Ougon Musou Kyoku/Ronove
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Introduction
Ronove is one of the Great Demons of the 72 pillars. Works for a master in exchange for various forms of compensation. He currently has a contract with Beatrice as her butler (head furniture)
Pros
+ Highest health.
+ Guard reversal to deal with block strings.
+ Explosive, simple damage
+ High stun on moves.
+ Good oki pressure with roses.
+ Some of the longest range non-sword user pokes.
+ Ability can lead into insane damage, making footsies and frametraps intimidating.
+ Can counter damage touches at any time if he has 1SP remaining.
Cons
- Must rely on throws and frame traps for mix ups.
- Shield is nigh useless in many match ups.
- Poor mobility.
- Lacks tools for crazy, anime-style extended combos and damage.
Health - 1650. Highest in the game.
Ability
Counter Boost
This ability triples the effect of counter hits for a period of time. This can be useful for Ronove since his non SP counters generally produce a counter hit when they land and the fact he relies on frame traps as a form of mix up.
Move List
Normal Moves
| 【f.5A】
A short kick to the shin. Hits mid.
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| 【6A】
Ronove attacks his opponent with a horizontal chop. Whiffs on crouch. Hits mid.
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| 【2A】
A crouching version of c.5A. Hits mid.
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| 【f.5B】
Ronove kicks with a side kick. Hits mid.
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| 【c.5B】
Ronove performs a crouching kick. Hits low.
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| 【2B】
Ronove performs a low sweep kick. Hits low.
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| 【f.5C】
Ronove kicks with a reverse roundhouse. Hits mid.
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| 【c.5C】
Ronove attack with a high kick. Hits mid.
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| 【2C】
Ronove does a crouching kick. Knocks down. Hits low.
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| 【j.A】
Ronove punches in midair at a downward angle. Hits high.
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| 【j.B】
Ronove performs a downward kick in midair. Hits high.
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| 【5j.C】
Ronove thrusts both palms downward in midair. Hits high.
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| 【7/9j.C】
Ronove attacks by swinging one arm. Can be charged. Hits high.
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| 【B+C】
Ronove grabs the opponent and throws them into the ground.
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Special Moves
| Elegant Sway 「エレガントスウェイ」 ― 22ABC
Ronove's unique dodge move. Grants him momentarily invincibility from all attacks, but is punishable when recovering. Damage taken during recovery counts as a Counter Hit against Ronove. Input determines whether you move backward, stand still, or move forward, respectively. Button can be held to increase duration.
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| Elegant Cutter 「エレガントカッター」 ― 421ABC
Guard Reversal - can only be performed while blocking. Ronove performs a rising crescent kick that hits for 264 damage over 2 hits, regardless of input. Guarantees knockdown. Invincible for the duration.
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| Innocent Rose 「イノセントローズ」 ― 623ABC
Ronove produces a wall of roses that can either deal damage or nullify projectiles. Input determines the startup, amount of hits it can deal or absorb and recovery time.
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| Elegant Shield 「エレガントシールド」 ― 214ABC
Ronove's parry-counter. A successful parry against a melee attack automatically delivers a Counter Hit for roughly 300 damage and a guaranteed knockdown. Input determines the angle of attack to be intercepted. Button can be held to increase duration. Rather than countering based on whether moves hit high/low/mid a la Geese Howard counters, they work more on what the move technically is. (Moves that are performed crouching are 'low attacks', standing are mid, jumping are high.)
Note: -C- version may whiff if parrying Virgilia's 2C | |
| Enchant Shield 「エンチャントシールド」 ― 41236ABC
Ronove summons a barrier in front of him. It will absorb most projectiles and melee attacks or deal a small amount of damage upon touching the enemy. Startup time and number of charges increase with the input used, up to a maximum of 3 charges. Each charge deals 60 damage when used to damage your opponent. The barrier will remain active until it either: spends all charges, dissipates prematurely through attacking/taking damage, or three seconds pass. Piercing projectiles such as Virgilia's Gungnir or Rosa's gunshot and some fast-moving long-reach melee attacks such as Battler's Sommelier Finger may bypass Enchant Shield. |
SP Supers
| Elegant Twister 「エレガントツイスター」 ― 421A+B
Guard Reversal - can only be performed while blocking. Ronove spins on the spot, drawing in melee attackers and sending them flying. The spin will also deflect all incoming projectiles, but a projectile striking him before he performs the spin will knock him out of the move. Puts the opponent into a juggle state on hit, allowing for followup.
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| Rose of Queen 「ローズオブクイーン」 ― 623A+B
A stronger version of Innocent Rose, with the targeted area being much larger. If performed from close up, a 5B followup is possible, and loops are possible if done on a cornered opponent.
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| Perfect Shield 「パーフェクトシールド」 ― 214A+B
The ultimate parry. Catches melee attacks from any angle and hits for roughly 700 damage and a guaranteed knockdown. Does not produce a counter hit. Button can be held to extend duration. Note: This can parry Assault Touch and Damage touch without fail, allowing for Ronove's combos to be essentially unburstable as long as he has 1sp remaining to cancel into 214A+B.
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| Enchant Shield Max 「エンチャントシールドマックス」 ― 41236A+B
Summons a barrier that holds up to 6 charges for 5 seconds. The visual and hitbox for this shield are larger than the normal version. All other properties of this move behaves as Enchant Shield would.
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Level 2 Super
| Elegant & Genocide 「エレガント&ジェノサイド」 ― 236236C
Ronove charges and unleashes an auto-combo, ending in a triple Elegant Cutter.
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Meta Super
| Devil of Devils 「デビルオブデビルズ」 ― 641236C
Ronove lets up on the gentlemanly act for a moment, revealing his true demonic nature. Easily comboed into after launching and metacanceling. Builds a high amount of meter. It also ignores scaling which makes this move an excellent ender for extended combos.
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General Strategy
Ronove is to be played like a brick wall that chases after its opponents. With the highest health in the game and the widest variety of defensive options, Ronove lacks somewhat in the offensive department, both in tools and in mobility, but what he DOES have makes up for it amply.
While Ronove lacks up mix up tools in his arsenal, his ability makes up for it by giving him the scariest frame traps and counter-hit setups in the game. Any stray hit he lands can easily be chained into his 2C and 6C resulting in a meta super, or if the opponent is in the corner, into 623EX for rose loops. He has an easy ambiguous crossup off of his throw, and good okizeme through his roses, particularly his A rose which gives major + frames on hit and block.
Meta declare is actually one of Ronove's strongest tools, as the super freeze can be invaluable during footsies and allows him to completely and utterly shut down the opponent's options. If the opponent is already mid attack, he can immediately go into any of his 3 counters off of the super freeze, dealing boosted damage from the counter due to his ability. If the opponent is in the air, but isn't sticking out a limb? 6C him once or twice and go into meta from there. Catch an opponent in a slow start-up special? Quickly dash forward and land a 2B/2C into 6C, landing disgusting counter boost damage.
Putting Ronove under pressure can be a very hard thing to do due to his many defensive tools. Extended blockstrings are a dangerous thing to do due to his guard reversal 421 series, and footsies can be intimidating with his variable length counters. Naturally, both of these are baitable, but with the speed that 421 comes out at, it can be hard for most opponents to bait effectively.
Lastly, it's worth mentioning he likely has the easiest attack touch combo ender. Any time you have an extended combo and need to swap partners, Ronove can quickly do 3-4 hits and launch the opponent into meta... or even launch already juggled opponents with 6C, also into meta. Always nice for those low execution players.
Tag Partners
Ronove can work with several characters in the cast, as his tool set is rather good to complement characters who have good rush down, and his health and defensive options improve any combination.
Dlanor A Knox - While this leaves you with two slow characters on your team, Both character's abilities complement each other fantastically, leaving you with two of the highest health characters in the game with Armor Boost, and both of their long range normals getting boosted counter hits. While, in theory, this team can lose to a lot and has many flaws... the stupidity of how many mistakes and trades the team can make overcome it.
Battler - Battler works well with basically every character in the cast, and Ronove is no exception. Ressurection is great with Ronove's high health, and Battler's mobility + wide set of tools helps round off the team wonderfully. Plus, attack touching between the two is effortless, as Battler can finish off any launcher combos Ronove starts with a quick 623 series, and Ronove can launch any character Battler's left on the ground, and relaunch anyone in the air into his meta super.
Kannon/Lucifer - Ronove's weakness lies in his lack of mix up, mobility, and rush down. Thankfully, everything he lacks is provided neatly by Kanon OR Lucifer. Both characters have mobility and fast pressure that Ronove lacks, while Ronove provides counter boost, extra health and attack touch combo finishers for the both of them.
Willard H Wright. - Oh man, oh man. Willard is essentially a more offensive version of Ronove, losing his defensive options in return for the extended anime-style combos and damage that Ronove wants. His normals are better, with a similar 6C launcher normal and lack of an overhead, in addition to high frame trap potential. With Ronove's counter boost, Willard becomes an absolute monster, able to produce 2-3k damage off of any stray counter hit.
Combos
- 5B>2B>5C>Meta Activation>Dash forward>5B>2C>6C>Meta super - A useful setup for multiple reasons, works as an easy combo into roughly 2k damage, and allows for several mixup options after the activation. Any sort of frametrap setup is potent with Ronove's ability up due to metaworld, and leaves you in position to dash up throw, jump, empty jump into throw, any standard mixups.
- 5B>2B>5C>2C>236236C - 1440 damage 15 hits(2 SP Gauge Used)
- 5B>2B>2C>6C>Meta>641236C - 1876 damage. The Ronove Special.
- 5B>2B>5C>2C>236236C>Stun>Meta>641236C - 2198 damage 27 hits(3 SP Gauge Used)
- 2B > c.5B > c.5C > 2C > A+B+C > 66 > c.5B > c.5C > 632146C - 18 hits, 2134 damage. Only possible in newer updates.
- 214B > 236236C > Stun > 2B > c.5B > c.5C > 2C > A+B+C > 66 > c.5B > c.5C > 632146C - 30 hits, 2731 damage. Corner specific.


















