The Big Ronin Guide

The "Basics"

Ronin is a character that has a unique mechanic in the form of a breath bar, which is charged in two ways: the main way is by his hustle at a rate of 1 breath unit her frame for 50 frames, up to a max of 100 breath (Note: this may not be how it works, but i have not seen any evidence to the contrary, and this is fairly simple to understand.) with the second way being that some moves give you breath(more on this later). He can then use this breath on a variety of attacks, with some costing more breath then others. for example, sendoff/knee variant only costs 5 breath whereas finisher overdrive/sunjutsu variant costs a whopping 50!

If you do not have the breath required to do a variant move, health will be substituted at a staggering rate of 100 health per breath, which means that you can store the same amount of breath in your health bar as your breath bar, although it is almost never the correct play to use a variant move that will hurt you substantially.

Every Moves Breath Cost And Gain

Non-Variant moves

Dance: gain 5

Sunflower Thrust: gain 5

Waltz: gain 5

Burning bones: gain 5

Knee: gain 5

Radiance: gain 5/5/5/5

Prance: gain 5

Sweep: gain 10

Sun Saw: gain 5/5/5/5/5

Reel: gain 3

High Kick: gain 7

Sunrise: gain 5

Setting Sun: gain 5

Fire Wheel: gain 6/6/6/6

Frolic: gain 5

Frisk: gain 4

Beneficent: gain 5/5/5

Cross Sun: gain 7/7/7/7/7/7/7/7/7/7

Single Hit: gain 5

Multi Hit: gain 7/7/7/7/7

Blazing Universe: gain 7/7

Scorch: gain 7/7/7/7/7

Undulation: gain 0

Quick breath: gain 20

Breathing: gain 1 per frame for 50 frames

Clear Blue SKy: costs 50 breath, can be done with only 30. cant be used by losing health

Esoteric Arts: costs 0, but costs 1 breath every 2 frames, meaning you still gain breath while breathing, albeit at half the rate

Variants:

Charged/Wait variant: cost 25

Sunburn/Dash Forward variant: cost 10 gain 3

Backburn/Dash Back variant: cost 5 gain 3

Jump (variant): cost 30 gain 3/3/3/3/3

Dusk/Super Jump variant: cost 30

Divinity/Super Dash variant: cost 25 give 0

Dawn/Air Dash variant: cost 30

Gavotte/dance variant: cost 25 give 3

Pirouette/sunflower thrust variant: cost 25 gain 4/4

Cavort/Waltz variant: cost 30 8/8/8

Ignition/Burning Bones variant: cost 30 give 3

Sendoff/Kick variant: cost 5 give 7

Luster/Radiance variant: cost 30 give 2/2/2

Solar Haze/Grab variant: cost 15

Comet and Back comet/Forward Throw and Back Throw variant: cost 35 give 0

Twilight/Setting Sun variant: cost 25 give 4

Gyration/Fire Wheel variant: cost 25 gain 2/2/2

Capriole/Frolic variant: cost 25 gain 3

Benevolent/Beneficent variant: cost 30 gain 3/3/3

Rollick/Frisk variant: cost 25 3

Sunlight Overdrive/Cross Sun variant: cost 50 gain ???

Finisher Overdrive/Sunjutsu variant: cost 50 gain 10

Scarlet Overdrive/Blazing Universe variant: cost 50 gain 10

Turquoise Overdrive/Scorch variant: cost 50 gain 5 per hit

Gigaflare/Undulation Variant: cost 50 give 0

Block/High/Low/Air: cost 10

Lightspeed/Dodge variant: cost 10

Stance-ish Stuff

Ronin has some moves locked behind others. Ronin also has continued access to these moves if he uses Knee, Cross Sun, or either of these moves variants. However, when he is able to do any of these moves, he is not able to use breathing! except for after Divinity/Super Dash variant.

Prance is unlocked by Dance or Gavotte

Sweep is unlocked by Dance, Gavotte or Divinity

both Sun Saw and Reel are unlocked by Sunflower Thrust or Pirouette

High Kick and Sunrise are unlocked by Waltz or Cavort

Breathing is locked by Dance, Sunflower thrust, Waltz, Burning Bones, Prance, Sweep, (not Sun Saw which is interesting), Reel, High Kick, Sunrise, Sunjutsu, Blazing Universe, Gavotte, Pirouette, Cavort, whiff cancel, and being airborne

Charged/Wait Variant

Charged, or wait variant is a Ronin move that slows your opponent, so that you can hopefully block or parry them. please note if something is frame 12 when wait variant is used, Ronin will still be hit because that is when he is ready. Here are the timings without->with using wait variant for cowboys moves

H. slash 6->12

ankle cutter 7->16

V. slash 9->24

up slash 8->20

stinger 11->29

cleave 12->30

pommel 4

3 combo 8->14

lightning slice 10->21

lasso 9->11

impale 13*->21

back slash 5->8, 7->16

Small Things I've Noticed

Blazing Universe has a hitbox before the main one that allows you to "scoop" your opponent into the main hitbox, which is useful for combos

Sunlight Overdrive has some weird ♥♥♥♥ going on.that amount of times the big hits (with the circle and the symbol in the middle) shows up is determined by *something*, i'm not sure what, but i think its how many hits intop a combo you are? or distance from the ronin? i once used sunlight overdrive while at the wall and it did the symbol 4 times? if you have any information on this topic, please comment and let me know

Ronin gains breath when hit, atleast 1 breath regardless of damage as 0 damage moves (lasso, burst), give 1 breath, will do more research later.

Sendoff gives more breath then it costs, which is interesting

ronin has character interactions with bunbun, elder, ronin, and probably others. leave a comment if you know more

if you know anything else interesting, leave a comment and ill probably put it here

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3046942258					

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