White Ren shit
W.Ren’s forward and back dash both have set “mirage” times in which multiple images show up around her. She’s invincible and able to pass through characters up to almost one width away for a brief moment. The mirages will fade after W.Ren recovers, so she can still do stuff when she’s got crap around her. The invincibility ends when she recovers.
W.Ren’s forward airdash is straight forward, M.Hisui style. Her air backdash has more “up” trajectory than Ren’s.
W.Ren has dash momentum.
W.Ren’s crouch is very very high, and she cannot catwalk. It’s basically the opposite of Ren’s catcrouch/catwalk.
All of her normals are dash cancellable. (bug?)
Standing
5A: Standard jab. 1 hit, 78%
5B: Upwards-aimed disco ball swipe. 2 hits, 80%
5**: 5B with a step forward and a wallslam property on both hits. 2 hits, 60%
4B: Upwards swipe launcher, pretty close to Ren’s 4B. 1 hit, 65%. This move is oddly invulnerable to reverse beat, i.e. using it will not incur the penalty. A bug?
5C: Ren’s old 5C spinny swipe. 2 hits, 75%
5[C]: One hit version of 5C which launches. 1 hit, 65%
Crouching
2A: Underhanded cock slap. 1 hit, 70%
2B: Pattycake disco ball slaps of doom. Huge range, and 2nd hit trips. 1st hit 80% scaled to a minimum of 80%? not including reverse beat penalty, 2nd hit 55%; basically I couldn’t find any moves she has that would scale to anything above 80% and still connect.
2C: A backwards trip. Kind of slow. 1 hit, 58%
… 2C: Followup to 2C. An overhead cartwheel that groundbonces and is a high hit. Press up to chase after for an air combo Arc 5CC style. 1 hit, 60% scaled to a minimum of 50% not including reverse beat penalty. Note, a blocked 2C will come out much slower than one that hits.
2[C]: A charged, sliding version of 2C. 1 hit, 60%. 2[C] also has the 2C followup.
j.A: Straight out discoball poke. Pretty much like Ren’s. 1 hit, 70%
j.B: Short ranged downward slap. 1 hit, 95%
j.**: This move is the same as j.B but has no charge effects when charged; however, the move will persist till W.Ren lands instead of ending before. 1 hit, 95%
j.C: Upwards discoball swipe, has a weird angle to it. 1 hit, 90% scaled
j.[C]: A projectile. W.Ren charges, bounces up and flings a discoball up in an arc. The ball will disappear if you are hit. 1 hit, 80%
j.2C: A downwards ballslap. More damage and better angle than j.C, but only for the first part of the combo. 1 hit, 85% scaled
Specials:
236 “Fleur Freeze Cruel” - Ice shard. A goes down, B goes up. Unlike Ren’s, 236A is blockable high. [A] will send out a persistent shard which hits 9 times at roughly 95% scaled per hit. EX Ice is faster than Ren’s. Last hit of EX Ice is 40%. B doesn’t seem to be cancellable
j.236 - Air shard. A goes down, B goes up, EX goes out and has a little startup with 90% scaled per hit. Doesn’t seem to be cancellable
623 “Swan Lake” - Spin and attack. A is low, B is high (but takes longer). Both these versions can be cancelled into a normal attack under normal reverse beat rules, and will count as a reverse beat; when you do a combo using this move, all previous hits will count towards your reverse beat quota, meaning if you combo into it with 5C 623A you will not be able to cancel into any C attack. You will also not be able to reverse beat on block. EX version is an average multihit move which ends with a wallslam.
214 “Snow Ballet” - Multi-hit leap. A is a higher angled, no-followup move (except for 214C). B goes forward more, and can be followed up by 214A (fakeout dive, possibly used for tick command throw) or 214B/C (these will both do her air 214B, not the EX 214) or 236 (these are all normal).
j.214 - Not sure what these are good for. A is pretty much like ground A, B has a 2 part kick ender, and C is like B but cancellable and with 65% scaled. B doesn’t appear to be super cancellable
624 “Nursery Rhyme” - Command grab. What the fuck is Ren doing with a fucking command grab. Anyways, A version range seems to be same as her normal grab, about 200 points more damage and ice effects. B version has her run first. C version has more range and is jump cancellable with 60%
Bunker - Ren’s old shield bunker, which got turned into 4B. Can’t combo after it.
Arc Drive - Done on the ground. W.Ren fills the screen with mirrors, suck them into herself, and shatters the screen 17 Pieces style. “Wake up from your dream”
BnBs:
2AB (1 hit) C 5C j.B2C dj.BC airthrow - more damage, less time to confirm, lower range
2AB (1 hit) C 5C j.B2C dj.BC 214B - good damage, but you lose guaranteed knockdown
2AB (1 hit) C 5C j.2C C dj.2C C airthrow - good damage, but kinda tricky to do and bad range
2AB 4B j.BC dj.BC airthrow - using j.C instead of j.2C is better for this one. less damage but you can do this at a much greater range
2AA 5C 2CC j.BC dj.BC airthrow - no real point to this one, but she turns upside down
2AB (1 hit) 5C (1 hit) 623A 4B j.B2C dj.BC airthrow - probably the best bnb if you connect
642C 96 (pause) j.C (land) j.B2C dj.2C C airthrow - iad variant
642C jump (pause) j.2C C (land) 236C - 200% circuit variant. both of these can be done outside of corner
2AB (1 hit) C { 236C 2[C] } 5C j.2C C dj.2C C airthrow - segment in brackets is loopable. i don’t see burning more than one ex ice in a combo just like with normal ren unless you’re going for the kill or have circuit to burn. you can also do: 2AB (1 hit) 5C (1 hit) 623A 4B { 236C 2[C] } 5C j.B2C dj.BC airthrow
2AB (1 hit) 5C (1 hit) 623A 4B 236C 2[C] 236[A] - sets up for oki 236[A] without them teching
2ABC 236C 2CC (1st whiffs) 2AAA 214C - exhibition replay combo.
5** activate - corner only activate :V
Stupid j.[C] gimmick: j.[C], 623A or B. Time the 632 so it hits just as the ball of j.[C] hits. You can go into 623A for a low hit, 623B for a high hit, and confirm both into 4B j.B2C dj.BC airthrow. You won’t be able to set it up again off airthrow cause the spacing will be juuuust too close. This setup is not foolproof by any means. I’m wondering if you can’t throw 624B in there to stop people from dashing forward. Set it up off a lot of things; 214C, rejump after 236[A],
236[A] won’t hit after 236C, but it will set them up to wake right into it. You also get a similar effect off 624A, where you can do 236[A] right after and have them wake up into it in the corner… of course, she doesn’t really have a huge crossup like Ren does, but you can slightly stagger the timing of a high hit by jumping in with j.B (whiffs) into 2A low hit, or j.** (persistent hitbox till landing) for a high hit. The timing to go into 2A from j.** is kind of tight. To set this up just use 2[C] 236[A] after EX Ice.
OTG with: 2A 5AAB (1 hit) 2B (1 hit) 4B. It sucks, but that’s all I got.
You can do this into 236[A] for nice wakeup oki (if it hits for whatever reason and they don’t tech do it again) or 214A or 214B+214A to try and set up a command throw. Look out for them teching behind you after the 4B though. Situations where you’d actually be able to OTG them: EX Ice with no followup (generally a very bad move), 421A with no followup (also a very bad move). There’s gotta be something better.
After BnB, airdash for oki.
That’s all I got for now!