Under Night In-Birth/UNIST/Orie

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Profile-orie.png

She judges. And hopes that the heavy weight placed on her frail shoulders may one day be
lifted. Delicate physique and delicate sword -- its point aimed at the monster responsible
for her parents death. Light fills her body, and the melody she sings resonates throughout
the city. The girl, a beacon of justice... no doubt her shadow will burn in the eyelids of her
enemies.

Story

She is an execution officer of the Licht Kreis -- an organization with their minds set on annihilating the Voids, and maintaining the peace for mankind. Having lost her parents at a young age, she was raised with an institution of the organization. To repay her debt to society, and to ensure there are no more children who suffer the same fate she has, Orie takes a stand and fights. Tonight, on orders of the Licht Kreis, she travels to the metropolis to investigate the large surge in In-Births, and the movements of the ever-expanding Amnesia. All the while, she also searches for the "Void who speaks" -- the creature responsible for her parents' deaths.

Strange... I will never forget what happened tonight, or about you.
So, I suggest you pass on in peace.

Gameplay

Orie is a very well-rounded character with a strong neutral game. With her signature move, Divine Thrust, she can easily tag opponents from almost any range. For pressure, many of her normals have large cancel windows which she can use to frametrap mashing opponents. With her Force Function, she can opt to apply some pressure from the air as well. Orie holds the title of fastest walk speed in the game, so she can quickly weave in and out of the opponent's range and strike while they're recovering.

Being a well-rounded character, Orie has very few cons. Though her backdash is long in both duration and distance, she can use to reset back to neutral in most situations where she excels. One thing Orie does lack is a meterless reversal.

Strengths Weaknesses
  • Strong mid-range neutral
  • Plus frames and frametraps through specials
  • Large cancel windows on key pressure normals
  • Fastest walk speed
  • Good mixup options
  • No meterless reversal
  • Backdash cannot be used offensively
  • Throws lead to less oki options due to the distance it creates


Character Stats

Health
10600
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1400 -1100 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
6 2500 200 3200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
3 36 -86716 1~8 Full
9~10 Throw

Unique Trait

  • Some special attacks summon Thanatos, which performs attacks in Orie's stead.

Vorpal Trait

  • Force Function startup decreased
  • Force function can be cancelled into aerial version
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
hitonly - Hit canceleable only
whiff = Whiff cancelable
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
(x) denotes recovery frames when landing.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

Standing Normals

5A
5A
UNIST Orie 5A.png
Damage Guard Cancel Property Cost Attribute
180 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 13 20 -3 -
Fast angled poke with sword. Doesn't hit low despite the animation.
5B
5B
UNIST Orie 5B.png
Damage Guard Cancel Property Cost Attribute
480 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 19 29 -4 -
Forward thrust with sword. Has decent range but is actually shorter than the animation makes it appear. Hitbox is also narrower at the tip so it will whiff at max range on most crouching characters. This move can be late canceled so use that to your advantage in pressure.
5C
5C
UNIST Orie 5C.png
Damage Guard Cancel Property Cost Attribute
580 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 22 37 -8 -
Advancing spin kick. Fairly fast startup and moves Orie forward; combos from 5A so you can skip 5B and go straight to this if you need the better spacing. The very lenient cancel window on this normal makes it a perfect tool for creating gaps to catch mashing.

Crouching Normals

2A
2A
UNIST Orie 2A.png
Damage Guard Cancel Property Cost Attribute
140 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
Short kick that hits low. This is her fastest ground normal, and it has very short range so space it well.
2B
2B
UNIST Orie 2B.png
Damage Guard Cancel Property Cost Attribute
420 H,L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
8 3 14 24 -5 -
Crouching stab similar to 5B, but despite appearances it does not hit low. Technically less range than 5B but hits crouchers at longer ranges.
2C
2C
UNIST Orie 2C.png
Damage Guard Cancel Property Cost Attribute
580 L N,SP,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 5 23 36 -10 -
Low-hitting sweep kick. Very fast with decent range. The long untechable time on counterhit makes it a perfect tool for catching those who don't respect your blockstrings.

Air Normals

j.A
j.A
UNIST Orie j.A.png
Damage Guard Cancel Property Cost Attribute
140 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 2 17
[2 on landing]
26 Varies -
Downward-angled stab. Very good downward hitbox that can hit opponents on the way up (although it won't hit overhead if done while rising). Note that the sword hitbox is very narrow and can whiff at point-blank so make sure you space it well.
j.B
j.B
UNIST Orie j.B.png
Damage Guard Cancel Property Cost Attribute
370 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
9 3 18
[3 on landing]
29 Varies -
Upward kick that hits in front of and above Orie. Good for air-to-air, but won't hit grounded opponents unless you do it fairly deep.
j.C
j.C
UNIST Orie j.C.png
Damage Guard Cancel Property Cost Attribute
520 H,AS N,SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 6 12
[4 on landing]
29 Varies -
Downwards stab with a more horizontal angle than j.A. Has good forward range but a fairly narrow downwards hitbox so not so great for jump-in.

Command Normals

6B
6B
UNIST Orie 6B.png
Damage Guard Cancel Property Cost Attribute
480 H SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
26 4 20 49 -7 -
Overhead kick. Has a very slow startup but advances a long distance and can be special canceled on hit or block. Orie's only standing overhead. It can also be linked off of with 2A, leading to pretty good damage regardless of screen position.
3B
3B
UNIST Orie 3B.png
Damage Guard Cancel Property Cost Attribute
380 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 3 22 31 -7 Head invincible frames 7~9
Diagonally-upward stab with sword. Your go-to anti-air poke, also good for picking up airborne opponents from the ground. On counterhit, it is completely untechable until the opponent hits the floor, allowing for CH 3B > 2A whiff > 2C to work.
3C
3C
UNIST Orie 3C.png
Damage Guard Cancel Property Cost Attribute
720 H,L - - - Strike
Startup Active Recovery Overall Advantage Invul
16 4 11 30 -3 Foot invincible frames 8~19
Floating spin kick that hits mid. Goes over lows and is fairly safe on block, but cannot be canceled into anything. Does still combo into various moves if used to juggle an airborne opponent, normally into 623A.
4C
4C
UNIST Orie 4C.png
Damage Guard Cancel Property Cost Attribute
590 H,L N,SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 5 18 38 -7 -
Upward launcher kick. Used in a lot of her more advanced combos in tandem with j.214A.
j.2C
j.2C
UNIST Orie j.2C.png
Damage Guard Cancel Property Cost Attribute
620 H,L,AS SP,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
14 7 [5 on landing] 40 -x~±0 -
Downwards axe kick. Halts Orie's momentum in midair, allowing it to hit grounded opponents quickly and safely. Note that this move does NOT hit overhead; primarily used to knock down the opponent as an air combo ender.

Dash Moves

66B
66B
UNIST Orie 66B.png
Damage Guard Cancel Property Cost Attribute
660 H,L SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 2 12 23 -2 -
Spinning side kick. Can link into 2A on normal hit.
66C
66C
UNIST Orie 66C.png
Damage Guard Cancel Property Cost Attribute
978 H,L SP,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 24 23 58 -6 -
Rushes forward and stabs multiple times.

Universal Mechanics

Force Function

Aerial Leap
エアリアルリープ
B+C
UNIST Orie B+C.png
B+C
Ground
Damage Guard Cancel Property Cost Attribute
- - N,SP,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - [5 on landing] 48 - Throw invincible frames 1~6
Orie flips forward while sparkling fabulously. Can do air actions after frame 27 on the way down. If she goes over the opponent, she will automatically turn around making this usable as a crossup (albeit a very obvious one). Can be used to "jump cancel" blockstrings or to escape pressure, but be careful since it doesn't actually have invul. Distance can be altered by forward or backward input.
B+C
Ground Vorpal
Damage Guard Cancel Property Cost Attribute
- - N,SP,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - [5 on landing] 47 - Throw invincible frames 1~3
Same as normal version, except you can perform air actions earlier after frame 21.
j.B+C
Air
Damage Guard Cancel Property Cost Attribute
- - N,SP,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - [5 on landing] 46 - -
Similar to the grounded version, but cannot alter distance with forward or backwards input. Can perform air actions after frame 25.
j.B+C
Air Vorpal
Damage Guard Cancel Property Cost Attribute
- - N,SP,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - [5 on landing] 42 - -
Same as the normal version, except you can perform air actions earlier after frame 19 and you can perform this version after the grounded version.

Throw

Throw
A+D
UNIST Orie Throw.png
Damage Guard Cancel Property Cost Attribute
1570 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +41(hit) -
Kicks the opponent away.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNIST Orie 5C.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit
Blows the opponent away on hit.
  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNIST Orie A+B+C.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • Usable only when you'd be able to use chain shift.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

Divine Thrust
Divine Thrust
ディバインスラスト
236X
UNIST Orie 236X.png
236A
Short
Damage Guard Cancel Property Cost Attribute
860 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
9 4 22 34 -4~+0 -
Orie does a thurst while advancing forward.
236B
Midrange
Damage Guard Cancel Property Cost Attribute
1250 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
13 7 23 42 -6~+0 -
B version goes further and knocks down on hit.
236[B]
Far
Damage Guard Cancel Property Cost Attribute
1620 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
21 9 29 58 -6~+2 -
Increased distance and safer if it hits at range. Goes through the opponent and floats, allowing followups similar to the EX version.
236C
EX Multi-hit
Damage Guard Cancel Property Cost Attribute
1395 H,L (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+6 5 34 45 -10 Throw invincible frames 1~3
Hits multiple times and causes a long float allowing an easy followup.
Sacred Arrow
Sacred Arrow
セイクリッドアロー
623X
UNIST Orie 623X.png
623A
Fast
Damage Guard Cancel Property Cost Attribute
1136 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 37 45 -20 Throw invincible frames 1~4,
Head/Dive invincible frames 5~8
Sword uppercut. Can be followed up with 5A if it hits the opponent high enough.
623B
Strong
Damage Guard Cancel Property Cost Attribute
1330 H,L {CS} - - Strike
Startup Active Recovery Overall Advantage Invul
6 6 49 60 -32 Throw invincible frames 1~4,
Head/Dive invincible frames 5~11
Stronger sword uppercut. Deals more damage than 623A, but cannot be followed up with 5A.
623C
EX Invincible
Damage Guard Cancel Property Cost Attribute
1872 H,L (CS) - - -
Startup Active Recovery Overall Advantage Invul
1+5 7 49 61 -32 Completely invincible frames 1~4,
Strike invincible frames 5~12
Unlike the meterless versions, this one actually has full invuln during startup.
Command Order
Command Order
コマンドオーダー
214X
UNIST Orie 214A.png
A version
UNIST Orie 214B.png
B version
UNIST Orie 214C.png
C version
214A
Low
Damage Guard Cancel Property Cost Attribute
777 L {EX},{CS} - - Foot
Startup Active Recovery Overall Advantage Invul
15 5 18 37 -5 -
Orie summons Thanatos to attack. A version is a long-reaching low that combos off most moves.
214B
Slow
Damage Guard Cancel Property Cost Attribute
777 H,L,A {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
18 3 14 34 -5 -
B version is a slower downward swing. On air hit or grounded counter hit, the opponent will be knocked down can can combo afterward with 2C.
214C
EX Launch
Damage Guard Cancel Property Cost Attribute
1785 H,L,A (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+10 20 10 40 +7 Throw invincible frames 1~3
EX version will wallbounce opponent allowing for extended followups.
Comman Order (Follow-up)
Comman Order (Follow-up)
4A After 214X
UNIST Orie 214X+4A.png
A Version
UNIST Orie 214X+4B.png
B Version
214X~A
Thick and Quick
シックアンドファースト
Damage Guard Cancel Property Cost Attribute
1066 H,L,A {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
16 3(7)2 13 40 -11 -
Followup to 214A/B. Spinning slash that wallbounces the opponent, good as a combo ender for extra damage.
214X~B
Succession
サクセッション
Damage Guard Cancel Property Cost Attribute
777 H,L {EX},{CS} - - Strike
Startup Active Recovery Overall Advantage Invul
22 4 10 35 +4 -
Alternate followup to 214A/B. Uppercut that launches the opponent. Blows pretty far back so can be difficult to combo midscreen, but leads to extended followups in corner.
Command Order (Air)
Command Order (Air)
コマンドオーダー
j.214X
UNIST Orie j.214A.png
A version
UNIST Orie j.214B.png
B version C version
j.214A
Fast
Damage Guard Cancel Property Cost Attribute
777 H,L,A CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 4 [13 on landing] 56 -18~+11 -
Orie summons her Stand to attack in the air. Unlike the grounded version, j.214A hits mid.
j.214B
Slow
Damage Guard Cancel Property Cost Attribute
999 H,L,A CS - - Strike
Startup Active Recovery Overall Advantage Invul
22 5 [10 on landing] 58 -14~+15 -
Another airborne Stand swipe.
j.214C
EX Launch
Damage Guard Cancel Property Cost Attribute
1785 H,L,A (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+14 20 [13 on landing] 29 -x~+22 -
EX version will wallbounce opponent allowing for extended followups and will always start from the ground, so can be used to combo grounded opponents from heights that normally wouldn't work.
Sealing Hoplon
Sealing Hoplon
シーリングホプロン
22X
UNIST Orie 22X.png
22A
Close
Damage Guard Cancel Property Cost Attribute
740 H,L,A {CS} - - Strike
Startup Active Recovery Overall Advantage Invul
51 10 - 38 +41 Destorys projectiles between frames 30~67
Orie's Stand floats forward and makes a big energy sphere after a short delay. Launches on hit and is extremely advantageous on block provided it doesn't get interrupted. A version summons Stand at a close distance.
22B
Far
Damage Guard Cancel Property Cost Attribute
740 H,L,A {CS} - - Strike
Startup Active Recovery Overall Advantage Invul
52 10 - 40 +40 Destorys projectiles between frames 31~68
B version summons it further away.
22C
EX Tracking Multi-hit
Damage Guard Cancel Property Cost Attribute
1935 H,L,A - - - Strike
Startup Active Recovery Overall Advantage Invul
53 58 - 34 +102 Throw invincible frames 1~3,
Destorys projectiles between frames 32~110
EX version tracks the opponent and hits multiple times. Using this for fullscreen oki will give you enough time to dash in and run a short mixup.
Sacred Spire
Sacred Spire
セイクリッドスパイア
41236C
UNIST Orie 41236C.png
Damage Guard Cancel Property Cost Attribute
2070 H,L,A (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+7 24(5)4 40 80 -17 Completely invincible frames 1~19,
Throw invincible frames 20~23
EX-only special. Orie charges forward and does a stab combo ending in an upward thrust. Has a fair bit of invul on startup but isn't particularly fast and is super punishable on block, so be careful when throwing this out without confirming your combo first.

Super Moves

Infinite Worth

Luminous Embrace
ルミナスエンブレイス
41236D
UNIST Orie 41236D.png
Damage Guard Cancel Property Cost Attribute
3150
[Min: 910}]
H,L,A - - - Strike
Startup Active Recovery Overall Advantage Invul
1+11 2*12 61 78 -29~-14 Completley invincible frames 1~26,
Throw invincible frames 27~31
Orie's Stand sends a giant multi-hitting wave across the entire stage. Does excellent damage as a combo ender. If this is hits while the opponent is cornered, both players will return to midscreen after the move ends.

Infinite Worth EXS

Rest In Peace
レストインピース
A+B+C+D
UNIST Orie A+B+C+D.png
Damage Guard Cancel Property Cost Attribute
3750
[Min: 1312}]
Mid, Air - - 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 67 -25 1~26 Full
Orie becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • Moves characters close to round start position.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Orie Tutorial/Primer by Library

Colors

Default Unlocks

001 Justice Sprite
001 Justice Sprite
002 Night Shade
002 Night Shade
003 Tears of Salamander
003 Tears of Salamander
004 Saint's Mother
004 Saint's Mother
005 Storm Sylphid
005 Storm Sylphid
006 Undine Rain
006 Undine Rain
007 Athena Light
007 Athena Light
008 Evil Knight
008 Evil Knight
009 Scamper Emerald
009 Scamper Emerald
010 Efreet Flare
010 Efreet Flare

Customization Unlocks (2000 IP Each)

011 Rizo de Agua
011 Rizo de Agua
012 Fallen Angels
012 Fallen Angels
013 Dios de la Muerte
013 Dios de la Muerte
014 Calm Pink
014 Calm Pink
015 Orange Yogurt
015 Orange Yogurt
016 Crimson Rouge
016 Crimson Rouge
017 Mistiltein
017 Mistiltein
018 Green Magnolia
018 Green Magnolia
019 Lluvia Medium
019 Lluvia Medium
020 Moon Water
020 Moon Water
021 Alice Blue
021 Alice Blue
022 Spectrum Rose
022 Spectrum Rose
023 Campanula Purple
023 Campanula Purple
024 Cavalier Du Lac
024 Cavalier Du Lac
025 Dry Blood
025 Dry Blood
026 Walder Abendrot
026 Walder Abendrot
027 Shade Gardian
027 Shade Gardian
028 Honorable Scar
028 Honorable Scar
029 Lumiere Solaire
029 Lumiere Solaire
030 Memorial Black
030 Memorial Black

External Links


UNDER NIGHT IN-BIRTH Exe:Late[st]
General
Controls
FAQ
Glossary
HUD
Offense Defense
Patch Notes
System
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki