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 

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.
 * Cannot be followed up.

'''Tobeora! (Fly Away!)''' (236A)

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

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.