Difference between revisions of "XV Broken/Antonov"
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[[File:KOFXV Antonov Profile.png | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Antonov Profile.png|thumb|Skipping town after facing multiple expensive lawsuits, this Russian, ex-millionaire, and self-proclaimed "first champion of KOF" gets a new lease on life after starting up a professional wrestling team.</br>He uses his massive fists to beat down his opponents and joins Ramón and King of Dinosaurs with the ultimate goal to reclaim his rightful title as the first champion of KOF.]]<section end="image"/> | |||
{{TOClimit|3}} | |||
Skipping town after facing multiple expensive lawsuits, this Russian, ex-millionaire, and self-proclaimed | |||
==Gameplay Overview== | |||
The former (self-proclaimed) King of Fighters and the previous host of the KoF tournament, Antonov is a big body bruiser who is, almost literally, built different. Antonov is all about using his massive body to put the fear of God into the opponent, whether it be through using his long range, command-cancellable st.B and his Whale Stream (214P) to create oppressive frametraps, mixing up with his Gigantic Back Press (624D) command grab, or just being a general threat with his standing heavy normals that launch the opponent. Antonov has even more reason to be feared once he has his hands on a bar or two of meter, because that's where he ''really'' gets his party started with his extremely damaging metered combos and hard knockdowns. Antonov can and will obliterate anyone once he finds an opening... even if he has a very, very hard time finding one. | |||
Although he may be big, and his damage output even bigger, Antonov has little to no light conversions, no sweep, and a rather sluggish moveset, so if the opponent gets the jump on Antonov, it's all over for him, especially since having a huge frame makes him an easy target. If you don't care about a very poor light combo game and just want to absolute whale on the opponent and laugh when they lose 50% or higher from you making the smallest of reads, then Antonov may very well be the character for you. | |||
{{StrengthsAndWeaknesses | |||
| intro = '''''{{SUBPAGENAME}} is an oppressive big body character who pushes you back with huge pokes before capitalizing on your approach with massive damage.''''' | |||
| pros= | |||
* '''Built for Anchor''': Antonov excels in making a big comeback. His basic confirms deal absurd amounts of damage, while his efficient meter burn combos can devastate your opponents. A basic 0.5 bar combo can deal upwards of 40% with a jumpin starter, while Quick Max confirms deal over 60% in a single combo. He can even chain his supers back to back without making one of them a Max Super, which lets him conserve a lot of bar when going for big damage combos. | |||
* '''Beeg Arms''': Antonov is huge, and thus has huge muscles. His arms and general body size make him a real threat in neutral, where his surprisingly fast pokes can slap an approaching opponent back. In addition, Antonov gets great reward off his pokes if he anti-airs with them, which can lead into powerful combos. | |||
* '''Beeg Pressure''': While Antonov is not the best at high/low mixups, he gets many safe frametraps he can mix with his dash grab. This combined with his huge size making him hard to jump over makes him a nightmare once he forces you into the corner. | |||
| cons= | |||
* '''Small Mix''': Antonov has limited low conversions, which makes his high/low mixup game pretty poor. He also has no sweep at all, which can make mounting pressure at a distance very difficult without a large commitment. | |||
* '''Slow Normals''': Some of Antonov's non-poke normals are very slow, which lead to big punishes on whiff. Antonov must be very considerate of his opponents and their approach- while his normals are very strong, if they're beaten he's in trouble. | |||
* '''Beeg Frame''': As a big body, Antonov is very easy to keep put in the corner. While he's much faster than most big body characters in fighting games, he also has many of their traditional weaknesses, like being combo food and having a poor roll. | |||
}} | |||
==Movelist== | ==Movelist== | ||
Line 47: | Line 60: | ||
'''Climax Super Special Moves''' | '''Climax Super Special Moves''' | ||
Kosmos Regression - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]] | Kosmos Regression - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]][[image:d.gif]] | ||
==Quick Combo Reference== | ==Quick Combo Reference== | ||
Line 58: | Line 71: | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Low confirm <br/> | |||
Empty jump <br/> | |||
Anywhere<br/> | |||
| | |||
2B > 2B > 2B = 85 dmg<br/> | |||
2B > 623C = 168 dmg<br/> | |||
Close 5C > 6A > 623C = 257 dmg<br/> | |||
|- | |||
| '''½ Meter''' | |||
| | |||
Low confirm<br/> | |||
| | | | ||
2B > 2B > 2B > 214AC = 212 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
Mid screen<br/> | |||
Corner<br/> | |||
| | | | ||
Close 5C > 6A > 624BD > 623AC > 623C = 440 dmg <br/> | |||
Close 5C > 6A > 623C > OTG 236236K > 5C > 2B = 416 dmg<br/> | |||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
Low confirm (1st position)<br/> | |||
Low confirm (2nd or 3rd)<br/> | |||
Anywhere<br/> | |||
Corner<br/> | |||
| | | | ||
2B > 2B > MAX > Close 5C > 6A > 624B > 236236K > 5D = 348 dmg <br/> | |||
2B > 2B > MAX > Close 5C > 6A > 214A > 236236K > 236236P = 420 dmg <br/> | |||
Close 5C > 6A > 214A> 236236AC = 504 dmg<br/> | |||
Close 5C > 6A > 214A> 236236K > 5C > 236236P = 540 dmg<br/> | |||
|- | |||
| '''3 Meters''' | |||
| | |||
Anywhere<br/> | |||
Corner<br/> | |||
Anti-air<br/> | |||
| | |||
Close 5C > 6A > 214A> 236236P > 236236BD > 5D = 678 dmg<br/> | |||
Close 5C > 6A > 214A> 236236P > 236236BD > 5C > 623C = 793 dmg<br/> | |||
5D > MAX > 214C > 236236P > 236236BD > 5C > 623C = 730 dmg<br/> | |||
|- | |- | ||
|} | |} | ||
==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
====Far A==== | ====Far A==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_fa | |||
|description= | |||
* Basic anti-air. | |||
Antonov is tall enough to anti-air both jumps and hops with his jab. | |||
}} | }} | ||
====Far B==== | ====Far B==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_fb | |||
|description= | |||
* Long, fast, and cancelable. | |||
Great poke. Needs meter to combo anything other than 623P, so it's mostly used for frametrap/grab mixups. | |||
}} | }} | ||
====Far C==== | ====Far C==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_fc | |||
|description= | |||
* Puts opponents into a juggleable state. | |||
* Duckable. | |||
Massive high poke. Allows for Super / Max Mode combos even if it hits airborne opponents. | |||
* | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_fd | |||
|description= | |||
* Puts opponents into a juggleable state. | |||
* Duckable. | |||
An even bigger version of 5C, but only converts into Max Mode. Can whiff punish slower pokes (like Iori's 5D) but is terribly vulnerable on startup. | |||
* | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
====Close A==== | ====Close A==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_cla | |||
|description= | |||
* Almost impossible to use due to its miniscule activation range. | |||
}} | }} | ||
====Close B==== | ====Close B==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_clb | |||
|description= | |||
* Useful for some quick run up punishers (5B > 623C) where you don't want to risk going for the 5C. | |||
}} | }} | ||
====Close C==== | ====Close C==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_clc | |||
|description= | |||
* Main combo starter. Fast and reliable. | |||
}} | }} | ||
====Close D==== | ====Close D==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_cld | |||
|description= | |||
* Slow and high: Hardly connects after jump-ins. The easiest way to land this after a jump-in is to perform a deep j.C. | |||
* Has two target combos: close 5D,D and 5D,C. | |||
* | |||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====Crouch A==== | ====Crouch A==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_2a | |||
|description= | |||
* Antonov's fastest normal. | |||
An easier alternative to his 2B confirms. The startup and hitbox size make this a great tool for stuffing hops, and attempts at punishing blocked attacks, allowing Antonov to deny opponents their turn and continue the pressure. | |||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_2b | |||
|description= | |||
* Antonov's only low normal. | |||
Meterless he has to contend with a string of 2Bs into a frametrap / 624D mixup, or a hard read on a 623P cancel. With meter he can combo into 214AC for 193 damage and a hard knockdown. Max Mode is what makes it really threatening. | |||
}} | |||
}} | |||
====Crouch C==== | ====Crouch C==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_2c | |||
|description= | |||
* Cancelable heavy that isn't range dependent. | |||
}} | |||
====Crouch D==== | ====Crouch D==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_2d | |||
|description= | |||
* Two hit overhead attack. | |||
* Knocks down and sets up a hop D safejump. | |||
The 1st hit can be canceled into Max Mode for big combos, or you can confirm the 2nd hit into the 236236K launch super for less damage. | |||
* | |||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
====Jump A==== | ====Jump A==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_ha,antonov_ja | |||
| | |name=jump A | ||
|name= | |input=j.A | ||
| | |description2=* Doesn't hit standing opponents (barely hits hopping opponents). | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=antonov_hb,antonov_jb | ||
| | |name=jump B | ||
| | |input=j.B | ||
| | |description2=* Barely hits standing opponents, but is a solid go-to for a quick air-to-air. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=antonov_hc,antonov_jc | ||
| | |name=jump C | ||
| | |input=j.C | ||
| | |description2= | ||
* Main jump-in. Gets you the closest to the opponent. | |||
* Cancelable into 236P Bering Wave and its feint. | |||
* Reliably crosses up on big bodied characters. | |||
Bering Wave cancels from jump-ins are unfortunately both interruptable and unsafe, and doesn't really reward you with anything (other than making the opponent keep more things in mind). If you somehow manage to air-to-air with it they will land on a meaty Bering Wave leaving you very plus. | |||
* | |||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=antonov_hd,antonov_jd | |||
| | |name=jump D | ||
|name= | |input=j.D | ||
| | |description2= | ||
* Solid air poke that nets you 2B combos at tip range. | |||
}} | }} | ||
===Blowback=== | |||
====Blowback==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_cd | |||
|description= | |||
* Has upper body autoguard. | |||
Mid screen conversions are limited to roll into 236236K launcher or simply running up and applying a meaty Bering Wave. | |||
}} | |||
=== | ====ShatterStrike==== | ||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_236cd | |||
|description= | |||
*Placeholder | |||
* | |||
}} | }} | ||
====jump CD==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_hcd,antonov_jcd | |||
|name=jump CD | |||
|input=j.CD | |||
|description2= | |||
* Sweeping motion. Covers the area above j.D. | |||
* Duckable (except by tall characters). | |||
* Cancels into j.236P, but due to height restriction the A version almost never cancels from hop CD. It does however work as a frametrap from jump CD, making it and the feint more viable. | |||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_rush1,antonov_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
{{ | |description2=* Meterless "214A" ender is -6 on block, but the pushback makes it hard to punish. | ||
* Lv 1&2 enders are the launching super, allowing for continued combo after. | |||
}} | }} | ||
==Throws== | ==Throws== | ||
===President Lift=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_cthrow | |||
|name=President Lift | |||
|input=(close) 4/6C | |||
|description=* Hard knockdown into a hyper hop safejump. | |||
}} | |||
===President Toss=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_dthrow | |||
|name=President Toss | |||
|input=(close) 4/6D | |||
|description=* Placeholder | |||
}} | }} | ||
==Command Moves== | ==Command Moves== | ||
{{ | ===President Binta=== | ||
{{FrameDataCargo-KOFXV | |||
| | |moveId=antonov_6a | ||
|name=President Binta | |name=President Binta | ||
|input=6A | |input=6A | ||
| | |description= | ||
* String extender and part of his frametrap game. | |||
* Unsafe if not canceled. | |||
* Forces stand, allowing 623P combos. | |||
* | |||
* | |||
}} | }} | ||
===Target Combo 1=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_dc | |||
|name=Target Combo 1 | |||
|input=DC | |||
|description= | |||
* Does a combined 240 guard damage making it great for applying pressure. | |||
* j.C, short run, 5D,C > 6A > 214P depletes more than half the guard gauge, but the the 6A might best be left out for consistency, it also kills the comboability. | |||
* Very delayable. | |||
* | |||
* | |||
}} | }} | ||
===Target Combo 2=== | |||
{{FrameDataCargo-KOFXV | |||
{{ | |moveId=antonov_dd | ||
| | |||
|name=Target Combo 2 | |name=Target Combo 2 | ||
|input= | |input=DD | ||
| | |description= | ||
* Does more damage than 5D,C but is duckable. | |||
* Preferred combo starter for punishing DPs etc, when you don't have time for a jump attack. | |||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
===Whale Stream=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_214a,antonov_214c,antonov_214ac | |||
|name=Whale Stream | |||
|input=214A/C/AC | |||
|description3= | |||
'''A version:''' Poke / anti-air / frametrap tool. Whenever it hits just cancel into super and start dumping all the meter you have on them. Key move. Whiff canceled from a CD gives it the same range as the C version. | |||
---- | |||
'''C version:''' Much slower but with autoguard during its wind-up. Can be utilized to blow up C projectiles. Causes hard knockdown which can be followed up by the 236236K super in the corner. Too slow to connect from anything he has except his target combo command normals. | |||
---- | |||
'''EX version:''' Has the speed and the autoguard, but not the safety. Used in 2B combos, and leads to a 236236K launch super in the corner. | |||
}} | }} | ||
===Vertical Macho=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_623a,antonov_623c,antonov_623ac | |||
|name=Vertical Macho | |||
|input=623A/C/AC | |||
|description3= | |||
'''A/C version:''' No invulnerability. Causes hard knockdown. Can be canceled into Bering Wave / feint just before the 2nd hit comes out (even on whiff). Terrible for anti-airing. C version doesn't hit crouchers. | |||
---- | |||
'''EX version:''' Full invulnerability & wall bounces for damaging follow-ups. Can be canceled into EX Bering Wave (costs another 50% meter) to avoid the wall bounce and go other combo routes. | |||
}} | }} | ||
===Gigantic Back=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_63214b,antonov_63214bd | |||
|name=Gigantic Back | |||
|input=63214B/BD | |||
|description2= | |||
'''B version:''' Combo extender for 236236K > 5D combo routes. Looks identical to the 624D grab move and can be used to catch people jumping away from it on reaction, but it's a big risk for something that barely is reactable anyway (as long as you layer your mixups properly). | |||
---- | |||
'''EX version:''' Combo extender that causes a crumple stun. | |||
}} | }} | ||
===Gigantic Back Press=== | |||
{{FrameDataCargo-KOFXV | |||
{{ | |moveId=antonov_63214d | ||
| | |||
|name=Gigantic Back Press | |name=Gigantic Back Press | ||
|input=63214D | |input=63214D | ||
| | |description= | ||
* Antonov dashes in and grabs. | |||
* Key part in mixing up his frametrap strings. | |||
Apart from catching passive opponents, it catches people trying to roll through his slower attacks. | |||
* | |||
}} | }} | ||
===Bering Wave=== | |||
{{FrameDataCargo-KOFXV | |||
{{ | |moveId=antonov_j236a,antonov_j236c,antonov_j236ac | ||
| | |||
|name=Bering Wave | |name=Bering Wave | ||
|input=j.236A/C | |input=j.236A/C/AC | ||
| | |description3= | ||
'''A version:''' Sends out a shockwave that gives big frame advantage if it's set up to be blocked late (ie. after knockdowns and air resets). Has an annoying height limit that the other versions doesn't have. Despite looks it doesn't hit behind Antonov. | |||
---- | |||
'''C version:''' Feint. Can be performed much lower than the A version, but then it's not much of a feint. | |||
---- | |||
'''EX version:''' The shockwave quickly goes 3/4 of the screen and clears any projectiles (even high ones like Robert's). Counts as a low attack yet can't be backdashed over. Can be performed very low to the ground. Still does not hit behind Antonov. | |||
}} | }} | ||
==Super Special Moves== | ==Super Special Moves== | ||
===Tunguska Bomber=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_236236a,antonov_236236c,antonov_236236ac | |||
|name=Tunguska Bomber | |||
|input=236236A/C/AC | |||
|description3=* Invincible startup. | |||
* A has a steep angle while C goes further. | |||
* Tends to whiff vs crouching opponents. | |||
* | |||
* | |||
}} | }} | ||
===Kamchatka Collapse=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_236236b,antonov_236236d,antonov_236236bd | |||
|name=Kamchatka Collapse | |||
|input=236236B/D/BD | |||
|description3=* Launching kick. | |||
* Can pick opponents up Off-The-Ground for combo extenders after his many hard knockdowns. | |||
* | |||
}} | }} | ||
==Climax Super Special Moves== | |||
===Kosmos Regression=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=antonov_2141236cd | |||
|name=Kosmos Regression | |||
|input=2141236CD | |||
|description=* Travels 3/4 of the screen, and is invincible for the first half of it. | |||
}} | }} | ||
==Misc== | ==Misc== | ||
Line 904: | Line 422: | ||
{{#ev:youtube|C8qPFEX2Cgs|||'''Antonov Reveal Trailer'''|frame}} | {{#ev:youtube|C8qPFEX2Cgs|||'''Antonov Reveal Trailer'''|frame}} | ||
{{CharNavbox_XV}} | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] | ||
[[Category:Antonov]] | [[Category:Antonov]] |
Revision as of 23:37, 10 December 2022
Gameplay Overview
The former (self-proclaimed) King of Fighters and the previous host of the KoF tournament, Antonov is a big body bruiser who is, almost literally, built different. Antonov is all about using his massive body to put the fear of God into the opponent, whether it be through using his long range, command-cancellable st.B and his Whale Stream (214P) to create oppressive frametraps, mixing up with his Gigantic Back Press (624D) command grab, or just being a general threat with his standing heavy normals that launch the opponent. Antonov has even more reason to be feared once he has his hands on a bar or two of meter, because that's where he really gets his party started with his extremely damaging metered combos and hard knockdowns. Antonov can and will obliterate anyone once he finds an opening... even if he has a very, very hard time finding one.
Although he may be big, and his damage output even bigger, Antonov has little to no light conversions, no sweep, and a rather sluggish moveset, so if the opponent gets the jump on Antonov, it's all over for him, especially since having a huge frame makes him an easy target. If you don't care about a very poor light combo game and just want to absolute whale on the opponent and laugh when they lose 50% or higher from you making the smallest of reads, then Antonov may very well be the character for you.
Antonov is an oppressive big body character who pushes you back with huge pokes before capitalizing on your approach with massive damage. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
Bering Wave - + / (*) (Midair Only)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low confirm |
2B > 2B > 2B = 85 dmg |
½ Meter |
Low confirm |
2B > 2B > 2B > 214AC = 212 dmg |
1 Meter |
Mid screen |
Close 5C > 6A > 624BD > 623AC > 623C = 440 dmg |
2 Meters |
Low confirm (1st position) |
2B > 2B > MAX > Close 5C > 6A > 624B > 236236K > 5D = 348 dmg |
3 Meters |
Anywhere |
Close 5C > 6A > 214A> 236236P > 236236BD > 5D = 678 dmg |
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
---|
Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
President Lift
President Lift
(close) 4/6C
(close) 4/6C |
---|
President Toss
President Toss
(close) 4/6D
(close) 4/6D |
---|
Command Moves
President Binta
President Binta
6A
6A |
---|
Target Combo 1
Target Combo 1
DC
DC |
---|
Target Combo 2
Target Combo 2
DD
DD |
---|
Special Moves
Whale Stream
Whale Stream
214A/C/AC
214A/C/AC |
---|
Vertical Macho
Vertical Macho
623A/C/AC
623A/C/AC |
---|
Gigantic Back
Gigantic Back
63214B/BD
63214B/BD |
---|
Gigantic Back Press
Gigantic Back Press
63214D
63214D |
---|
Bering Wave
Bering Wave
j.236A/C/AC
j.236A/C/AC |
---|
Super Special Moves
Tunguska Bomber
Tunguska Bomber
236236A/C/AC
236236A/C/AC |
---|
Kamchatka Collapse
Kamchatka Collapse
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Kosmos Regression
Kosmos Regression
2141236CD
2141236CD |
---|