Pokemon: Close Combat/MLopunny

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PKMNCC MLopunny Stats.png
PKMNCC MLopunny Portrait.png
Archetype: Mixup, Snowball
Health: 37
Endurance: 13
Walk Speed: 4.1/-2.95 (7.3 Running)
Prejump Frames: 5
Fastest Attack: 5A (7f)

That Rabbit's got a Vicious Streak a Mile Wide!

Introduction

Our puzzle champion finally arrives! Lopunny is fast, has upgradable attacks that lead to a massive finishing blow, and is the size of an average human mother. If you like overwhelming your opponents with an ever present smile, Lopunny might be the character for you.

Lopunny uses a unique resource system known as Star Power. Upon successfully landing a Special or Hyper, Lopunny is granted the corresponding Star, and the move is upgraded, gaining new properties. For example, Dizzy Whip gains the ability to Dizzy the opponent on counterhit. Lopunny generally spends the first round collecting the red, yellow, blue and purple stars before running the opponent over with the combos they enable. Once the final round is drawing to a close, Lopunny can then spend all these stars on the extremely powerful (and flashy) Last Resort!

When it's not worrying about its star collection, MLop enjoys rushing the opponent down with its blisteringly fast run, Bunny Hop, and even certain specials like Nova Kick and Lightning Blitz. Once it's got you knocked down, it can enforce 3-way mix with Bunny Hop's extremely plus-on-hit follow-ups and convert into its signature high-voltage juggles! It's also blessed with its whip moves, giving it a safe blockstring ender with devastating counter hit reward and even a command grab, leading to formidable corner pressure.

Sound up your alley? Then hop to it!

Playstyle
PKMNCC MLopunny NavBoxIcon.png Mega Lopunny is a mixup character who upgrades her moves with Star Power, then utilizes those moves for an oppressive advantage state.
Pick if you like Avoid if you dislike
  • Mega Mixup: Lopunny has impressive mix that can lead into full combos once its resources are built up.
  • Hare Trigger: Lopunny is exceptionally speedy, and can even carry over the momentum from her dash into an attack.
  • Resourceful Rabbit: A unique resource system in Star Power gives Lopunny high snowball potential, dealing large damage with its star combos.
  • Full-Force Fireworks: Lopunny has the ability to spend its accumulated stars on its otherwise free super, closing out the final round in the blink of an eye.
  • Mandatory Upgrades: Lopunny requires you to spend time building your stars up to gain access to your best combos, meaning it starts out on the weak side.
  • Mediocre Range: Lopunny has unimpressively sized ground normals and a projectile that decreases in range dramatically on hit; it lives and dies by its mobility.

Normals

5A
PKMNCC A.png
PKMNCC MLopunny 5A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 5AA - -
Startup Active Recovery Advantage Cost Unique
7 4 12 +0 [+1] - -
Total: 22

Lopunny jabs out with a speedy punch.

  • Lopunny's fastest move
  • Great combo starter/extender
Toggle Hitboxes
Toggle Hitboxes
5AA
PKMNCC A.pngPKMNCC A.png
PKMNCC MLopunny 5AA.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 5AAA, Special - -
Startup Active Recovery Advantage Cost Unique
9 4 17 +2 [-4] - -
Total: 30

Lopunny commits to a follow-up strike.

  • Confirms into 5AAA for reliable midscreen juggles, or 6B for high-damage corner combos
  • Key pressure tool due to special cancel, frametraps using 5B
Toggle Hitboxes
Toggle Hitboxes
5AAA
PKMNCC A.pngPKMNCC A.pngPKMNCC A.png
PKMNCC MLopunny 5AAA.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid Special - Knockdown
Startup Active Recovery Advantage Cost Unique
15 10 35 +53 [-20] - -
Total: 59

Lopunny finishes the combo with a devastating upward kick.

  • Starts juggles, more consistent than 6B midscreen
  • Leaves a parry gap after blocked 5AA, but beats all standard attacks
  • Unsafe on block unlike 5A/5AA
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC MLopunny 4A.png
Damage Endurance Damage Guard Cancel Invul Property
3/2 1 Mid C-Cancel - Knockdown
Startup Active Recovery Advantage Cost Unique
9 17 26 +55 [-4] - -
Total: 51

Lopunny swings both arms upward in a short hop forward.

  • Lopunny's best anti-air option
  • Juggles into 6A on C-Cancel or high anti-air hits
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC MLopunny 6A.png
Damage Endurance Damage Guard Cancel Invul Property
3/1 1 Mid Special, C-Cancel - -
Startup Active Recovery Advantage Cost Unique
13 6 21 +3 [-3] - -
Total: 39

Lopunny throws out a roundhouse kick.

  • Does less damage on air hit or when the opponent is frozen
  • Best general poke, combos into 5B or 6B
  • Combos into Bunny Hop j5A on air hit, important juggle tool
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC MLopunny 2A.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Low Special - -
Startup Active Recovery Advantage Cost Unique
10 7 11 +2 [-5] - -
Total: 27

Lopunny swipes a foot forward in an advancing strike.

  • Great low poke that can lead into combos
  • Most damaging combo filler after Bunny Stomp
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC MLopunny 3A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Low - - Sweep
Startup Active Recovery Advantage Cost Unique
14 17 22 +49 [-21] - -
Total: 52

Lopunny puts her whole body into a sweeping kick.

  • Carries momentum with Lopunny's run, -5 at ideal spacing
  • Standard sweep, combos out of jump-ins but not Bunny Stomp
  • Risky option in neutral, surprising the opponent with a low
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC MLopunny j5A.png
Damage Endurance Damage Guard Cancel Invul Property
2 PKMNCC J.png: 1
PKMNCC Hopping.png: 0
High jB - -
Startup Active Recovery Advantage Cost Unique
11 28 6 PKMNCC J.png: +20 [+17]
PKMNCC Hopping.png: +20 [+10]
- -
Total: 44

Lopunny claims air superiority with a martial stance.

  • Standard jump-in, can cross up & has a solid air-to-air hitbox
  • Main high option out of Bunny Hop, starts combos but has less blockstun than the standard version
Toggle Hitboxes
Toggle Hitboxes


j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC MLopunny j2A.png
Damage Endurance Damage Guard Cancel Invul Property
2 2 High jB - -
Startup Active Recovery Advantage Cost Unique
11 57 -8 [-10] - -
Total: 0

Lopunny kicks downwards, bouncing off either the ground or the enemy’s head.

  • Can be used to safely confirm Bunny Stomp or Nova Kick after a Bunny Hop
  • Locks you out of j5A, but not Bunny Stomp
  • Generally safe on block due to its horizontal drift
  • Not recommended for air combos/air-to-airs, as it knocks down instead of comboing
Toggle Hitboxes
Toggle Hitboxes

Specials

Dizzy Whip
5B
PKMNCC B.png
PKMNCC MLopunny 5B.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid 426B, C-Cancel - Dizzy
Startup Active Recovery Advantage Cost Unique
16 8 37 +6 [-6] - -
Total: 60

Lopunny spins her ears in a mind-boggling whip forward.

  • Fills the Orange Star (PKMNCC OrangeStar.png) on hit
  • Safe blockstring/combo ender
  • Can frametrap 5AA on delayed cancel, leading to high reward with PKMNCC OrangeStar.png
  • Combos into Bunny Stomp on C-Cancel for a high-damage metered loop
Toggle Hitboxes
Toggle Hitboxes


Starfall
4B
PKMNCC4.pngPKMNCC B.png
PKMNCC MLopunny 4B.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid C-Cancel - -
Startup Active Recovery Advantage Cost Unique
19 - 51 +8 [-11] - -
Total: 63

Lopunny calls upon the very stars to strike at her opponent.

  • Fills the Purple Star (PKMNCC PurpleStar.png) on hit
  • When PKMNCC PurpleStar.png: Reverses direction of projectile, sending toward Lopunny
  • Lopunny's only projectile
  • Combo starter/extender, though it's quite inefficient for both damage scaling and the juggle counter
  • Can lead into strike/throw resets with PKMNCC PurpleStar.png
  • Important for extending Hare Whip combos
Toggle Hitboxes
Toggle Hitboxes


Lightning Blitz
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC MLopunny 6B.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Mid C-Cancel Projectile Invul Knockdown, Launch
Startup Active Recovery Advantage Cost Unique
11 8 30 +55 [-13]
When PKMNCC YellowStar.png: +81 [-13]
- -
Total: 48

Lopunny dashes forward faster than the eye can follow.

  • Fills the Yellow Star (PKMNCC YellowStar.png) on hit
  • Lopunny's primary juggle starter with PKMNCC YellowStar.png
  • Forward movement picks up some combos that other specials can't, such as after Hare Whip
  • Midscreen follow-ups are inconsistent due to the move's side switch
  • Can stop the opponent's backroll if hit close enough
Toggle Hitboxes
Toggle Hitboxes


Bunny Hop
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC MLopunny 2B.png
Cancel Invul Startup Recovery Cost Unique
- - 17 - - -
Total: 16

Lopunny hops forward aggressively.

  • Leads to 3-way mix with Bunny Stomp and j5A, making it a great oki option
  • Can be steered in midair by pressing left or right
  • Good gap-closer, with follow-ups to affect Lop's air momentum in various ways
Bunny Stomp
2B2B
PKMNCC2.pngPKMNCC B.png PKMNCC Hopping.png
PKMNCC MLopunny 2BB.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 Low - - -
Startup Active Recovery Advantage Cost Unique
11 10 34 +49 [-12]
When PKMNCC BlueStar.png: +26 [-12]
- -
Total: 54

Lopunny descends from her leap to strike the earth.

  • Fills the Blue Star (PKMNCC BlueStar.png) on hit
  • When PKMNCC BlueStar.png: Freezes the opponent
  • High risk, high reward combo starter with PKMNCC BlueStar.png
  • Whiffs on air opponents
  • Halts MLop's forward momentum, allowing for left/right mix
Toggle Hitboxes
Toggle Hitboxes


Nova Kick
jB
PKMNCC B.png PKMNCC J.png
PKMNCC MLopunny jB.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
20 20 12 +80 [+5] - -
Total: 51

Lopunny kicks through the air in an arc beneath her.

  • Fills the Red Star (PKMNCC RedStar.png) on hit
  • When PKMNCC RedStar.png: No longer knocks down
  • Shifts Lopunny's momentum forward in the air, creating a threatening mixup from back & neutral jumps
  • Very plus on hit with PKMNCC RedStar.png, starting combos that j5A can't on its own
  • Extends pressure after a blocked Bunny Hop j5A, but leaves a parry gap & is minus at some heights
  • Can be juggled out of during air combos, though its launch height is reduced with PKMNCC RedStar.png
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Cheer Geyser
623B
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC MLopunny 623B.png
Damage Endurance Damage Guard Cancel Invul Property
6 1 Mid C-Cancel Full (1-23) -
Startup Active Recovery Advantage Cost Unique
13 24 40 +70 [-24] 1 -
Total: 76

Lopunny unleashes a vertical burst of energy.

  • Fills the Green Star (PKMNCC GreenStar.png) on hit
  • When PKMNCC GreenStar.png: Heals Lopunny for 6 health
  • MLop's only reversal, swings momentum heavily with PKMNCC GreenStar.png
  • C-Cancellable launcher, good for extensions
  • Counterhit confirms into 7 star Last Resort for massive damage
Toggle Hitboxes
Toggle Hitboxes


Hare Whip
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC MLopunny 24B.png
Damage Endurance Damage Guard Cancel Invul Property
4 - Grab C-Cancel - Poison
Startup Active Recovery Advantage Cost Unique
12 5 59 +80 1 -
Total: 75

Lopunny throws the opponent into the air with a flick of her ears.

  • Fills the Indigo Star (PKMNCC IndigoStar.png) on hit
  • Standard command grab utility, good synergy with the threat of counterhit PKMNCC OrangeStar.png Dizzy Whip
  • Follow-ups are limited compared to Lopunny's other mix options, especially without PKMNCC PurpleStar.png
Toggle Hitboxes
Toggle Hitboxes

Super

Last Resort (0 Stars)
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC MLopunny 426B.png
Damage Endurance Damage Guard Cancel Invul Property
1 + 1 0 Mid - - -
Startup Active Recovery Advantage Cost Unique
11, 9 8, 8 63 -55 [-53] - -
Total: 98

Lopunny flails wildly at the opponent before falling flat on her face.

  • Joke move, causes a unique victory animation if it kills
  • Doesn't drain Lopunny's endurance
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC MLopunny 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - - - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Lopunny sweeps the opponents feet out from under them.

  • Very low pushback, throw loops in the corner


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC MLopunny 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - - - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Lopunny uses her legs to slam the opponent backward in a full-body takedown.

  • Running after the opponent gives a midscreen 6A meaty, even on backroll

Combos

Combo Theory

  • Lopunny's main combo-relevant stars are PKMNCC RedStar.pngPKMNCC OrangeStar.pngPKMNCC YellowStar.pngPKMNCC BlueStar.pngPKMNCC PurpleStar.png.
  • PKMNCC RedStar.png & PKMNCC BlueStar.png allow for better conversions off their respective moves, though PKMNCC RedStar.png makes some juggles impossible.
  • PKMNCC OrangeStar.png allows for basically any combo off of CH 5B.
  • PKMNCC YellowStar.png & PKMNCC PurpleStar.png open up new combo routes entirely.
  • Required stars are in parentheses next to the combo's title, while stars earned are below the combo.

You Got A Star! (Star-Building Combos)

Dizzy Star
6A x 5B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

PKMNCC OrangeStar.png


Starfall + Lightning Star
4B 6B

PKMNCC4.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC B.png

PKMNCC YellowStar.pngPKMNCC PurpleStar.png
Note: Can start with counterhit 6A.


Stomp Star
2B j2A x 2B

PKMNCC2.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

PKMNCC BlueStar.png


6A for Starfall + Lightning Star / Dizzy Star
4B x 6A x 5B/6B

PKMNCC4.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

OR

PKMNCC4.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

(PKMNCC OrangeStar.png/PKMNCC YellowStar.png)PKMNCC PurpleStar.png Note: If you are too far, your 6A may whiff, in which case 4B x 5B/6B still connects (5B whiffs without PKMNCC PurpleStar.png)


Nova Star
5AAA x 2B j5A x j5B

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

PKMNCC RedStar.png


Nova + Lightning Star Corner Combo
5AAA x 2B j5A x j5B x 5AAA x 6B

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

PKMNCC RedStar.pngPKMNCC YellowStar.png
Note: If you have PKMNCC RedStar.png, you must do 5AA instead of 5AAA.


Star Combos

S-Starfall into Sweep (PKMNCC PurpleStar.png)
4B 3A

PKMNCC4.pngPKMNCC B.png>> PKMNCC3.pngPKMNCC A.png

Note: Can be done starless depending on positioning


S-Nova into Sweep (PKMNCC RedStar.png)
2B x 5A x 5B x 3A

PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC3.pngPKMNCC A.png


S-Lightning to Nova Double Route (Close Version) (PKMNCC YellowStar.png)
5AA x 6B 5AA x 2B j5A x j5B

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

Note: Wait a little before using 5AA after the 6B.
It's possible that the far version still may work up close depending on the character, but this is far more consistent.


S-Lightning to Nova Double Route (Far Version) (PKMNCC YellowStar.png)
5AA x 6B 6A x 2B j5A x j5B

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

Note: Wait a little before using 6A after the 6B. It's possible that if you buffer the 6A, a 4A may come out instead, making the combo better since you can also 6A after it.
However, hoping for a 4A can be inconsistent since timing the combo around it makes drop if a buffered 6A (which can happen depending on specific spacing and character hurtboxes) comes out instead.
If you're unsure of this route working in the moment, you can also simply walk a little to close distance before using the previous route.


S-Stomp into Nova (PKMNCC BlueStar.png)
2B2B 66 4A 6A x 2B j5A x j5B

PKMNCC2.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC66.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

PKMNCC RedStar.png


S-Nova into Whip into Boosted Super (PKMNCC RedStar.png)
j5A x jB 6A x 5B x 426B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC426.pngPKMNCC B.png

Consumes all stars PKMNCC OrangeStar.png


S-Nova S-Lightning into Whip Corner Combo (PKMNCC RedStar.pngPKMNCC YellowStar.png)
2B j5A x j5B x 6A x 6B 6A x 2B j5A x j5B 5AAA x 5B

PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

PKMNCC OrangeStar.png
Note: Primary corner combo, works off any grounded 6B starter


S-Lightning into S-Star Corner Reset (PKMNCC RedStar.pngPKMNCC YellowStar.pngPKMNCC PurpleStar.png)
6B 6A x 2B j5A x (dl) j5B 4B

PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC4.pngPKMNCC B.png

Note: Leaves the opponent close to you, perfect for a mixup between 5A and 24B.


j2A Hit Confirm into 2B2B Corner Combo (PKMNCC BlueStar.png, NO PKMNCC RedStar.png)
2B j2A x 2B 2B j5A x j5B 6A x 2B j5A x j5B 5AAA x 5B

PKMNCC2.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

PKMNCC RedStar.pngPKMNCC OrangeStar.png
Note: Use 2B as soon as you can after 2B2B.


Shock Factor Combo (PKMNCC YellowStar.pngPKMNCC PurpleStar.png, NO PKMNCC RedStar.png)
6A x 6B 6A x 2B j5A x jB 6A x 4B 6A x 5B

PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

PKMNCC OrangeStar.png

Colors

A
B


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