players into how to exploit Renne's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
Good accessories for Renne goes here. Explain why this build is good for her
Recommended Skills
S1
S2
S3
S4
Recommended Support
Assist that synergise well with Renne's toolkit goes here. Explain why
General Strategy
Neutral
Explain how Renne approaches neutral, ideally at close, mid and long range
Offense
Explain how Renne's offense works
Defense
Explain how Renne can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot
General Counterplay
List some general Renne counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Combo Terminology Table
Symbol
Meaning
>
Cancel from the previous move to the following move.
,
Link from the previous move to the following move.
dl./delay
Delay before using the following move.
X(w)/whiff
Whiff the following move (do not hit).
jc
Jump Cancel.
wc
Walk Cancel.
d./dash
Dash air attacks. Done by pressing the dodge button while standing still.
(X)
Optional input.
{X}*N
Repeat (sequence) N number of times.
Solo
A > S1 jc > j.A > j.S1 > j.S4 (960 damage)
Ground BnB that procs Heavy. Jump Medaillon makes the combo easier, but it's not mandatory.
d.A > S6, dash, j.C > j.S4, (j.S1) (1.5k damage)
SP dump combo from a dash normal. j.C will only come out once Renne's dash has ended.
d.A > j.S6, walk [A] > S2, A > S1 > j.S4 (2k damage)
Variant of the previous combo for when the opponent is affected by Heavy.
With accessories
Combo (damage)
Specify which accessories are required for this combo to work
The Schera BnB. While it costs most of Renne's resources, it can deal enormous damage if done successfully. Can do up to 4.6k damage with 3 reps (only achievable by equipping a Skill Earring)
With accessories and assists
Combo (damage)
Specify which equippable items are required for this combo to work