Asura Buster: Eternal Warriors/Leon: Difference between revisions

From SuperCombo Wiki
(Updated with infobox template)
(Filled frame data tables for normals)
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|defmod=1.0625
|defmod=1.0625
|airopts=None
|airopts=None
|meter=80
}}
}}


== Normals ==
==Movelist==
=== Standing normals ===
=== Normals ===
==== Standing Normals ====
{{MoveData
{{MoveData
|image=AB_Leon_5a.png
|image=AB_Leon_5a.png
|caption=
|input=5A
|input=5A
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=normals
|cancel=-A-, -B-, -C-, -SP-, -UM-
|startup=6
|damage=8
|advHit=1
|startup=5
|advBlock=0
|active=6
|recovery=3
|advHit=4
|advBlock=3
|description= quick jab<br>can be used as an abare<br>deals low damage
|description= quick jab<br>can be used as an abare<br>deals low damage
}}
}}
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{{MoveData
{{MoveData
|image=AB_Leon_5B.png
|image=AB_Leon_5B.png
|caption=
|input=5B
|input=5B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=normals
|cancel=C, SP, UM
|startup=7 / 11
|damage=16
|advHit=3
|startup=9
|advBlock=2
|active=6
|recovery=13
|advHit=-2
|advBlock=-3
|description= use this<br>fast and long kick<br>can be comboed into launcher if close enough for a big increase in damage<br>can be used to combo into his specials (if your hands are somehow fast enough)
|description= use this<br>fast and long kick<br>can be comboed into launcher if close enough for a big increase in damage<br>can be used to combo into his specials (if your hands are somehow fast enough)
}}
}}
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|image=AB_Leon_5c.png
|image=AB_Leon_5c.png
|image2=AB_Leon_5c2.png
|image2=AB_Leon_5c2.png
|caption=Defy expectactions (and logic)
|input=5C
|input=5C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=O
|damage=12, 14 (23)
|startup=12
|startup=7
|advHit=-9
|active=4 (14) 8
|advBlock=-10
|recovery=31
|advHit=-16
|advBlock=-17
|description= Big defensive normal<br>laggy but damaging and big 2-hit attack<br>cannot cancel into specials nor launchers, but causes a lot of pushback<br>difficult ,if not impossible to punish on block for a few characters<br>often used to end combos, particularly air combos, sacrificing Okizeme for better damage<br>causes a HKD '''only when hitting both attacks on an aerial opponent that was already hit by a launcher''', otherwise all other situations share the same properties
|description= Big defensive normal<br>laggy but damaging and big 2-hit attack<br>cannot cancel into specials nor launchers, but causes a lot of pushback<br>difficult ,if not impossible to punish on block for a few characters<br>often used to end combos, particularly air combos, sacrificing Okizeme for better damage<br>causes a HKD '''only when hitting both attacks on an aerial opponent that was already hit by a launcher''', otherwise all other situations share the same properties
}}
}}
}}
}}


=== Crouching normals ===
==== Crouching Normals ====
{{MoveData
{{MoveData
|image=AB_Leon_2a.png
|image=AB_Leon_2a.png
|caption=
|input=2A
|input=2A
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=L
|guard=L
|cancel=normals
|cancel=-A-, -B-, -C-, -SP-, -UM-
|startup=6
|damage=8
|advHit=3
|startup=5
|advBlock=2
|active=4
|recovery=5
|advHit=4
|advBlock=3
|description= 5A but low
|description= 5A but low
}}
}}
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{{MoveData
{{MoveData
|image=AB_Leon_2B.png
|image=AB_Leon_2B.png
|caption=[2]>8's younger brother
|input=2B
|input=2B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=L
|guard=M
|cancel=normals
|cancel=C, SP, UM
|startup=8
|damage=16
|advHit=0
|startup=7
|advBlock=-1
|active=4
|recovery=19
|advHit=-6
|advBlock=-7
|description=quick upward slash<br>most commonly used to hit-confirm into 2C
|description=quick upward slash<br>most commonly used to hit-confirm into 2C
}}
}}
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|image=AB_Leon_2c.png
|image=AB_Leon_2c.png
|image2=AB_Leon_2c2.png
|image2=AB_Leon_2c2.png
|caption=
|input=2C
|input=2C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=M, L
|cancel=O
|damage=16, 8 (22)
|startup=11
|startup=9
|advHit=Knocks down
|active=6 (4) 2
|advBlock=-17
|recovery=11
|advHit=0, knocks down
|advBlock=-1, 9
|description=Low double thrust and sweep to destroy the feet<br>can catch a lot of off guard opponents<br>deals very big damage<br>it's possible for the second attack to whiff while the first one hits if done far enough, keep this in mind
|description=Low double thrust and sweep to destroy the feet<br>can catch a lot of off guard opponents<br>deals very big damage<br>it's possible for the second attack to whiff while the first one hits if done far enough, keep this in mind
}}
}}
}}
}}


=== Jumping normals ===
=== Air Normals ===
{{MoveData
{{MoveData
|image=AB_Leon_j.a.png
|image=AB_Leon_j.a.png
|caption=
|input=j.A
|input=j.A
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|cancel=-A-, -B-, -C-, -SP-, -UM-
|startup=4
|damage=8
|advHit=O
|startup=3
|advBlock=O
|active=26
|recovery=6
|advHit=N/A
|advBlock=N/A
|description=Leon slashes his short-sword upward<br>fast but short combo starter<br>surprisingly a great normal for keeping up juggles
|description=Leon slashes his short-sword upward<br>fast but short combo starter<br>surprisingly a great normal for keeping up juggles


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{{MoveData
{{MoveData
|image=AB_Leon_8.B.png
|image=AB_Leon_8.B.png
|caption=
|input=j8.B
|input=8.B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|cancel=C, UM
|startup=6
|damage=16
|advHit=O
|startup=5
|advBlock=O
|active=10
|description=Leon thrusts his sword<br>outshined by 7/9.B but is great for situations where you need a neutral jump to continue a combo
|recovery=19
|advHit=N/A
|advBlock=N/A
|description=Leon thrusts his sword<br>outshined by j7/9.B but is great for situations where you need a neutral jump to continue a combo
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=AB_Leon_7.B.png
|image=AB_Leon_7.B.png
|caption=
|input=j7/9.B
|input=7/9.B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|cancel=C, UM
|startup=6
|damage=16
|advHit=O
|startup=7
|advBlock=O
|active=8
|description=Same as 8.B but at a diagonal angle<br>amazing angle allows for crazy combo extentions and seemingly impossible confirms<br>go wild with this
|recovery=21
|advHit=N/A
|advBlock=N/A
|description=Same as j8.B but at a diagonal angle<br>amazing angle allows for crazy combo extentions and seemingly impossible confirms<br>go wild with this
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=AB_Leon_8.c.png
|image=AB_Leon_8.c.png
|caption=
|input=j8.C
|input=8.C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=
|cancel=O
|damage=24
|startup=6
|startup=7
|advHit=O
|active=8
|advBlock=O
|recovery=7
|advHit=N/A
|advBlock=N/A
|description=a powerful slice<br>comes out fairly quickly and is great for finishing combos<br>'''Surprisngly, can be used in juggle combos''', it seems this is the only j.C in the game that can be used in juggles without much difficulty
|description=a powerful slice<br>comes out fairly quickly and is great for finishing combos<br>'''Surprisngly, can be used in juggle combos''', it seems this is the only j.C in the game that can be used in juggles without much difficulty
}}
}}
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{{MoveData
{{MoveData
|image=AB_Leon_7-9.c.png
|image=AB_Leon_7-9.c.png
|caption=Block, now
|input=j7/9.C
|input=7/9.C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=O
|damage=24
|startup=6
|startup=15
|advHit=O
|active=6
|advBlock=O
|recovery=N/A
|description=Leon says f*** it and pulls out the pac-man hitbox<br>comes out fairly quickly and is great for finishing combos, can be used for juggles but with more difficulty and without much reward<br>If used right in front of the opponent, Leon will cross them up, to deal with this :
|advHit=N/A
 
|advBlock=N/A
* if not in the corner, walking in any direction will block / dodge this
|description=Leon pulls out the pac-man hitbox<br>comes out fairly quickly and is great for finishing combos, can be used for juggles but with more difficulty and without much reward
 
* in the corner, '''Leon will cross you up twice''', you have to either delay block forward or block back just before the hit
}}
}}
}}
}}


=== Command normals ===
==== Command Normals ===
{{MoveData
{{MoveData
|image=AB_Leon_6b.png
|image=AB_Leon_6b.png
|caption=Daniel
|caption=Daniel
|input=6b
|input=6B
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|damage=16
|startup=17
|startup=23
|advHit=-3
|active=9
|advBlock=-4
|recovery=3
|advHit=5
|advBlock=4
|description= quick hop into overhead<br>Deals meh damage compared to other overhead command normals and can't combo into anything
|description= quick hop into overhead<br>Deals meh damage compared to other overhead command normals and can't combo into anything
* bro, just use 6C
}}
}}
}}
}}
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|image=AB_Leon_6c.png
|image=AB_Leon_6c.png
|caption=The cooler Daniel
|caption=The cooler Daniel
|input=6c
|input=6C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=H
|guard=H
|cancel=special
|damage=20
|startup=17
|startup=11
|advHit=-3
|active=8
|advBlock=-4
|recovery=22
|advHit=-7
|advBlock=-8
|description= quick downward thrust<br>Deals great damage, has ''amazing'' range and can be used safely
|description= quick downward thrust<br>Deals great damage, has ''amazing'' range and can be used safely
* this whole bullet point is dedicated to mock 6B, useless
}}
}}
}}
}}


=== Universal mechanics ===
== Universal Mechanics ==
{{MoveData
{{MoveData
|name=Launcher
|name=Launcher
|image=AB_Leon_AB.png
|image=AB_Leon_AB.png
|caption=
|input=Any 2 buttons on the ground
|input=any 2 buttons
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=M
|cancel=O
|damage=5
|startup=7
|startup=7
|advHit= Launches
|active=2
|advBlock= inconsistent
|recovery=11
|description=on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it<br>can be combo'd universally with A>B>C or A>B>Launcher combos.<br>most characters can add an air special or delay the launcher and do a ground special<br>if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state<br>a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.
|advHit=Launches
|advBlock=9
|description=on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it<br>can be combo'd universally with A>B>C or A>B>Launcher combos.<br>most characters can add an air special or delay the launcher and do a ground special<br>if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
}}
}}
}}
}}
{{MoveData
{{MoveData
|name=Air launcher
|name=Air Launcher
|image=AB_Leon_AB.png
|image=AB_Leon_AB.png
|caption=
|caption=
|input=any 2 buttons
|input=Any 2 buttons in the air
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard=M
|guard=H
|cancel=O
|damage=5
|startup= 7
|startup=7
|advHit= Launches
|active=4
|advBlock=inconsistent
|recovery=9
|description= No difference from the ground version, but some characters have air launchers with slightly less recovery frames
|advHit=Launches
|advBlock=N/A
|description=More active than the grounded version. Must be blocked standing.
}}
}}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|name=Guard break
|name=Guard Break
|image=AB_Leon_GB.png
|image=AB_Leon_GB.png
|caption=
|input=22C
|input=22C
|data=
|data=
{{AttackData-AB
{{AttackData-AB
|guard= don't
|guard=U
|cancel=O
|damage=1, 1 (2)
|startup= 6
|startup=5
|advHit= Stun
|active=4
|advBlock=O
|recovery=33
|description=This replaces grab, a quick attack that stuns blocking opponents.<br>common followups are combos, launchers, knockdowns and some supers<br>countered by not blocking, jumping or attacking back
|advHit=23
|advBlock=N/A
|description=A quick, unblockable point blank attack that stuns grounded opponents. Throw function.
}}
}}
}}
}}
== Special moves ==
== Special Moves ==
{{MoveData
{{MoveData
|name= Storm ride - スピリットパーム
|name= Storm Ride<br>スピリットパーム
|image=AB_Leon_236.gif
|image=AB_Leon_236.gif
|image2=AB_Leon_236_range.png
|image2=AB_Leon_236_range.png
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|advHit=Knocks down
|advHit=Knocks down
|advBlock=4 / 3 / 2
|advBlock=4 / 3 / 2
|description=Leon does a frontflip then does a cross slash<br>Button determines Flip length and properties
|description=Leon performs a frontflip, then a cross slash<br>Button determines flip length and properties.


* A : slightly longer reach than 5C, leaves them standing. is -3 on hit, rarely used
* A : slightly longer reach than 5C, leaves them standing. is -3 on hit, rarely used
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<br>
<br>
{{MoveData
{{MoveData
|name= Jolt slice - 炎のチー・ナックル
|name= Jolt Slice<br>炎のチー・ナックル
|image=AB_Leon_46a.png
|image=AB_Leon_46a.png
|image2=AB_Leon_46b.png
|image2=AB_Leon_46b.png
Line 357: Line 377:
}}
}}


== Boost mode (22+ABC) ==
== Boost Mode (22ABC) ==
'''Lighting Fast:'''
'''Lighting Fast:'''



Revision as of 17:01, 15 September 2023

Leon is a swordsman with the power to imbue electricity into the twin blades he wields.

An arrogant and narcissistic knight who comes from the same noble yet reclusive kingdom as Lightning, Leon is ordered by his king to investigate the mystery of the lost continent.

Leon plays similarly to Lightning in Asura Blade: Sword of Dynasty and is a defensive charge character with long reaching normals. He alternates between his shortsword for quick up-close attacks and his longsword at range, combining their use for his most iconic moves.

Overview

AB Leon Pose.png
Leon is a charge character with solid range and disjoint.
Pros Cons
  • Strong reactive guard cancel options
  • Potent all-around offense
  • Normals have great range and disjoint
  • Large meter gauge allows him to escape juggles often
  • Height makes getting in a struggle
  • Committal ground game
  • Especially vulnerable to air-to-ground blockstrings due to charge inputs
  • Poor ability to convert hits past close range
  • Tall hurtbox enables character-specific mixups
  • Fairly low damage
  • Subpar low-hitting options for offense
  • Situational uses for meter
  • Very niche boost mode


AB Name Leon.png
AB Leon.png
Play Style Charge
Dash Type Run
Backdash Type Airborne
Defense Modifier 1.0625
Air Options None
Meter Gauge 80

Movelist

Normals

Standing Normals

5A
AB Leon 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 5 6 3 M -A-, -B-, -C-, -SP-, -UM- 4 3

quick jab
can be used as an abare
deals low damage


5B
AB Leon 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 9 6 13 M C, SP, UM -2 -3

use this
fast and long kick
can be comboed into launcher if close enough for a big increase in damage
can be used to combo into his specials (if your hands are somehow fast enough)


5C
AB Leon 5c.png
AB Leon 5c2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
12, 14 (23) 7 4 (14) 8 31 M - -16 -17

Big defensive normal
laggy but damaging and big 2-hit attack
cannot cancel into specials nor launchers, but causes a lot of pushback
difficult ,if not impossible to punish on block for a few characters
often used to end combos, particularly air combos, sacrificing Okizeme for better damage
causes a HKD only when hitting both attacks on an aerial opponent that was already hit by a launcher, otherwise all other situations share the same properties

Crouching Normals

2A
AB Leon 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 5 4 5 L -A-, -B-, -C-, -SP-, -UM- 4 3

5A but low


2B
AB Leon 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 7 4 19 M C, SP, UM -6 -7

quick upward slash
most commonly used to hit-confirm into 2C


2C
AB Leon 2c.png
AB Leon 2c2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16, 8 (22) 9 6 (4) 2 11 M, L - 0, knocks down -1, 9

Low double thrust and sweep to destroy the feet
can catch a lot of off guard opponents
deals very big damage
it's possible for the second attack to whiff while the first one hits if done far enough, keep this in mind

Air Normals

j.A
AB Leon j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
8 3 26 6 H -A-, -B-, -C-, -SP-, -UM- N/A N/A

Leon slashes his short-sword upward
fast but short combo starter
surprisingly a great normal for keeping up juggles

  • needs further testing, but it appears this attack has 2 hitboxes, one at the start of tha attack and one when the short-sword is above his head. only one of these attacks can hit


j8.B
AB Leon 8.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 5 10 19 H C, UM N/A N/A

Leon thrusts his sword
outshined by j7/9.B but is great for situations where you need a neutral jump to continue a combo


j7/9.B
AB Leon 7.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 7 8 21 H C, UM N/A N/A

Same as j8.B but at a diagonal angle
amazing angle allows for crazy combo extentions and seemingly impossible confirms
go wild with this


j8.C
AB Leon 8.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
24 7 8 7 - - N/A N/A

a powerful slice
comes out fairly quickly and is great for finishing combos
Surprisngly, can be used in juggle combos, it seems this is the only j.C in the game that can be used in juggles without much difficulty


j7/9.C
AB Leon 7-9.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
24 15 6 N/A H - N/A N/A

Leon pulls out the pac-man hitbox
comes out fairly quickly and is great for finishing combos, can be used for juggles but with more difficulty and without much reward

= Command Normals

6B
AB Leon 6b.png
Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
16 23 9 3 H - 5 4

quick hop into overhead
Deals meh damage compared to other overhead command normals and can't combo into anything


6C
AB Leon 6c.png
The cooler Daniel
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
20 11 8 22 H - -7 -8

quick downward thrust
Deals great damage, has amazing range and can be used safely

Universal Mechanics

Launcher
Any 2 buttons on the ground
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 7 2 11 M - Launches 9

on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state

Air Launcher
Any 2 buttons in the air
AB Leon AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 7 4 9 H - Launches N/A

More active than the grounded version. Must be blocked standing.


Guard Break
22C
AB Leon GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
1, 1 (2) 5 4 33 U - 23 N/A

A quick, unblockable point blank attack that stuns grounded opponents. Throw function.

Special Moves

Storm Ride
スピリットパーム

236A/B/C
AB Leon 236.gif
A/B/C version
AB Leon 236 range.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 24 / 26 / 28 - - M O Knocks down 4 / 3 / 2

Leon performs a frontflip, then a cross slash
Button determines flip length and properties.

  • A : slightly longer reach than 5C, leaves them standing. is -3 on hit, rarely used
  • B : midscreen, causes a HKD. is plus enough on hit to allow you to set up some okizeme but not enough to cross them up
  • C : more than fullscreen, causes a launching KD but can't hit them afterward. situational but can beat some supers, spam or can just catch unaware opponents
  • EX : two quick attacks with the second acting like a launcher, you can actually combo after this launcher but it's impossible to use this on an aerial opponent


Jolt Slice
炎のチー・ナックル

[4]6 A/B/C
AB Leon 46a.png
A version
AB Leon 46b.png
B version
AB Leon 46c.png
C version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Leon does a wide and fast horizontal slash
Button determines startup, range and damage. but the range difference is barely noiceable
EX version does a much faster slash wth more damage
we can't test if you can combo after this due to the amount of pushback there is, so for now you can't

  • you can charge a direction while jumping in the air, allowing you to use this while advancing forward


Moon Blade - ムーンブレード
[2]8 A/B/C
AB Leon 28.gif
i didn't mess up the gif, move's just funky like that
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - M O Knocks down -

Leon backflips and does a cross slash, spinning around and effectively covering half the screen in his hitboxes
For a flash kick, doesn't have as much control over the pace of the game as you would think but the hitbox is pretty far from the hurtbox so it's pretty safe
deals great damage and can end air combos if you buffer it early enough
button determines startup and damage
EX version has double the backflips for double the style (and combo extentions)

  • you can charge a direction while jumping in the air, allowing you to use this while advancing forward

Supers

Thor's rod - 女神の拳のバラード
236-236A/B/C
AB Leon 236236a.gif
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 62(53+9) - - M O Knocks down inconsistent

Leon fills everything in a 5 mile radius with a hitbox. If he hits (not blocked) it deals enormous damage and causes a HKD.
has quite a long startup for his bnb combos but can be comboed into if you either

  • 1) have a great position
  • 2) just use a launcher (causes a lot of scaling)
  • 3) know how to juggle

Boost Mode (22ABC)

Lighting Fast:

Leon becomes twice as fast and jumps higher.

Color Palettes


AB Palettes Leon.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke