(→Daruo) |
m (→Instant Kill) |
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(73 intermediate revisions by 5 users not shown) | |||
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|guts=1 | |guts=1 | ||
|stun=60 | |stun=60 | ||
|weight=Light | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=16F | |backdashTime=16F | ||
Line 29: | Line 30: | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
The merciless apocalypse from the backyard who had threatened the world and lead to the story's events to unfold, has since turned a new leaf and is now viewing life in a completely different perspective. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups. Interestingly, while her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work very much like that of attack strings seen in 3d fighters. A very unique character. | |||
===Strengths=== | ===Strengths=== | ||
* | *Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc. | ||
*Strong mixup and pressure off corner knockdowns | *Strong mixup and pressure off corner knockdowns | ||
*Midscreen combos have good corner carry | *Midscreen combos have good corner carry | ||
*Equipped swords grant big meter gain | *Equipped swords grant big meter gain | ||
*Has many ways to combo which is complemented by her strong combo resets in the corner | |||
*Cool hat.<br/> | *Cool hat.<br/> | ||
===Weaknesses=== | ===Weaknesses=== | ||
*Poor normals without swords equipped. | *Poor normals without swords equipped. | ||
*Lack of proper gatlings, | *Lack of proper gatlings, hard to apply any real pressure outside of the corner. | ||
*Neutral game is weak due to lack of useful normals or specials. | *Neutral game is weak due to lack of many useful normals or specials. | ||
* | *Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner. | ||
*Equipped sword normals are her ONLY way to gain meter through normals. | *Equipped sword normals are her ONLY way to gain meter through normals. | ||
<br clear=all/> | <br clear=all/> | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Farthest reaching ground normal that doesn't rely on S sword to be equipped. | *Farthest reaching ground normal that doesn't rely on S sword to be equipped. Very slighty inches itself forward. | ||
*Lacks reward on hit but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. | *Lacks reward on hit but due to its attack level, startup and range, its a good a normal to cancel into sword summon or recall. | ||
*Chains into 6K. | *Chains into 6K. | ||
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|name=c.S | |name=c.S | ||
|image=GGXRD_Ramlethal_cS.png | |image=GGXRD_Ramlethal_cS.png | ||
|caption= | |caption=Go-to move due to it not having the limitations of her string-normals | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Her go-to practical normal for many situations due to it being on par for versatility with other close slashes and is not limited in the way her string-normals are. | |||
*Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). | *Good close range normal that combos into daruo or chains into stuff that combos into daruo(2D, 5H without sword). | ||
*Jump cancelable and has a high attack level, making it good for canceling into sword summons. | *Jump cancelable and has a high attack level, making it good for canceling into sword summons. | ||
Line 158: | Line 161: | ||
|input=With Sword | |input=With Sword | ||
|image=GGXRD_Ramlethal_fS_Sword.png | |image=GGXRD_Ramlethal_fS_Sword.png | ||
|caption= | |caption=Solid meter gain | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|name=6P | |name=6P | ||
|image=GGXRD_Ramlethal_6P.png | |image=GGXRD_Ramlethal_6P.png | ||
|caption= | |caption=Standard universal anti-air | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*A sliding kick that can go under stuff. | *A sliding kick that can go under stuff. | ||
*Can be used after f.S and is sometimes used for low mixups. | |||
*Frames 10~ Low profile. | *Frames 10~ Low profile. | ||
}} | }} | ||
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|name=5D | |name=5D | ||
|image=GGXRD_Ramlethal_5D.png | |image=GGXRD_Ramlethal_5D.png | ||
|caption= | |caption=Sees WAY more use now | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Standard crouching short that hits low. | *Standard crouching short that hits low and is also a part of her low mixup game. | ||
*Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low. | *Despite its frame advantage, it works well in blockstrings due to its range and the fact that it hits low. | ||
*Slightly faster than 2D but does less damage. | *Slightly faster than 2D but does less damage. | ||
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|input=With Sword | |input=With Sword | ||
|image=GGXRD_Ramlethal_2S_Sword.png | |image=GGXRD_Ramlethal_2S_Sword.png | ||
|caption= | |caption=counterhits | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=70 | ||
|tension=1584 | |tension=1584 | ||
|risc=10 | |risc=10 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Ramlethal's best low starter. | *Ramlethal's best low starter but has tiny range. | ||
*Combos into daruo. | *Combos into daruo. | ||
*Also part of her low mixup game. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*Amazing normal for air to air hit confirms and blockstrings. | *Amazing normal for air to air hit confirms and blockstrings. | ||
*Cancels into sword summons but cannot recall them back from this move. | |||
}} | }} | ||
}} | }} | ||
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*Good normal for air to ground approaches due to its downward hit box. | *Good normal for air to ground approaches due to its downward hit box. | ||
*Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low. | *Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.K or landing and hitting them low. | ||
*Cancels into sword summons. | *Cancels into sword summons, cannot recall them back though. | ||
*crossup hitbox. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*Air combo filler, nothing really special about this move. | *Air combo filler, nothing really special about this move. | ||
*Cancels into sword summons but cannot call them back from this move. | |||
}} | }} | ||
}} | }} | ||
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|input=With Sword | |input=With Sword | ||
|image=GGXRD_Ramlethal_jS_Sword.png | |image=GGXRD_Ramlethal_jS_Sword.png | ||
|caption= | |caption=f.S but in the air. | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage. | *Good hitbox to air-to-air with and lots of untech time on air counterhit that can lead to massive damage. | ||
*Very small vertical hitbox. | *Very small vertical hitbox. | ||
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|description= | |description= | ||
*Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery. | *Solid air-to-ground normal that hits overhead. Pretty useless by itself due to its small hitbox and high recovery. | ||
*Primarily used in air-dash mixups. | *Primarily used in air-dash mixups and can even crossup. | ||
}} | }} | ||
}} | }} | ||
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*Beats most anti-air normals if done high enough, but is unsafe on block if done too high. | *Beats most anti-air normals if done high enough, but is unsafe on block if done too high. | ||
*Can be cancelled into 214K on block to stay safe and + on block. | *Can be cancelled into 214K on block to stay safe and + on block. | ||
*Has a good amount of reward on counterhit, especially on rising j.H to counter mashers. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*Blows opponents away in the direction used to input the move. | *Blows opponents away in the direction used to input the move. | ||
*Blows Ramlethal in the opposite direction of whatever version is used. | |||
*Can be used to both extend and end air combos due to its high untechable time. | *Can be used to both extend and end air combos due to its high untechable time. | ||
*j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance. | *j8D can be used to stop air approaches, such as opponents jumping/airdashing over Trance. | ||
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|description= | |description= | ||
*Important in corner combos as it wall slams allowing for extended combos. | *Important in corner combos as it wall slams allowing for extended combos. | ||
*Decent midscreen combo ender as it blows the opponent away. Not much time for proper oki but it works. | *Decent midscreen combo ender as it blows the opponent away and knocks down. Not much time for proper oki but it works. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-24 | |frameAdv=-24 | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Second hit staggers on ground hit, lots of untechable time on air hit. | *Second hit staggers on ground hit, lots of untechable time on air hit. | ||
*5PK on air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals. | *5PK on air hit, can combo into 4S/H or 6S/H and still have enough time to continue the combo with more normals. A useful string for midscreen juggles overall. | ||
*4K ender launches and leads to additional combo routes. | *4K ender launches and leads to additional combo routes. | ||
}} | }} | ||
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|name=5PPK | |name=5PPK | ||
|image=GGXRD_Ramlethal_5P.png | |image=GGXRD_Ramlethal_5P.png | ||
|caption= | |||
|image2=GGXRD_Ramlethal_5PP.png | |image2=GGXRD_Ramlethal_5PP.png | ||
|caption2= | |||
|image3=GGXRD_Ramlethal_5PPK.png | |image3=GGXRD_Ramlethal_5PPK.png | ||
| | |caption3=For heavy characters | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=5PP | |version=5PP | ||
|damage=18 | |damage=18 | ||
Line 888: | Line 897: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Last hit floats midscreen, wall slams in corner. | *Last hit floats midscreen, wall slams in corner. The difference form PPP is that you should use this when trying to opt for the opponent to wallstick higher in corner combos. | ||
*Last hit also lauches for situational extended midcreen juggles. | |||
*First and second hits always combo, last hit only combos on crouching. | *First and second hits always combo, last hit only combos on crouching. | ||
*Useful for comboing after 6K. | *Useful for comboing after 6K. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Last hit causes | *Last hit causes techable knockback midscreen, does a low wall slam in the corner. | ||
*Unsafe on block but on hit leads to the standard post-wall slam corner combos. | *Unsafe on block but on hit leads to the standard post-wall slam corner combos. | ||
*KK is also what you sometimes use to end combos into knockdown sword summon oki. | |||
*KK also brings her forward and is relatively safe on block; she can continue pressure with this and sometimes go for unexpected command grabs. | |||
}} | }} | ||
}} | }} | ||
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|image2=GGXRD_Ramlethal_5PK.png | |image2=GGXRD_Ramlethal_5PK.png | ||
|image3=GGXRD_Ramlethal_4K.png | |image3=GGXRD_Ramlethal_4K.png | ||
| | |caption3=Last hit vacuums | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,016: | Line 1,028: | ||
*4K is an interesting move that launches and causes a knockdown. Also slightly pulls opponents out of the corner allowing you to cross them up on wakeup. | *4K is an interesting move that launches and causes a knockdown. Also slightly pulls opponents out of the corner allowing you to cross them up on wakeup. | ||
*4K can also be done after 5P. | *4K can also be done after 5P. | ||
*4K does not vacuum on block | |||
}} | }} | ||
}} | }} | ||
Line 1,080: | Line 1,093: | ||
*Last hit is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen. | *Last hit is an overhead that is great on block and ground bounces on ground hit, causes knockdown on air hit. Useful for setting up oki midscreen. | ||
*If used as a blockstring, be aware of the gap between the second and third hits. | *If used as a blockstring, be aware of the gap between the second and third hits. | ||
someone please edit in 5KPK | |||
}} | }} | ||
}} | }} | ||
Line 1,342: | Line 1,357: | ||
|description= | |description= | ||
*Standard throw. Leads to okizeme. | *Standard throw. Leads to okizeme. | ||
*Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits during the actual throw. | *Forced 55% proration. Unless the following combo will kill, its never worth it to RC due to the amount of hits (10) during the actual throw. | ||
*If a deployed sword strikes the opponent during the end of the animation, it will lead to a meterless combo. | |||
}} | }} | ||
}} | }} | ||
Line 1,367: | Line 1,383: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Ground throw animation but in the air. Leads to the same situation as a ground throw. | *Ground throw animation but in the air. Leads to the same situation as a ground throw. 10 hits. | ||
*Typically knocks down, otherwise it can be followed up at a low height or if a deployed sword hits at the end of the animation. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>====== | ======<font style="visibility:hidden" size="0">Dead Angle Attack</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,435: | Line 1,453: | ||
|inv=? | |inv=? | ||
|description= | |description= | ||
* | *A new and useful defensive option she now has, gets them off of you and can start combos. | ||
* | *Uncharged leads to blowback and wallstick, leads to same situation as her corner combos if optimized. Good for burst safe combos too. | ||
*Fully charged/counter hit leads into crumple state meaning you can go for as heavy of a standing punish as you please. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*Can be used in some combos. Animation is pretty quick. | *Can be used in some combos. Animation is pretty quick. | ||
*Can be done in the air and also halts her air momentum. | |||
}} | }} | ||
}} | }} | ||
Line 1,607: | Line 1,627: | ||
|input=623P | |input=623P | ||
|image=GGXRD_Ramlethal_Daruo.png | |image=GGXRD_Ramlethal_Daruo.png | ||
| | |caption2=Enhanced version is indicated by the green highlight | ||
|image2=GGXRD_Ramlethal_Daruo_fastest.png | |image2=GGXRD_Ramlethal_Daruo_fastest.png | ||
|data= | |data= | ||
Line 1,625: | Line 1,645: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Primary combo starter as it launches on hit | *A gap closing rush-in type of move that's unsafe on block but useful on hit, enhanced version is less punishable. | ||
*Two versions of this move. To get the | *Primary combo starter as it launches on hit and used in nearly every one of her combos. | ||
*Two versions of this move. To get the enhanced version, P must be inputted as soon as you hit the 3 in the 623 motion. | |||
*While the enhanced version launches higher and deals more damage, both are useful in their own right as each can set up their own specific combos, so some might not always want to opt for the enhanced version. | |||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">Furama Kaago</font>====== | ======<font style="visibility:hidden" size="0">Furama Kaago</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Flama Kargo | ||
|input=236K | |input=236K | ||
|image=GGXRD_Ramlethal_Furama_Kaago.png | |image=GGXRD_Ramlethal_Furama_Kaago.png | ||
Line 1,667: | Line 1,690: | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version=Ground | |version=Ground | ||
|damage=20×3 | |damage=20×3 | ||
|tension=0 / 0 | |tension=0 / 0 | ||
Line 1,703: | Line 1,725: | ||
*Can be canceled into after sword jH to stay safe and + on block. | *Can be canceled into after sword jH to stay safe and + on block. | ||
*Can be chained after jD in air combos to reach the ground faster. | *Can be chained after jD in air combos to reach the ground faster. | ||
*Has some use in corner combos overall | |||
*Air version can be TK'd for instant overheads | |||
}} | }} | ||
}} | }} | ||
Line 1,729: | Line 1,753: | ||
|description= | |description= | ||
*Fires a projectile at an upward angle. | *Fires a projectile at an upward angle. | ||
*Throw it out to end blockstrings or catch opponents trying to approach through the air. | *Throw it out to end blockstrings or catch opponents trying to approach through the air, especially when the gameplan shifts to deploying swords and killing time for their recovery. | ||
}} | }} | ||
}} | }} | ||
Line 1,757: | Line 1,781: | ||
|inv=3~13 Strike | |inv=3~13 Strike | ||
|description= | |description= | ||
* | *Beam super, difficult to punish | ||
*Can only be used when BOTH swords are Equipped. | *Can only be used when BOTH swords are Equipped. | ||
*Used in situations where you either want to finish the opponent off or chip them out if they block from afar. Also depletes a significant portion of their meter if they FD in those situations. | |||
*frames 3-13 invincible | *frames 3-13 invincible | ||
}} | }} | ||
Line 1,768: | Line 1,793: | ||
|input=632146H with sword deployed | |input=632146H with sword deployed | ||
|image=GGXRD_Ramlethal_Toranshi.png | |image=GGXRD_Ramlethal_Toranshi.png | ||
|caption= | |caption= No escape! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,787: | Line 1,812: | ||
*Can only be used when BOTH swords have been deployed. | *Can only be used when BOTH swords have been deployed. | ||
*Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. | *Activating this overdrive causes both placed swords to appear in front of Ramlethal, join together and start spinning forward. | ||
*Hits 30 times, giving enough time for at least 1 jump-in mixup. | *Hits 30 times, keeps them blocking for a while, giving enough time for at least 1 jump-in mixup. | ||
*Swords disappear if Ramlethal is hit before the move becomes active. | *Swords disappear if Ramlethal is hit before the move becomes active. | ||
*Is sometimes used at the end of combos from an otg state for the kill. | |||
}} | }} | ||
}} | }} | ||
Line 1,817: | Line 1,843: | ||
*Frames 1-10 invincible | *Frames 1-10 invincible | ||
*Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it. | *Reversal super. Rushes forward so it can be used to get out of the corner if they jump over it. | ||
*Can combo into this even from otg as it activates the animation. | |||
}} | }} | ||
}} | }} | ||
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|frameAdv=-20 | |frameAdv=-20 | ||
|inv=14~34[10~28] Full | |inv=14~34[10~28] Full | ||
|description=*[ ] Indicates | |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*Uses the animation of her Daruo, complete with teleport. | |||
}} | }} | ||
}} | }} | ||
Line 1,855: | Line 1,883: | ||
}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Ramlethal Valentine]] | ||
Latest revision as of 04:49, 25 December 2023
Ramlethal Valentine |
---|
Defense Modifier: x1.06 Guts Rating: 1 Weight: Light Stun Resistance: 60 Jump Startup: 3F Backdash Time 16F / Invul: 1-9F
Double jump, 1 Airdash, Run type dash |
Overview
The merciless apocalypse from the backyard who had threatened the world and lead to the story's events to unfold, has since turned a new leaf and is now viewing life in a completely different perspective. Ramlethal can fight using her two giant swords equipped or by setting them up to attack separately. Deployed swords can be used to control space in neutral, force the opponent to block after a knockdown or as part of blockstrings to keep them pinned down so Ramlethal can go for mixups. Interestingly, while her S and HS normals are assigned to her swords for the sake of massive normals and setplay, her P and K normals work very much like that of attack strings seen in 3d fighters. A very unique character.
Strengths
- Strong and decently far reaching normals when equipped with swords. Can be toggled for zoning/mixups/pressure etc.
- Strong mixup and pressure off corner knockdowns
- Midscreen combos have good corner carry
- Equipped swords grant big meter gain
- Has many ways to combo which is complemented by her strong combo resets in the corner
- Cool hat.
Weaknesses
- Poor normals without swords equipped.
- Lack of proper gatlings, hard to apply any real pressure outside of the corner.
- Neutral game is weak due to lack of many useful normals or specials.
- Sometimes has issues safely confirming into combos and scoring strong knockdowns outside of the corner.
- Equipped sword normals are her ONLY way to gain meter through normals.
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S No Sword |
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f.S
f.S With Sword |
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5H
5H No Sword |
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5H
5H With Sword |
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6P
6P |
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6K
6K |
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3K
3K |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S With Sword |
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2H
2H With Sword |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S No Sword |
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j.S
j.S With Sword |
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j.H
j.H No Sword |
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j.H
j.H With Sword |
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j.D
j.D |
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Combination Attacks
Combination attacks are unique to Ramlethal and have different rules compared to her normal gatlings. P and K normals can only be cancelled into combination attack strings or sword summons, except for 5P and 2P which can chain into themselves or 2K. Only the first and second attacks can be cancelled into sword summons. After the third attack you cant cancel into anything. Combination attacks can be chained even on whiff.
5PPP
5PPP |
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5PK4K
5PK4K |
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5PPK
5PPK |
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5KKK
5KKK |
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5K>4K and 5KK>4K
5K>4K and 5KK>4K |
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5KPP
5KPP |
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2PPK
2PPK |
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2PK
2PK |
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2KK
2KK |
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2KPP
2KPP and 2KPK |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Deploy Giant Sword
Deploy Giant Sword 6S/H or 2S/H (air OK) |
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Retrieve Giant Sword
Retrieve Giant Sword 4S/H |
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Daruo
Daruo 623P |
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Furama Kaago
Flama Kargo 236K |
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Sildo Detruo
Sildo Detruo 214K (air OK) |
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Cassius
Cassius 214P |
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Overdrives
Calvados
Calvados 632146H with sword equipped |
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Toranshi
Trance 632146H with sword deployed |
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Explode
Explode 2363214K |
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Instant Kill
Animo Estingi in IK mode: 236236H |
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