Whip(KOFXI): Unterschied zwischen den Versionen
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(33 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 42: | Zeile 42: | ||
| 5C(c) ||9 || 5 || <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> || | | 5C(c) ||9 || 5 || <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> || | ||
|- | |- | ||
| 5C(f) ||13/28 || 12+ | | 5C(f) ||13/28 || 12+7 || <span style="color: red;">-5/-20</span>* || <span style="color: red;">-6/-21</span>* ||First hit has no pushback. *1=first/second hit. *2&3=both hits/only first hit connects. | ||
|- | |- | ||
| 5D(c) ||11 || 3 || <span style="color: red;">-9</span> || <span style="color: red;">-10</span> || | | 5D(c) ||11 || 3 || <span style="color: red;">-9</span> || <span style="color: red;">-10</span> || | ||
Zeile 60: | Zeile 60: | ||
| Saving||? || N* || KD || / ||Active until landing. 9F/10F recovery (hit/whiff). | | Saving||? || N* || KD || / ||Active until landing. 9F/10F recovery (hit/whiff). | ||
|- | |- | ||
| 2A||11 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+ | | 2A||11 || 4 || <span style="color: blue;">+1</span> || <span style="color: blue;">+0</span> || | ||
|- | |- | ||
| 2B||7 || 6 || <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> ||Special Cancel. | | 2B||7 || 6 || <span style="color: blue;">+0</span> || <span style="color: red;">-1</span> ||Special Cancel. | ||
Zeile 66: | Zeile 66: | ||
| 2C||7/13/18* || 3+3+13 || KD || <span style="color: red;">-22</span> ||Second hit knocks down. Low profile F1-6 (96px). *=first/second/third hit, if previous hit whiffs. | | 2C||7/13/18* || 3+3+13 || KD || <span style="color: red;">-22</span> ||Second hit knocks down. Low profile F1-6 (96px). *=first/second/third hit, if previous hit whiffs. | ||
|- | |- | ||
| 2D||11 || 4 || KD || <span style="color: blue;">+5</span> ||Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox) | | 2D||11 || 4 || KD || <span style="color: blue;">+5</span> ||Low profile F3-14 & 23-25 (112px). F26+27 crouching recovery. Moves forward (disjointed hurtbox). | ||
|- | |- | ||
| small A||8 || 10 || / || / ||Same hitbox as j.A. | | small A||8 || 10 || / || / ||Same hitbox as j.A. | ||
Zeile 96: | Zeile 96: | ||
| j.E||18 || 9 || / || / ||Same hitbox as smalljump E. Unblockable when done meaty (tourney-banned). | | j.E||18 || 9 || / || / ||Same hitbox as smalljump E. Unblockable when done meaty (tourney-banned). | ||
|- | |- | ||
| 41236A||7/24* || 3+4 || KD || <span style="color: red;">-55/-46</span>* ||Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 | | 41236A||7/24* || 3+4 || KD || <span style="color: red;">-55/-46</span>* ||Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 legs invul. F1-29 Counterhit-State. 90F total duration. *1=if first hit whiffs. *2=first/second hit. Same damage as 41236C (20). | ||
|- | |- | ||
| 41236C||11/35* || 4+5 || KD || <span style="color: red;">-51/-36</span>* ||Juggle anywhere (2nd hit). F1-10 upper body invul. F1-42 Counterhit-State. 91F total duration. *=if first hit whiffs. | | 41236C||11/35* || 4+5 || KD || <span style="color: red;">-51/-36</span>* ||Juggle anywhere (2nd hit). F1-10 upper body invul. F1-42 Counterhit-State. 91F total duration. *=if first hit whiffs. Same damage as 41236A (20). | ||
|- | |- | ||
| 63214A||27/48* || 4+2 || KD || <span style="color: red;">-2</span> ||2nd hit is overhead. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit. | | 63214A||27/48* || 4+2 || KD || <span style="color: red;">-2</span> ||2nd hit is overhead. Both hits can juggle. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit. | ||
|- | |- | ||
| 63214B||23/44* || 3+4 || <span style="color: blue;">+6</span>* || <span style="color: blue;">+7</span>* ||Hits mid. Pulls the opponent in. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-50 counterhit-state. *=first/second hit. *2/3=more advantage on guard than on hit. | | 63214B||23/44* || 3+4 || <span style="color: blue;">+6</span>* || <span style="color: blue;">+7</span>* ||Hits mid. Pulls the opponent in. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-50 counterhit-state. *=first/second hit. *2/3=more advantage on guard than on hit. | ||
Zeile 108: | Zeile 108: | ||
| 63214X>D||17* || 14 || / || / ||Cancels 63214X. F1-10 counterhit-state. F11-14 recovery. *=Earliest cancel begins on F17. | | 63214X>D||17* || 14 || / || / ||Cancels 63214X. F1-10 counterhit-state. F11-14 recovery. *=Earliest cancel begins on F17. | ||
|- | |- | ||
| 421P||23 || 7 || KD || <span style="color: red;">-29</span> ||Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration. | | 421P||23 || 7 || KD || <span style="color: red;">-29</span> ||Pistol holds 7 rounds. Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration. | ||
|- | |- | ||
| >5xP||10* || 5*7 || KD || <span style="color: red;">-83</span> || Followup to 421P, up to 5x. Low hit. Juggle anywhere. Can hit OTG | | >5xP||10* || 5*7 || KD || <span style="color: red;">-83</span>* ||Will reload if done 6 times even if there are 7 rounds in the gun. Followup to 421P, up to 5x. Low hit. Juggle anywhere. Can hit OTG. *=each additional shot after the first. *2=with reloading included. | ||
|- | |- | ||
| j.214A||6 || 19 || KD || <span style="color: red;">-</span> ||F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C. | | j.214A||6 || 19 || KD || <span style="color: red;">-</span> ||F1-35 in counterhit-state. 10F landing recovery. Travels shorter than j.214C. | ||
Zeile 145: | Zeile 145: | ||
| style="background-color:#F9F9F9;" |7 | | style="background-color:#F9F9F9;" |7 | ||
| style="background-color:#F9F9F9;" |1+2+6+3 | | style="background-color:#F9F9F9;" |1+2+6+3 | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-15/-14/-12/- | | style="background-color:#F9F9F9;" |<span style="color: red;">-15/-14/-12/-6</span>* | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-16/-15/-13/-7</span* | | style="background-color:#F9F9F9;" |<span style="color: red;">-16/-15/-13/-7</span>* | ||
| style="background-color:#F9F9F9;" |Special Cancel. *=Depending on which hitbox connects (one to four). | | style="background-color:#F9F9F9;" |Special Cancel. *=Depending on which hitbox connects (one to four). | ||
|- | |- | ||
Zeile 263: | Zeile 263: | ||
| style="background-color:#F9F9F9;" |<span style="color: blue;">+1</span> | | style="background-color:#F9F9F9;" |<span style="color: blue;">+1</span> | ||
| style="background-color:#F9F9F9;" |<span style="color: blue;">+0</span> | | style="background-color:#F9F9F9;" |<span style="color: blue;">+0</span> | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2B''' | | style="background-color:#F9F9F9;" |'''2B''' | ||
Zeile 395: | Zeile 395: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-55/-46</span>* | | style="background-color:#F9F9F9;" |<span style="color: red;">-55/-46</span>* | ||
| style="background-color:#F9F9F9;" |Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 | | style="background-color:#F9F9F9;" |Juggle anywhere (2nd hit). F1 whole body except head invul. F2-6 legs invul. F1-29 Counterhit-State. 90F total duration. *=if first hit whiffs. *2=First/second hit. Same damage as 41236C (20). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''41236C''' | | style="background-color:#F9F9F9;" |'''41236C''' | ||
Zeile 403: | Zeile 403: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-51/-36</span>* | | style="background-color:#F9F9F9;" |<span style="color: red;">-51/-36</span>* | ||
| style="background-color:#F9F9F9;" |Juggle anywhere (2nd hit). F1-10 upper body invul. F1-42 Counterhit-State. 91F total duration. *=if first hit whiffs. *2=First/second hit. | | style="background-color:#F9F9F9;" |Juggle anywhere (2nd hit). F1-10 upper body invul. F1-42 Counterhit-State. 91F total duration. *=if first hit whiffs. *2=First/second hit. Same damage as 41236A (20). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''63214A''' | | style="background-color:#F9F9F9;" |'''63214A''' | ||
Zeile 411: | Zeile 411: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-2</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-2</span> | ||
| style="background-color:#F9F9F9;" |2nd hit is overhead. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit. | | style="background-color:#F9F9F9;" |2nd hit is overhead. Both hits can juggle. Button can be held to delay attack. While held, D can be used to cancel from F17. F1-44 counterhit-state. *=first/second hit. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''63214B''' | | style="background-color:#F9F9F9;" |'''63214B''' | ||
Zeile 443: | Zeile 443: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-29</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-29</span> | ||
| style="background-color:#F9F9F9;" |Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration. | | style="background-color:#F9F9F9;" |Pistol holds 7 bullets. Firing the 7th bullet will trigger a reload animation. Low hit. Juggle anywhere. Can hit OTG. F23-37 negates projectiles (8F more than active time). F1-33 Counterhit-State. 72F total duration. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''>5xP''' | | style="background-color:#F9F9F9;" |'''>5xP''' | ||
Zeile 450: | Zeile 450: | ||
| style="background-color:#F9F9F9;" |5*7 | | style="background-color:#F9F9F9;" |5*7 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-83</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-83*</span> | ||
| style="background-color:#F9F9F9;" |Followup to 421P, up to 5x. Low hit. Juggle anywhere. Can hit OTG | | style="background-color:#F9F9F9;" |Followup to 421P, up to 5x. Will reload if done 6 times even if there are 7 rounds in the gun. Low hit. Juggle anywhere. Can hit OTG. *=each additional shot after the first. *2=with reloading included. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.214A''' | | style="background-color:#F9F9F9;" |'''j.214A''' | ||
Zeile 502: | Zeile 502: | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5C(f,1st hit)>AB''' | | style="background-color:#F9F9F9;" |'''5C(f,1st hit)>AB''' | ||
| style="background-color:#F9F9F9;" |+6 | | style="background-color:#F9F9F9;" |<span style="color: blue;">+6</span> | ||
| style="background-color:#F9F9F9;" |-4 | | style="background-color:#F9F9F9;" |<span style="color: red;">-4</span> | ||
|style="background-color:#F9F9F9;" |Combos into 5B(c) | |style="background-color:#F9F9F9;" |Combos into 5B(c) | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5C(f,2nd hit)>AB''' | | style="background-color:#F9F9F9;" |'''5C(f,2nd hit)>AB''' | ||
| style="background-color:#F9F9F9;" |+6 | | style="background-color:#F9F9F9;" |<span style="color: blue;">+6</span> | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |<span style="color: blue;">+5</span> | ||
|style="background-color:#F9F9F9;" |Combos into 5B(c) | |style="background-color:#F9F9F9;" |Combos into 5B(c) | ||
|} | |} | ||
Zeile 516: | Zeile 516: | ||
*Has no collision on back Ukemi (can run through) | *Has no collision on back Ukemi (can run through) | ||
*j.E is unblockable when done meaty. Bug, tournament banned. | *j.E is unblockable when done meaty. Bug, tournament banned. | ||
*Juggling with 236236P and shifting the 2nd to last hit will result in the opponent standing in the air:<br> | |||
[[bild:kofxi_whip_236236P_bug.png]] | |||
== Combos == | |||
===Basic Combos=== | |||
*5B(C)x1-2 > 2B > 41236A: BnB combo, hard knockdown and sets up okizeme. | |||
*(5D(1)>) 63214B > 5B>5B>2B>41236A: Useful combo from 63214B. | |||
*Throw > 421P: OTG hit. Most useful when Throwing the opponent in the corner, since you are close afterwards. | |||
*63214A > 5B(f) whiff > 421A (OTG): unscale setup. See [https://youtu.be/K119BF4Te6g?t=2394 here], from u-rasia. | |||
*2C > 41236A: Juggle anywhere anti-air. Needs to hit both close and relatively high to connect reliably. | |||
*5A > 41236A: Juggle anywhere anti-air. quite situational, see it in action [https://youtu.be/u2E7_tlPH2Q?t=2044 here], from u-rasia. | |||
===QS Combos=== | |||
*2C(1)>6Ax3>QS: basic QS setup | |||
*QS to Whip > j.C>\/>2C(1)>...: basic combo from QS | |||
*2A > QS: 2A actually has enough hit stun to connect a QS jump-in, see [https://youtu.be/mnzXYU-4jpQ?t=1153 u-rasia vs shingo] | |||
== Strategy == | |||
*There is an infinite blockstring when Whip is cornered, see [https://youtu.be/mnzXYU-4jpQ?t=2214 u-rasia vs Shingo] | |||
== Okizeme == | |||
*Throw > short backwalk > 2B whiff > superjump j.C: Crossup. See [https://youtu.be/pPYzRcvT078 u-rasia] | |||
===DOWN! Okizeme=== | |||
*Corner hyperhop j.C (crossup), 2C(1)>6Ax3 > whip pull > 5B(c)>5B(c)>2B>41236P. See [https://youtu.be/u2E7_tlPH2Q?t=556 u-rasia] | |||
==Matchups== | |||
:Tall crouched characters cannot crouch Whip's 5A(c), which gives massive advantage. Linking a 2C afterwards serves as a frame trap. 5A(c) can be used eg. after her pull-in move on guard, see [https://youtu.be/pPYzRcvT078?t=1839 u-rasia] | |||
Note from ATG: I asked u-rasia for whip matchups, he provided the following, based on his experience using all of those characters against Kentucky (strong Whip player). | |||
:30:70 K' Kula | |||
:35:65 Yuri Gato Adelheid | |||
:40:60 Ash Shen Terry Ryo King Griffon Clark | |||
:45:55 Oswald Benimaru Jenet Athena Kensou Vanessa Mary Eiji Kyo Iori Jazu Silber | |||
:50:50 Elisabeth Kim Ralf Malin Maxima Gai Hayate Duck | |||
:55:45 Duolon Momoko Ramon Kasumi Shingo | |||
===Duck=== | |||
:As of Sawakoro Festival, Duck has changed from a 35:65 to a 50:50 since u-rasia and others discovered that Whip's 2D beats all of Duck's jump attacks except j.E. | |||
:If 2D is not used to its full extent, the matchup is very difficult due to Duck's pressure. | |||
===Vs Gato=== | |||
:Cannot crouch Whip's 5A(c) | |||
:Due to its disjointed hurtbox, 2D can beat Gato's 236236A and make his LDM whiff when used as okizeme. Example from [https://youtu.be/rkRTqSzVtLo?t=484 u-rasia] | |||
===Vs Kula=== | |||
:2D as Okizeme will make Ray Spin whiff, enabling a Punish with 5B(c)>2B>41236P etc, see [https://youtu.be/rkRTqSzVtLo?t=1526 u-rasia] | |||
===Vs Ryo=== | |||
:Cannot crouch Whip's 5A(c) | |||
===Vs Oswald=== | |||
Punish Oswald's standard Rekka Chain (>214P>214B) with 5A(f)>41236A, see [https://youtu.be/u2E7_tlPH2Q?t=2053 here], from u-rasia | |||
== Videos == | == Videos == | ||
[https://www.youtube.com/watch?v=HXjwVeXv99A u-rasia and kentucky playing lots of whip @ game spot big one, 2022]<br> | |||
[https://www.youtube.com/watch?v=nLTwoJ2oktQ Kentucky (best Whip) vs good day 21 players, several matches]<br> | [https://www.youtube.com/watch?v=nLTwoJ2oktQ Kentucky (best Whip) vs good day 21 players, several matches]<br> | ||
[https://youtu.be/6t1T24GGcKk Kentucky vs Ryumi @ 01 playland carnival 2019]<br> | [https://youtu.be/6t1T24GGcKk Kentucky vs Ryumi @ 01 playland carnival 2019]<br> |
Aktuelle Version vom 9. Juli 2024, 00:11 Uhr
Whip ウィップ | |
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Tiers & Ranking | |
Tier: | C |
Ratio Cost: | 3 Points |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 1.02 |
Crouch height (Tier): | F |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Special Data
Pattern | Hit | Guard | Note |
---|---|---|---|
5C(f,1st hit)>AB | +6 | -4 | Combos into 5B(c) |
5C(f,2nd hit)>AB | +6 | +5 | Combos into 5B(c) |
Special Attributes & Bugs
- Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
- Has no collision on back Ukemi (can run through)
- j.E is unblockable when done meaty. Bug, tournament banned.
- Juggling with 236236P and shifting the 2nd to last hit will result in the opponent standing in the air:
Combos
Basic Combos
- 5B(C)x1-2 > 2B > 41236A: BnB combo, hard knockdown and sets up okizeme.
- (5D(1)>) 63214B > 5B>5B>2B>41236A: Useful combo from 63214B.
- Throw > 421P: OTG hit. Most useful when Throwing the opponent in the corner, since you are close afterwards.
- 63214A > 5B(f) whiff > 421A (OTG): unscale setup. See here, from u-rasia.
- 2C > 41236A: Juggle anywhere anti-air. Needs to hit both close and relatively high to connect reliably.
- 5A > 41236A: Juggle anywhere anti-air. quite situational, see it in action here, from u-rasia.
QS Combos
- 2C(1)>6Ax3>QS: basic QS setup
- QS to Whip > j.C>\/>2C(1)>...: basic combo from QS
- 2A > QS: 2A actually has enough hit stun to connect a QS jump-in, see u-rasia vs shingo
Strategy
- There is an infinite blockstring when Whip is cornered, see u-rasia vs Shingo
Okizeme
- Throw > short backwalk > 2B whiff > superjump j.C: Crossup. See u-rasia
DOWN! Okizeme
- Corner hyperhop j.C (crossup), 2C(1)>6Ax3 > whip pull > 5B(c)>5B(c)>2B>41236P. See u-rasia
Matchups
- Tall crouched characters cannot crouch Whip's 5A(c), which gives massive advantage. Linking a 2C afterwards serves as a frame trap. 5A(c) can be used eg. after her pull-in move on guard, see u-rasia
Note from ATG: I asked u-rasia for whip matchups, he provided the following, based on his experience using all of those characters against Kentucky (strong Whip player).
- 30:70 K' Kula
- 35:65 Yuri Gato Adelheid
- 40:60 Ash Shen Terry Ryo King Griffon Clark
- 45:55 Oswald Benimaru Jenet Athena Kensou Vanessa Mary Eiji Kyo Iori Jazu Silber
- 50:50 Elisabeth Kim Ralf Malin Maxima Gai Hayate Duck
- 55:45 Duolon Momoko Ramon Kasumi Shingo
Duck
- As of Sawakoro Festival, Duck has changed from a 35:65 to a 50:50 since u-rasia and others discovered that Whip's 2D beats all of Duck's jump attacks except j.E.
- If 2D is not used to its full extent, the matchup is very difficult due to Duck's pressure.
Vs Gato
- Cannot crouch Whip's 5A(c)
- Due to its disjointed hurtbox, 2D can beat Gato's 236236A and make his LDM whiff when used as okizeme. Example from u-rasia
Vs Kula
- 2D as Okizeme will make Ray Spin whiff, enabling a Punish with 5B(c)>2B>41236P etc, see u-rasia
Vs Ryo
- Cannot crouch Whip's 5A(c)
Vs Oswald
Punish Oswald's standard Rekka Chain (>214P>214B) with 5A(f)>41236A, see here, from u-rasia
Videos
u-rasia and kentucky playing lots of whip @ game spot big one, 2022
Kentucky (best Whip) vs good day 21 players, several matches
Kentucky vs Ryumi @ 01 playland carnival 2019
Kentucky vs Sagawa @ playland carnival 2019
Kentucky vs Yamate @ playland carnival 2019
Kentucky vs Ryumi @ 02 playland carnival 2019
port24, Sawakoro plays Whip
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber