Ren

= Background =

= Special Abilities =

Name Description.

= Move List =

Normals
5A

damage - proration 

2A

damage - proration 

j.A

damage - proration 

5B

damage - proration 

2B

damage - proration 

j.B

damage - proration 

5C

damage - proration 

2C

damage - proration 

Hits mid. Launches the opponent.

j.C

damage - proration  

Command Normals
Tatakitsuke (Strike) (j.2C)

 damage - proration 

Ren slams his hilt down onto his opponent.
 * Has a long startup.
 * Can be chained from any air normal.
 * Can combo into 2A when very low to the ground.
 * If opponent on ground, it just hits.
 * If opponent in air, it causes ground bounce.
 * Can be looped three times before subsequent hits are voided.

Kenka Kick (Brawl Kick) (6C)

 damage - proration 

Ren delivers a strong forward kick to his opponent.
 * Has a long startup.
 * Can be canceled from A/B normals and 5C, but does not combo.
 * Can cancel into specials and supers.
 * Can be jump canceled.

Specials
Akikan (Empty Can) (236A)

damage - proration 

Ren tosses an empty can in a parabolic arc in front of him.
 * Hits opponent once before disappearing.
 * 623C can be used to knock the can further, in a relatively straight line.
 * Can be canceled into from any ground normal and 6C.

Kaenbin (Molotov Cocktail) (236B)

damage - proration 

Ren tosses a Molotov cocktail in a parabolic arc in front of him.
 * Lands on the ground and creates flames.
 * Flames hit a max of three times before vanishing.
 * 623C can be used to knock the bottle further, in a relatively straight line.
 * Travel distance possible is shorter than 236A.
 * Can be canceled into from any ground normal and 6C.

Burokkubei (Concrete-block Wall) (236C)

damage - proration 

Ren tosses a concrete block in a parabolic arc in front of him.
 * Hits opponent once.
 * Active frames are when it hits the ground.
 * Overhead.
 * 623C can be used to knock the block a little bit farther.
 * Travel distance possible is shorter than 236B.
 * Can be canceled into from any ground normal and 6C.

Feint (214A)

No damage

Ren dashes forward with a fake shoulder charge, stopping after a moment.
 * Travels one-fourth of the screen.
 * Pushes enemy with him (i.e. does not stop on contact with opponent).
 * Has invulnerability at the start of the dash.
 * Can be canceled into from any ground normal and 6C.

Yakiire (214B/C)

damage - proration 

Ren dashes forward with a strong shoulder charge.
 * B version travels about one-third the length of the screen and does damage.
 * C version travels about half the length of the screen and causes knockback on hit with more startup time than the B version.
 * Both versions have invulnerability at the start of the dash.
 * Can be canceled into from any ground normal and 6C.
 * Can combo from B/C normals and 6C.

'''Nigasukayo! (You Won't Escape!)''' (623B)

damage - proration 

Ren sticks his sword into the air, catching the opponent, and then throws them to the ground.
 * Ground to air command throw.
 * Hitbox limited to the area around the sword.
 * Can be canceled into from any ground normal, 6C, and 623C.
 * Can be followed up with the Tondero! super.

'''Tobeora! (Fly Away!)''' (623A)

damage - proration 

Ren swings his sword upward, creating a red arc along the path of the swing.
 * Knocks opponent away.
 * Causes wall bounce in corner.
 * Can hit and alter the velocity of his three projectile items.
 * Can be canceled into from any ground normal and 6C.
 * Can combo from any B/C normals and 6C.

Supers
'''Odore! (Dance)''' (236D)

damage - proration 

Ren throws three empty cans, two Molotov cocktails, and one concrete block.
 * Can be canceled into from any ground normal, 6C, and special, except for 623B

Headbutt (63214D)

damage - proration 

Ren grabs his opponent and headbutts them.
 * Command throw super.
 * Can be canceled into from B/C normals, 6C, and special, except for 623B.
 * Can only combo from something if close enough and on the ground.

GO TO HELL!! (During Headbutt, press C)

damage - proration 

Ren charges up his headbutt for a more powerful attack.
 * Costs no extra meter
 * Deals up to four, maybe five, times more damage, depending on timing
 * Must press C when Ren's head is reeled all the way back

'''Tondero! (Fly!)''' (During Nigesukayo!, press 8D)

damage - proration

Ren swings his sword up to hit the opponent, and then punches them into the nearest wall when they drop in front of him.
 * Costs one extra meter.

Big Bang Break
''' Icchimaina! (Drop Dead!)''' (41236ABC during Big Bang Mode)

 damage - proration 

Ren reaches out to grab the opponent. If he gets them, he launches into an autocombo that ends with an explosive j.2C. = Tactics =
 * Command throw super.
 * Can only combo from something if close enough and on the ground.

General Strategies
Ren's mobility may not be the greatest, but with the second largest amount of health in the game and his wooden sword giving him fairly decent reach on his C basics, he has the ability to take and deal lots of punishment. His projectiles have a semi-solid zoning use thanks to his 623C, his 236B can be useful for keeping the opponent away while the fire is up, and his charges can be used to close the distance between himself and the opponent quickly.

His supers have different levels of applicability but are generally extremely useful. 236D can be used to keep the opponent pinned down for another chain of attacks. 41236D is a bit more difficult to set up due to its short range, but is good for dealing with overly defensive players, especially when the power-up timing is spot on. If the opponet is hit with a 623B, the 8D super can be used to tack on some good extra damage; however, its damage scales enough that longer combos will make it much less useful.

Ren is most dangerous, however, in Big Bang Mode. With unlimited meter, he has the option of locking down the oppoent with repeated uses of his 236D, which can do large amounts of regular or chip damage. If the opponent is stuck in hit or blockstun, they're wide open for a Headbutt super or even a Big Bang Break if Ren can get into range.