Gerard Kaeber/NT

Gerard Kaeber 	Gerard Kaeber
Character Type:	Marksman
Origin: 	100 Warriors
Miscellanous: 	NT Events
<tabber>
General=
==Background==
Lord of House Kaeber and the current host for the Kaeber-Ros, a demonic entity who protects Kaeber by granting him strength. Though the real Kaeber is long dead, in the dream of DCI NT he continues to persist. He wishes to create a world where those who do not wish to fight, and those who wish to create art or conduct the sciences in peace, may do so without fear of the outside world. Though he is haunted by the memories of his lover in the real world, and it is questionable how much of his actions are for himself and how much are for her.
==Outfits==
*Undeserving Nobleman: He dresses in noble clothes from his home world; consisting of a long coat with sleeves that fall over his hands, black silk gloves, a dress shirt, and leggings tucked into long, heeled boots. All of these clothes, besides the leggings, are loose and baggy on him, giving Gerard the appearance of being much bigger than he actually is while concealing an athletic build and the mechanism hiding his pistols inside his sleeves.
*Peaceful Warlord: An alternate, coatless outfit that shows his pistols are attached to bracers with a slide and lock mechanism attached to a rings he has on both pinky fingers, where flicking them outwards causes the pistols to jet forward and lock into place so he can comfortably hold them. When fully extended, they also sit on a swivel so he can still have full range of wrist movement while they're out.
==Weapons==
*Kaeber's Customs: Double barreled flintlock pistols. Made mostly from maple wood, with fairly standard metals for the mechanics of the guns. House Kaeber is engraved on the side of each pistol.
*Coiled Revenge: Black, metallic pistols with jade serpents decorating each side.
*Defending Grace: Rosewood pistols decorated with silver inlay where stronger metals aren't required.
==Titles==
*Character Level 10: Kaeber-Ros Awakens
*Offline Crystal Rank: Ode to Love
*100 Ranked Wins: Gentleman Noble
*500 Ranked Wins: Warrior Diplomat
*1000 Ranked Wins: By Grace and For Grace
==Musical Themes==
*Story: The Song He Sings Alone
*Overworld: A Beautiful Kingdom Waiting to Exist
*Dungeon: The Underbelly of the World
*Battle: The Guns that Protect
*Boss: Lord of House Kaeber
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Gameplay=
==Overview==
Kaeber at first seems like a fairly standard Marksman duelist; however plays more akin to an Assassin. Many of his attacks have dodging properties while keeping him mobile, his HP attacks are almost universally close range, and he can buff himself when out of combat for a short moment. Thus, Kaeber spends most of his time balancing assaulting his opponent, standing back to power himself up for the next assault, and rushing in to deal HP damage. This flips on it's head when he pops his EX-Skill, Kaeber-Ros, which lets him play far more aggressively for a short period of time. Since he keeps first level of Kaeber Charge and his HP attacks get buffed, Kaeber can spend more time dishing out damage in the fray rather than dipping in and out of combat. Be warned, however, as it is difficult for Kaeber to deal with multiple opponents at once. His only options for dealing with such situations, beyond disengaging, is to either rely on attacks with dodge frames or try to hit multiple opponents with Lord's Assault.
===Special ===
Move 	Type 	Input	Priority	Effect 			
Kaeber Ros 	EX-Skill	 	N/A 	Kaeber Ros [Self] 			
Kaeber Ros 	
Grants Kaeber a unique buff that increases the range and BRV damage of his chosen HP attack while also keeping a first level Kaeber Charge over the next 20s. Has a 45 second cooldown.
Has a 40s cooldown.	
Grants Kaeber a unique buff that increases the range and BRV damage of his chosen HP attack while also keeping a first level Kaeber Charge over the next 20s. Has a 45 second cooldown.
Has a 40s cooldown.	
Grants Kaeber a unique buff that increases the range and BRV damage of his chosen HP attack while also keeping a first level Kaeber Charge over the next 20s. Has a 45 second cooldown.
Has a 40s cooldown.	
Grants Kaeber a unique buff that increases the range and BRV damage of his chosen HP attack while also keeping a first level Kaeber Charge over the next 20s. Has a 45 second cooldown.
Has a 40s cooldown.	
Grants Kaeber a unique buff that increases the range and BRV damage of his chosen HP attack while also keeping a first level Kaeber Charge over the next 20s. Has a 45 second cooldown.
Has a 40s cooldown.	
Grants Kaeber a unique buff that increases the range and BRV damage of his chosen HP attack while also keeping a first level Kaeber Charge over the next 20s. Has a 45 second cooldown.
Has a 40s cooldown.	
Grants Kaeber a unique buff that increases the range and BRV damage of his chosen HP attack while also keeping a first level Kaeber Charge over the next 20s. Has a 45 second cooldown.
Has a 40s cooldown.
Kaeber Charge	Special 	L3 	N/A 	Kaeber Charge (Self)			
Kaeber Charge	
Gerard focuses Kaeber Ros on his pistols, causing him to gain energy in them. Increases the range and priority of the next BRV attack, and can be used a second time to increase it further at the cost of leaving Gerard vulnerable while charging.
Each level increases the range by x1.5 and priority level by 1 (Weak > Moderate > Potent)	
Gerard focuses Kaeber Ros on his pistols, causing him to gain energy in them. Increases the range and priority of the next BRV attack, and can be used a second time to increase it further at the cost of leaving Gerard vulnerable while charging.
Each level increases the range by x1.5 and priority level by 1 (Weak > Moderate > Potent)	
Gerard focuses Kaeber Ros on his pistols, causing him to gain energy in them. Increases the range and priority of the next BRV attack, and can be used a second time to increase it further at the cost of leaving Gerard vulnerable while charging.
Each level increases the range by x1.5 and priority level by 1 (Weak > Moderate > Potent)	
Gerard focuses Kaeber Ros on his pistols, causing him to gain energy in them. Increases the range and priority of the next BRV attack, and can be used a second time to increase it further at the cost of leaving Gerard vulnerable while charging.
Each level increases the range by x1.5 and priority level by 1 (Weak > Moderate > Potent)	
Gerard focuses Kaeber Ros on his pistols, causing him to gain energy in them. Increases the range and priority of the next BRV attack, and can be used a second time to increase it further at the cost of leaving Gerard vulnerable while charging.
Each level increases the range by x1.5 and priority level by 1 (Weak > Moderate > Potent)	
Gerard focuses Kaeber Ros on his pistols, causing him to gain energy in them. Increases the range and priority of the next BRV attack, and can be used a second time to increase it further at the cost of leaving Gerard vulnerable while charging.
Each level increases the range by x1.5 and priority level by 1 (Weak > Moderate > Potent)	
Gerard focuses Kaeber Ros on his pistols, causing him to gain energy in them. Increases the range and priority of the next BRV attack, and can be used a second time to increase it further at the cost of leaving Gerard vulnerable while charging.
Each level increases the range by x1.5 and priority level by 1 (Weak > Moderate > Potent)
​​​​​​
Bravery
Move 	Type 	Input 	Priority 	Effect 	 	 	
Aiming Shot 	Ground 	 	Ranged Weak 	N/A 	 	 	
Aiming Shot 	Gerard crouches down and sights down both of his pistols. Can be delayed to increase its range, stacks with Kaeber Charge, and has extreme tracking until fired. 	Gerard crouches down and sights down both of his pistols. Can be delayed to increase its range, stacks with Kaeber Charge, and has extreme tracking until fired. 	Gerard crouches down and sights down both of his pistols. Can be delayed to increase its range, stacks with Kaeber Charge, and has extreme tracking until fired. 	Gerard crouches down and sights down both of his pistols. Can be delayed to increase its range, stacks with Kaeber Charge, and has extreme tracking until fired. 	Gerard crouches down and sights down both of his pistols. Can be delayed to increase its range, stacks with Kaeber Charge, and has extreme tracking until fired. 	Gerard crouches down and sights down both of his pistols. Can be delayed to increase its range, stacks with Kaeber Charge, and has extreme tracking until fired. 	Gerard crouches down and sights down both of his pistols. Can be delayed to increase its range, stacks with Kaeber Charge, and has extreme tracking until fired.
Sliding Shot	Ground 	↑+ 	Ranged Weak 	N/A 	 	 	
Sliding Shot	Gerard slides sideways, firing off shots from his pistols. Has active dodge frames upon start up. Holding the directional stick diagonally allows better control over the direction Gerard shoots.	Gerard slides sideways, firing off shots from his pistols. Has active dodge frames upon start up. Holding the directional stick diagonally allows better control over the direction Gerard shoots.	Gerard slides sideways, firing off shots from his pistols. Has active dodge frames upon start up. Holding the directional stick diagonally allows better control over the direction Gerard shoots.	Gerard slides sideways, firing off shots from his pistols. Has active dodge frames upon start up. Holding the directional stick diagonally allows better control over the direction Gerard shoots.	Gerard slides sideways, firing off shots from his pistols. Has active dodge frames upon start up. Holding the directional stick diagonally allows better control over the direction Gerard shoots.	Gerard slides sideways, firing off shots from his pistols. Has active dodge frames upon start up. Holding the directional stick diagonally allows better control over the direction Gerard shoots.	Gerard slides sideways, firing off shots from his pistols. Has active dodge frames upon start up. Holding the directional stick diagonally allows better control over the direction Gerard shoots.
Retreat Step	Ground 	↓+ 	Ranged Weak 	N/A 	 	 	
Retreat Step	Gerard jumps back, firing off shots from his pistols. Short range, but has active dodge frames for the entire duration. 	Gerard jumps back, firing off shots from his pistols. Short range, but has active dodge frames for the entire duration. 	Gerard jumps back, firing off shots from his pistols. Short range, but has active dodge frames for the entire duration. 	Gerard jumps back, firing off shots from his pistols. Short range, but has active dodge frames for the entire duration. 	Gerard jumps back, firing off shots from his pistols. Short range, but has active dodge frames for the entire duration. 	Gerard jumps back, firing off shots from his pistols. Short range, but has active dodge frames for the entire duration. 	Gerard jumps back, firing off shots from his pistols. Short range, but has active dodge frames for the entire duration.
Flying Shot 	Aerial 	 	Ranged Weak 	N/A 	 	 	
Flying Shot 	Gerard flips sideways through the air, firing shots at his opponent. Has active dodge frames upon start up. If the control stick is held left or right, he will flip in the direction held. 	Gerard flips sideways through the air, firing shots at his opponent. Has active dodge frames upon start up. If the control stick is held left or right, he will flip in the direction held. 	Gerard flips sideways through the air, firing shots at his opponent. Has active dodge frames upon start up. If the control stick is held left or right, he will flip in the direction held. 	Gerard flips sideways through the air, firing shots at his opponent. Has active dodge frames upon start up. If the control stick is held left or right, he will flip in the direction held. 	Gerard flips sideways through the air, firing shots at his opponent. Has active dodge frames upon start up. If the control stick is held left or right, he will flip in the direction held. 	Gerard flips sideways through the air, firing shots at his opponent. Has active dodge frames upon start up. If the control stick is held left or right, he will flip in the direction held. 	Gerard flips sideways through the air, firing shots at his opponent. Has active dodge frames upon start up. If the control stick is held left or right, he will flip in the direction held.
Rising Shot 	Aerial 	↑+ 	Ranged Weak 	N/A 	 	 	
Rising Shot 	Gerard swings himself backwards, firing shots up into the air. 	Gerard swings himself backwards, firing shots up into the air. 	Gerard swings himself backwards, firing shots up into the air. 	Gerard swings himself backwards, firing shots up into the air. 	Gerard swings himself backwards, firing shots up into the air. 	Gerard swings himself backwards, firing shots up into the air. 	Gerard swings himself backwards, firing shots up into the air.
Falling Shot	Aerial 	↓+ 	Ranged Weak 	N/A 	 	 	
Falling Shot	Gerard swings himself forward, firing shots downward. 	Gerard swings himself forward, firing shots downward. 	Gerard swings himself forward, firing shots downward. 	Gerard swings himself forward, firing shots downward. 	Gerard swings himself forward, firing shots downward. 	Gerard swings himself forward, firing shots downward. 	Gerard swings himself forward, firing shots downward.
Jumping Shot	Dash 	R+ 	Ranged Weak 	N/A 	 	 	
Jumping Shot	Gerard vaults over his opponent, firing shots down from above them. Has active dodge frames upon start up. 	Gerard vaults over his opponent, firing shots down from above them. Has active dodge frames upon start up. 	Gerard vaults over his opponent, firing shots down from above them. Has active dodge frames upon start up. 	Gerard vaults over his opponent, firing shots down from above them. Has active dodge frames upon start up. 	Gerard vaults over his opponent, firing shots down from above them. Has active dodge frames upon start up. 	Gerard vaults over his opponent, firing shots down from above them. Has active dodge frames upon start up. 	Gerard vaults over his opponent, firing shots down from above them. Has active dodge frames upon start up.
===HP===
Move 	Obtained 	Input 	Priority 	Effect 	 	 	
Lord’s Assault 	Lv.1 	 	Melee Mighty 	N/A 	 	 	
Lord’s Assault 	Gerard jumps into a kick towards the opponent’s head, chaining it into a second sweep and finishing with an axe kick. Can hit multiple opponents at once. 	Gerard jumps into a kick towards the opponent’s head, chaining it into a second sweep and finishing with an axe kick. Can hit multiple opponents at once. 	Gerard jumps into a kick towards the opponent’s head, chaining it into a second sweep and finishing with an axe kick. Can hit multiple opponents at once. 	Gerard jumps into a kick towards the opponent’s head, chaining it into a second sweep and finishing with an axe kick. Can hit multiple opponents at once. 	Gerard jumps into a kick towards the opponent’s head, chaining it into a second sweep and finishing with an axe kick. Can hit multiple opponents at once. 	Gerard jumps into a kick towards the opponent’s head, chaining it into a second sweep and finishing with an axe kick. Can hit multiple opponents at once. 	Gerard jumps into a kick towards the opponent’s head, chaining it into a second sweep and finishing with an axe kick. Can hit multiple opponents at once.
Artillery Strike	Lv.2 	 	Melee Mighty 	N/A 	 	 	
Artillery Strike	Gerard raises into the air with a punch, following it up with a bycicle kick before grabbing his opponent and throwing them downward. 	Gerard raises into the air with a punch, following it up with a bycicle kick before grabbing his opponent and throwing them downward. 	Gerard raises into the air with a punch, following it up with a bycicle kick before grabbing his opponent and throwing them downward. 	Gerard raises into the air with a punch, following it up with a bycicle kick before grabbing his opponent and throwing them downward. 	Gerard raises into the air with a punch, following it up with a bycicle kick before grabbing his opponent and throwing them downward. 	Gerard raises into the air with a punch, following it up with a bycicle kick before grabbing his opponent and throwing them downward. 	Gerard raises into the air with a punch, following it up with a bycicle kick before grabbing his opponent and throwing them downward.
Ceaseless Charge	Lv.5 	 	Melee Mighty 	N/A 	 	 	
Ceaseless Charge	Gerard rushes forward, aiming to land a blow to his opponent’s gut before rising up into an uppercut. Very fast, but short range. 	Gerard rushes forward, aiming to land a blow to his opponent’s gut before rising up into an uppercut. Very fast, but short range. 	Gerard rushes forward, aiming to land a blow to his opponent’s gut before rising up into an uppercut. Very fast, but short range. 	Gerard rushes forward, aiming to land a blow to his opponent’s gut before rising up into an uppercut. Very fast, but short range. 	Gerard rushes forward, aiming to land a blow to his opponent’s gut before rising up into an uppercut. Very fast, but short range. 	Gerard rushes forward, aiming to land a blow to his opponent’s gut before rising up into an uppercut. Very fast, but short range. 	Gerard rushes forward, aiming to land a blow to his opponent’s gut before rising up into an uppercut. Very fast, but short range.
Bum Rush 	Lv.10 	 	Melee Mighty 	N/A 	 	 	
Bum Rush 	Gerard swings a downward punch towards his opponent, chaining it into a series of follow up punches that ends in an haymaker that knocks the opponent away from him. If  is held while in the air, Kaeber will dive downward during the initial punch.	Gerard swings a downward punch towards his opponent, chaining it into a series of follow up punches that ends in an haymaker that knocks the opponent away from him. If  is held while in the air, Kaeber will dive downward during the initial punch.	Gerard swings a downward punch towards his opponent, chaining it into a series of follow up punches that ends in an haymaker that knocks the opponent away from him. If  is held while in the air, Kaeber will dive downward during the initial punch.	Gerard swings a downward punch towards his opponent, chaining it into a series of follow up punches that ends in an haymaker that knocks the opponent away from him. If  is held while in the air, Kaeber will dive downward during the initial punch.	Gerard swings a downward punch towards his opponent, chaining it into a series of follow up punches that ends in an haymaker that knocks the opponent away from him. If  is held while in the air, Kaeber will dive downward during the initial punch.	Gerard swings a downward punch towards his opponent, chaining it into a series of follow up punches that ends in an haymaker that knocks the opponent away from him. If  is held while in the air, Kaeber will dive downward during the initial punch.	Gerard swings a downward punch towards his opponent, chaining it into a series of follow up punches that ends in an haymaker that knocks the opponent away from him. If  is held while in the air, Kaeber will dive downward during the initial punch.
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Quotes=
Quotes 	Note
Greetings 	Greetings
"Good day." 	Hello
"Be seeing you!" 	Goodbye
"My thanks, friend." 	Thank you
"Terribly sorry." 	I'm sorry
"Sure." 	Yes
"Eh... no thanks." 	No
Custom 	Custom
“You jail me for the crime of love?” 	Generic
“Let us make a bet. If you can keep me at bay until the sacred beast drains me of my will, I will accept death."	Generic
“Grace, Lady of House Servas. May you be fair and beautiful in your rule as you are in my heart.”  	Generic
“Come to kill me, have you?” 	Generic
"You've House Kaeber by your side, what could go wrong?" 	Generic
Before/After Battle 	Before/After Battle
"This isn't quite working, is it?" 	Change of strategy
"I must be off, I'm afraid." 	Leaving
"Don't count me out." 	Not leaving yet.
"Kaeber Ros, what do you think?" 	Try something new.
"Are we simply sparring, or is this a fight?" 	Show me how you fight.
"Wasn't that fun?" 	That was a good fight.
"Well, I'm actually impressed." 	Well done (to a specific character)
"All in a days work for House Kaeber." 	Response to thanks
Entrance/Exit 	Entrance/Exit
"Ah, is this my foe?" 	Entrance
"Hmm? Who might you be?" 	Entrance
"Three on three? Isn't this a touch lopsided?" 	Entrance
"Over already?" 	Victory
"Good show, the lot of you." 	Victory
"Oh, that didn't take long." 	Victory
"Grace... I'm sorry..." 	Defeat
"Not yet..." 	Defeat
"Was... I destined to lose here?" 	Defeat
"That hurt more than expected." 	Knocked out
"Ah yes, where were we?" 	Reviving
During Battle 	During Battle
"I found a lovely little rock to crack." 	Summon Core
"Kaeber Ros, don't get jealous of me now." 	Summoning
"How about... that one?" 	Targeting (line shared between all enemies)
"On my way!" 	Helping (line shared between allies)
"Anyone got a moment?" 	Help me
"Don't let up!" 	Press the advantage
"Falling back!" 	I must retreat
"...Anyone else smell blood?" 	Something bad is coming
"Just hold on!" 	Please wait
"Hope you weren't waiting on me!" 	I am ready
"Please don't think less of me over that." 	Apology
"Pay me no mind." 	Ignore what I said
"Can't we hurry this up?" 	Running out of time
"Guess we won't need the cavalry."​​​​​​ 	We're winning
“Oh please, as if now’s the time for doubt.” 	Psyche up
"No worries." 	Response to apology
"One last push ought to do it!" 	We're just about to win
"I've got this. Cover me!" 	I'm going all out
"On me!" 	Come to me
"Spread forth!" 	Go away from me.
"If you could barely handle one, how would you like two demons?" 	Summoning DiAbOlOs
"Erase all who would oppose my kingdom!" 	Summoning White bird
"Let's wash away the competition!" 	Summoning Lotan
"Sinners beware, judgement is upon us!" 	Summoning Keruziel
 	Summoning Azazel
"O' Queen of Kingdoms Past, guide us to victory!" 	Summoning Ghost-who-was-Queen
"Calling in an air raid!" 	Summoning Jeff
“Sacred beast, aid me!” 	Activating Kaeber-Ros
"Kaeber-Ros." 	Activating Lv.2 Kaeber Charge.
"Down you go!" 	Final hit of Lord's Assault, Artillery Strike, and Bum Rush
"Away with you!" 	Final hit of Lord's Assault, Artillery Strike, and Bum Rush
"I've had enough of your drivel!"​ 	After initial hit of Bum Rush
Summon Battle 	Summon Battle
"Man is not meant to live in the dark." 	Against DiAbOlOs
"Such a dangerous machine shouldn't exist!" 	Against White bird
"Why should I be punished for enjoying the beauty of your lands?" 	Against Lotan
"A sinner I may be, but I still have work to do here." 	Against Keruziel
"The stench of blood only makes Kaeber-Ros hungry." 	Against Azazel
"Your reign is over, and so you must be laid to rest." 	Against Ghost-who-was-Queen
"Shame to tear down a good airship." 	Against Jeff
Character-Specific Encounter 	Character-Specific Encounter
"If you think you can find a way out, I'd love to help. I have someone waiting for me back home." 	Against Clair
 	Against Annabelle
 	Against Blade
"What's with your name? Are you always sad, or something?" 	Against Sorrow
"Joy is... definitely a fitting name for you!" 	Against Joy
"We both knew this was inevitable. May the stronger kingdom reign for the next millennium." 	Against Saturnius
"Wait... are you the ship, or the pilot?" 	Against Caesura
"With a name like that, have you thought about being a counselor?" 	Against Solace
"I've heard of your waffles. My kingdom could use a chef!" 	Against Sabik
"For some reason, you seem trustworthy to me." 	Against Sorrell
 	Against Edna
"We both have been imprisoned by the same crime, you and I." 	Against S-Eyu
"Assassins like you are no better than dogs of war." 	Against Ragya-Vara
"Whatever this "Tyrant" business is can't be good." 	Against Varcadia
"You... are not the kind of Judge I'm accustomed to." 	Against Qinzua
 	Against Colt
"I hate how easy it is to draw similarities between us." 	Against Logan
"I may not trust witches, but if you require safety I can harbor you." 	Against Nora
"Collecting... eyes? How revolting!" 	Against Aldin
"Apologies if I come off as distrustful. I have a bad history with witches." 	Against Kaia
"Creatures like you are why House Kaeber exists!" 	Against Blood Lord
"Shame I have eyes for only one..." 	Against Amakir
"I would be honored to have a druid like you among my kingdom." 	Against Betty & Alice
"You and Servas would get along. I can already tell." 	Against Julian
 	Against Ava
"Neither I, nor my kingdom, want anything to do with women like you." 	Against Mother
 	Against Ellie
"How... do you lift that thing?" 	Against Alyssa
"I'm always welcoming to a jester in my court." 	Against Iocus
"You'd look like quite the natural among the nobles back home." 	Against Loeve
"Where do you keep all of those weapons?" 	Against Inohime
"What in the goddamn are you!?" 	Against Genesis
"You're... a machine?" 	Against Concord
"One who fights to protect others. You are always welcome in my court." 	Against Reni
"Where did...? Oh, you're down there." 	Against Iae
"A botanist? Could I borrow your expertise, perhaps?" 	Against Evon
"Oh my, you are... quite something..!" 	Against Card Plüss
"Kaeber-Ros, are you testing me?" 	Against Kaeber
 	Against Charleigh
"You seem... quite wise. Please, impart with me your knowledge." 	Against Nam Mo
"If our kingdoms cannot co-exist, then I will gun you down here and now." 	Against Noltia
"What lies do you speak about Kaeber-Ros, wizard!?" 	Against Delta
"You seem like the type to not mince words." 	Against Ruger
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Bosses=
Kaeber often avoids combat, and when fighting outside his kingdom he is simply encountered in the same form he has when being played as. He'll alawys have Lord's Assault, with his BRV and HP scaled based on how many allies he has.
*Solo: 10k HP, 3000 BRV
*Duo: 7500 HP, 2000 BRV
*Trio: 5000 HP, 1000 BRV
===Kaeber-Ros===
When defending his kingdom, however, Kaeber is a very different fight. At first he fights as he normally would with whatever allies he has assembled. Once Kaeber's party is eleminated, however, a small cutscene happens to transition into the second phase of the fight.
After the above speech, the battle music will switch to his proper boss theme and Kaeber will be engulfed by the Kaeber-Ros. His movespeed is drastically reduced -- except when dashing -- as he now casually walks towards his opponents instead of running at them, he ignores hitstun and will only be interrupted by knock back, and his health is increased up to 12k regardless of how many allies he had in the previous encounter. His Brave is also increased to base 2500, and instantly restores itself back to base after a short delay upon using an HP attack.
His moveset changes drastically once Kaeber-Ros is fully formed. Kaeber becomes far more aggressive, trading his previously evasive attack style for a combo heavy style that contains attacks that let Kaeber set up without the need for a wall rush or his now non existent allies. He is also better at dealing with multiple opponents at once, especially with the multitude of HP attacks he has access to. His trading off guns for melee doesn’t remove the guns entirely, with them instead becoming Dash attacks, or lowers his potential range. His range arguably increases when focusing on a single target due to a new ability: Kaeber Claws, a command grab with unique follow ups to it. Once per minute he can also regain HP at the cost of BRV.
Kaeber-Ros excels at close range combat and dealing with single targets. He can be quickly drained of health by having multiple people attack him from either side, though this leaves them vulnerable to HP damage. His claw grab has limited range, so dealing with him often best comes down to sniping from afar and allowing one target to play decoy for him. Kaeber-Ros tunnels single opponents easily, for better or for worse, and does not relent until either his chosen prey is defeated or until he detects a more dangerous opponent than the one he’s targeting. Often this leads to him attacking whoever has the highest BRV, prioritizing pulling Marksmen out of position and cutting them down. When a Marksman isn’t present, or out of range, he prioritizes the closest person to him.
Once Kaeber-Ros hits 30% HP his attacks get more frantic, with shorter lag between attacks and more reliance on attacks that either set up for combos or have high mobility, and he uses Kaeber Claw more frequently. Additionally, if someone catches a glimpse of his face through the chaotic string of attacks, they will notice that on top of the normal bruising and clothing damage characters inflict across any given fight Kaeber has begun to start crying through eyes aflame with determination.
===Special===
Move 	Type 	Priority 	Effect 	 	 	 	
Will to Live 	EX-Skill 	 	 	 	 	 	
Will to Live 	Kaeber absorbs all current Bravery into HP. Due to not being an HP attack, his BRV does not automatically recover after this is used. 60s cooldown. 	Kaeber absorbs all current Bravery into HP. Due to not being an HP attack, his BRV does not automatically recover after this is used. 60s cooldown. 	Kaeber absorbs all current Bravery into HP. Due to not being an HP attack, his BRV does not automatically recover after this is used. 60s cooldown. 	Kaeber absorbs all current Bravery into HP. Due to not being an HP attack, his BRV does not automatically recover after this is used. 60s cooldown. 	Kaeber absorbs all current Bravery into HP. Due to not being an HP attack, his BRV does not automatically recover after this is used. 60s cooldown. 	Kaeber absorbs all current Bravery into HP. Due to not being an HP attack, his BRV does not automatically recover after this is used. 60s cooldown. 	Kaeber absorbs all current Bravery into HP. Due to not being an HP attack, his BRV does not automatically recover after this is used. 60s cooldown.
Kaeber Claws 	Special 	 	 	 	 	 	
Kaeber Claws 	Project a claw of Kaeber-Ros forward, gripping onto an opponent and pulling them to Kaeber. Has excellent vertical tracking, but deals no BRV damage. Has its own list of follow up attacks when used, however delaying the follow up allows for normal attacks to be used instead.	Project a claw of Kaeber-Ros forward, gripping onto an opponent and pulling them to Kaeber. Has excellent vertical tracking, but deals no BRV damage. Has its own list of follow up attacks when used, however delaying the follow up allows for normal attacks to be used instead.	Project a claw of Kaeber-Ros forward, gripping onto an opponent and pulling them to Kaeber. Has excellent vertical tracking, but deals no BRV damage. Has its own list of follow up attacks when used, however delaying the follow up allows for normal attacks to be used instead.	Project a claw of Kaeber-Ros forward, gripping onto an opponent and pulling them to Kaeber. Has excellent vertical tracking, but deals no BRV damage. Has its own list of follow up attacks when used, however delaying the follow up allows for normal attacks to be used instead.	Project a claw of Kaeber-Ros forward, gripping onto an opponent and pulling them to Kaeber. Has excellent vertical tracking, but deals no BRV damage. Has its own list of follow up attacks when used, however delaying the follow up allows for normal attacks to be used instead.	Project a claw of Kaeber-Ros forward, gripping onto an opponent and pulling them to Kaeber. Has excellent vertical tracking, but deals no BRV damage. Has its own list of follow up attacks when used, however delaying the follow up allows for normal attacks to be used instead.	Project a claw of Kaeber-Ros forward, gripping onto an opponent and pulling them to Kaeber. Has excellent vertical tracking, but deals no BRV damage. Has its own list of follow up attacks when used, however delaying the follow up allows for normal attacks to be used instead.
Toss Away 	BRV Follow Up 	 	 	 	 	 	
Toss Away 	Toss the opponent behind Kaeber, dealing damage on landing instead of when thrown. 	Toss the opponent behind Kaeber, dealing damage on landing instead of when thrown. 	Toss the opponent behind Kaeber, dealing damage on landing instead of when thrown. 	Toss the opponent behind Kaeber, dealing damage on landing instead of when thrown. 	Toss the opponent behind Kaeber, dealing damage on landing instead of when thrown. 	Toss the opponent behind Kaeber, dealing damage on landing instead of when thrown. 	Toss the opponent behind Kaeber, dealing damage on landing instead of when thrown.
Skewer 	BRV Follow Up 	 	 	 	 	 	
Skewer 	Impale the opponent, and then rip the claws out. Sets up for a second attack outside of the Kaeber Claws follow up list. 	Impale the opponent, and then rip the claws out. Sets up for a second attack outside of the Kaeber Claws follow up list. 	Impale the opponent, and then rip the claws out. Sets up for a second attack outside of the Kaeber Claws follow up list. 	Impale the opponent, and then rip the claws out. Sets up for a second attack outside of the Kaeber Claws follow up list. 	Impale the opponent, and then rip the claws out. Sets up for a second attack outside of the Kaeber Claws follow up list. 	Impale the opponent, and then rip the claws out. Sets up for a second attack outside of the Kaeber Claws follow up list. 	Impale the opponent, and then rip the claws out. Sets up for a second attack outside of the Kaeber Claws follow up list.
Falcon Strike	BRV Follow Up 	 	 	 	 	 	
Falcon Strike	Knee the opponent as they approach, sending them flying. 	Knee the opponent as they approach, sending them flying. 	Knee the opponent as they approach, sending them flying. 	Knee the opponent as they approach, sending them flying. 	Knee the opponent as they approach, sending them flying. 	Knee the opponent as they approach, sending them flying. 	Knee the opponent as they approach, sending them flying.
X-Claws 	BRV Follow Up 	 	 	 	 	 	
X-Claws 	Rake the opponent with both claws, dealing a massive amount of BRV damage before sending them into the ground. 	Rake the opponent with both claws, dealing a massive amount of BRV damage before sending them into the ground. 	Rake the opponent with both claws, dealing a massive amount of BRV damage before sending them into the ground. 	Rake the opponent with both claws, dealing a massive amount of BRV damage before sending them into the ground. 	Rake the opponent with both claws, dealing a massive amount of BRV damage before sending them into the ground. 	Rake the opponent with both claws, dealing a massive amount of BRV damage before sending them into the ground. 	Rake the opponent with both claws, dealing a massive amount of BRV damage before sending them into the ground.
Meteor Strike	HP Follow Up 	 	 	 	 	 	
Meteor Strike	Toss the opponent slightly into the air before spiking them towards the ground. If interrupted before the character is spiked, it deals no damage. 	Toss the opponent slightly into the air before spiking them towards the ground. If interrupted before the character is spiked, it deals no damage. 	Toss the opponent slightly into the air before spiking them towards the ground. If interrupted before the character is spiked, it deals no damage. 	Toss the opponent slightly into the air before spiking them towards the ground. If interrupted before the character is spiked, it deals no damage. 	Toss the opponent slightly into the air before spiking them towards the ground. If interrupted before the character is spiked, it deals no damage. 	Toss the opponent slightly into the air before spiking them towards the ground. If interrupted before the character is spiked, it deals no damage. 	Toss the opponent slightly into the air before spiking them towards the ground. If interrupted before the character is spiked, it deals no damage.
Devil’s Grasp	HP Follow Up 	 	 	 	 	 	
Devil’s Grasp	Grip the opponent’s neck, choking them out before crushing it. Can be extended to drain BRV before the HP hit. Uncharged will not deal the BRV hit instantly, however. 	Grip the opponent’s neck, choking them out before crushing it. Can be extended to drain BRV before the HP hit. Uncharged will not deal the BRV hit instantly, however. 	Grip the opponent’s neck, choking them out before crushing it. Can be extended to drain BRV before the HP hit. Uncharged will not deal the BRV hit instantly, however. 	Grip the opponent’s neck, choking them out before crushing it. Can be extended to drain BRV before the HP hit. Uncharged will not deal the BRV hit instantly, however. 	Grip the opponent’s neck, choking them out before crushing it. Can be extended to drain BRV before the HP hit. Uncharged will not deal the BRV hit instantly, however. 	Grip the opponent’s neck, choking them out before crushing it. Can be extended to drain BRV before the HP hit. Uncharged will not deal the BRV hit instantly, however. 	Grip the opponent’s neck, choking them out before crushing it. Can be extended to drain BRV before the HP hit. Uncharged will not deal the BRV hit instantly, however.
Demon Rush 	HP Follow Up 	 	 	 	 	 	
Demon Rush 	A single, fast, but very close range claw swipe. Should it land, Kaeber rips the caught opponent asunder with a stream of blows from every part of his body. Ends in him knocking the opponent down and firing at them with Kaeber-Ros enhanced pistols. 	A single, fast, but very close range claw swipe. Should it land, Kaeber rips the caught opponent asunder with a stream of blows from every part of his body. Ends in him knocking the opponent down and firing at them with Kaeber-Ros enhanced pistols. 	A single, fast, but very close range claw swipe. Should it land, Kaeber rips the caught opponent asunder with a stream of blows from every part of his body. Ends in him knocking the opponent down and firing at them with Kaeber-Ros enhanced pistols. 	A single, fast, but very close range claw swipe. Should it land, Kaeber rips the caught opponent asunder with a stream of blows from every part of his body. Ends in him knocking the opponent down and firing at them with Kaeber-Ros enhanced pistols. 	A single, fast, but very close range claw swipe. Should it land, Kaeber rips the caught opponent asunder with a stream of blows from every part of his body. Ends in him knocking the opponent down and firing at them with Kaeber-Ros enhanced pistols. 	A single, fast, but very close range claw swipe. Should it land, Kaeber rips the caught opponent asunder with a stream of blows from every part of his body. Ends in him knocking the opponent down and firing at them with Kaeber-Ros enhanced pistols. 	A single, fast, but very close range claw swipe. Should it land, Kaeber rips the caught opponent asunder with a stream of blows from every part of his body. Ends in him knocking the opponent down and firing at them with Kaeber-Ros enhanced pistols.
===Bravery===
Move 	Type 	Priority 	Effect 	 	 	 	
Double Cut 	Ground 	 	 	 	 	 	
Double Cut 	Two quick claw slashes. Sets up opponents for the next attack. 	Two quick claw slashes. Sets up opponents for the next attack. 	Two quick claw slashes. Sets up opponents for the next attack. 	Two quick claw slashes. Sets up opponents for the next attack. 	Two quick claw slashes. Sets up opponents for the next attack. 	Two quick claw slashes. Sets up opponents for the next attack. 	Two quick claw slashes. Sets up opponents for the next attack.
Rising Assail 	Ground 	 	 	 	 	 	
Rising Assail 	Two quick kicks that rise into the air. Has two variations; one that rises with the opponent and one that keeps Kaeber grounded, with the latter having very short end lag. 	Two quick kicks that rise into the air. Has two variations; one that rises with the opponent and one that keeps Kaeber grounded, with the latter having very short end lag. 	Two quick kicks that rise into the air. Has two variations; one that rises with the opponent and one that keeps Kaeber grounded, with the latter having very short end lag. 	Two quick kicks that rise into the air. Has two variations; one that rises with the opponent and one that keeps Kaeber grounded, with the latter having very short end lag. 	Two quick kicks that rise into the air. Has two variations; one that rises with the opponent and one that keeps Kaeber grounded, with the latter having very short end lag. 	Two quick kicks that rise into the air. Has two variations; one that rises with the opponent and one that keeps Kaeber grounded, with the latter having very short end lag. 	Two quick kicks that rise into the air. Has two variations; one that rises with the opponent and one that keeps Kaeber grounded, with the latter having very short end lag.
Spinning Slam 	Ground 	 	 	 	 	 	
Spinning Slam 	A spinning backfist. Follows up with a second spin that throws the clawed hand out further, giving longer and wider range. 	A spinning backfist. Follows up with a second spin that throws the clawed hand out further, giving longer and wider range. 	A spinning backfist. Follows up with a second spin that throws the clawed hand out further, giving longer and wider range. 	A spinning backfist. Follows up with a second spin that throws the clawed hand out further, giving longer and wider range. 	A spinning backfist. Follows up with a second spin that throws the clawed hand out further, giving longer and wider range. 	A spinning backfist. Follows up with a second spin that throws the clawed hand out further, giving longer and wider range. 	A spinning backfist. Follows up with a second spin that throws the clawed hand out further, giving longer and wider range.
Eruption 	Ground 	 	 	 	 	 	
Eruption 	The Kaeber-Ros slams it’s claw into the ground, unleashing energy in a barrier around Kaeber. Has extremely high knockback. 	The Kaeber-Ros slams it’s claw into the ground, unleashing energy in a barrier around Kaeber. Has extremely high knockback. 	The Kaeber-Ros slams it’s claw into the ground, unleashing energy in a barrier around Kaeber. Has extremely high knockback. 	The Kaeber-Ros slams it’s claw into the ground, unleashing energy in a barrier around Kaeber. Has extremely high knockback. 	The Kaeber-Ros slams it’s claw into the ground, unleashing energy in a barrier around Kaeber. Has extremely high knockback. 	The Kaeber-Ros slams it’s claw into the ground, unleashing energy in a barrier around Kaeber. Has extremely high knockback. 	The Kaeber-Ros slams it’s claw into the ground, unleashing energy in a barrier around Kaeber. Has extremely high knockback.
Rainbow in the Dark	Ground 	 	 	 	 	 	
Rainbow in the Dark	Kaeber hops forward, slamming a fist into the ground to jet him forward. Has two variants; one where he elbow checks his opponent to start a combo, and one where he suicide kicks them to send the opponent flying.	Kaeber hops forward, slamming a fist into the ground to jet him forward. Has two variants; one where he elbow checks his opponent to start a combo, and one where he suicide kicks them to send the opponent flying.	Kaeber hops forward, slamming a fist into the ground to jet him forward. Has two variants; one where he elbow checks his opponent to start a combo, and one where he suicide kicks them to send the opponent flying.	Kaeber hops forward, slamming a fist into the ground to jet him forward. Has two variants; one where he elbow checks his opponent to start a combo, and one where he suicide kicks them to send the opponent flying.	Kaeber hops forward, slamming a fist into the ground to jet him forward. Has two variants; one where he elbow checks his opponent to start a combo, and one where he suicide kicks them to send the opponent flying.	Kaeber hops forward, slamming a fist into the ground to jet him forward. Has two variants; one where he elbow checks his opponent to start a combo, and one where he suicide kicks them to send the opponent flying.	Kaeber hops forward, slamming a fist into the ground to jet him forward. Has two variants; one where he elbow checks his opponent to start a combo, and one where he suicide kicks them to send the opponent flying.
Heel Crush 	Aerial 	 	 	 	 	 	
Heel Crush 	Spin around before slamming a clawed foot towards the opponent. Can be delayed to increase the range of the attack, causing the Kaeber-Ros to extend it’s leg further out. 	Spin around before slamming a clawed foot towards the opponent. Can be delayed to increase the range of the attack, causing the Kaeber-Ros to extend it’s leg further out. 	Spin around before slamming a clawed foot towards the opponent. Can be delayed to increase the range of the attack, causing the Kaeber-Ros to extend it’s leg further out. 	Spin around before slamming a clawed foot towards the opponent. Can be delayed to increase the range of the attack, causing the Kaeber-Ros to extend it’s leg further out. 	Spin around before slamming a clawed foot towards the opponent. Can be delayed to increase the range of the attack, causing the Kaeber-Ros to extend it’s leg further out. 	Spin around before slamming a clawed foot towards the opponent. Can be delayed to increase the range of the attack, causing the Kaeber-Ros to extend it’s leg further out. 	Spin around before slamming a clawed foot towards the opponent. Can be delayed to increase the range of the attack, causing the Kaeber-Ros to extend it’s leg further out.
Rip and Tear 	Aerial 	 	 	 	 	 	
Rip and Tear 	Rake the opponent with a clawed hand before thrusting a second set of claws into them. Sets up for further attacks. 	Rake the opponent with a clawed hand before thrusting a second set of claws into them. Sets up for further attacks. 	Rake the opponent with a clawed hand before thrusting a second set of claws into them. Sets up for further attacks. 	Rake the opponent with a clawed hand before thrusting a second set of claws into them. Sets up for further attacks. 	Rake the opponent with a clawed hand before thrusting a second set of claws into them. Sets up for further attacks. 	Rake the opponent with a clawed hand before thrusting a second set of claws into them. Sets up for further attacks. 	Rake the opponent with a clawed hand before thrusting a second set of claws into them. Sets up for further attacks.
Return to the Earth	Aerial 	 	 	 	 	 	
Return to the Earth	Flip forward before quickly dropping down in a helm crushing heel kick. 	Flip forward before quickly dropping down in a helm crushing heel kick. 	Flip forward before quickly dropping down in a helm crushing heel kick. 	Flip forward before quickly dropping down in a helm crushing heel kick. 	Flip forward before quickly dropping down in a helm crushing heel kick. 	Flip forward before quickly dropping down in a helm crushing heel kick. 	Flip forward before quickly dropping down in a helm crushing heel kick.
Sky Terror 	Aerial 	 	 	 	 	 	
Sky Terror 	Slash upward in a side swing, having a wide vertical range, then slam all caught opponents into the ground. 	Slash upward in a side swing, having a wide vertical range, then slam all caught opponents into the ground. 	Slash upward in a side swing, having a wide vertical range, then slam all caught opponents into the ground. 	Slash upward in a side swing, having a wide vertical range, then slam all caught opponents into the ground. 	Slash upward in a side swing, having a wide vertical range, then slam all caught opponents into the ground. 	Slash upward in a side swing, having a wide vertical range, then slam all caught opponents into the ground. 	Slash upward in a side swing, having a wide vertical range, then slam all caught opponents into the ground.
Sidewinder 	Dash 	 	 	 	 	 	
Sidewinder 	Flip sideways, turning in axis with his target, before firing off magical bullets at them. 	Flip sideways, turning in axis with his target, before firing off magical bullets at them. 	Flip sideways, turning in axis with his target, before firing off magical bullets at them. 	Flip sideways, turning in axis with his target, before firing off magical bullets at them. 	Flip sideways, turning in axis with his target, before firing off magical bullets at them. 	Flip sideways, turning in axis with his target, before firing off magical bullets at them. 	Flip sideways, turning in axis with his target, before firing off magical bullets at them.
False Approach: 	Dash 	 	 	 	 	 	
False Approach: 	Jump backwards, flipping through the air. Fire magical bullets down at his target opponent at the height of the jump. 	Jump backwards, flipping through the air. Fire magical bullets down at his target opponent at the height of the jump. 	Jump backwards, flipping through the air. Fire magical bullets down at his target opponent at the height of the jump. 	Jump backwards, flipping through the air. Fire magical bullets down at his target opponent at the height of the jump. 	Jump backwards, flipping through the air. Fire magical bullets down at his target opponent at the height of the jump. 	Jump backwards, flipping through the air. Fire magical bullets down at his target opponent at the height of the jump. 	Jump backwards, flipping through the air. Fire magical bullets down at his target opponent at the height of the jump.
===HP===
Move 	Type 	Priority 	Effect 	 	 	 	
Guardian’s Assault 	Ground 	 	 	 	 	 	
Guardian’s Assault 	Rake the opponent with clawed hands, spinning around to backhand the opponent before launching them into the sky. Can hit multiple opponents at once. 	Rake the opponent with clawed hands, spinning around to backhand the opponent before launching them into the sky. Can hit multiple opponents at once. 	Rake the opponent with clawed hands, spinning around to backhand the opponent before launching them into the sky. Can hit multiple opponents at once. 	Rake the opponent with clawed hands, spinning around to backhand the opponent before launching them into the sky. Can hit multiple opponents at once. 	Rake the opponent with clawed hands, spinning around to backhand the opponent before launching them into the sky. Can hit multiple opponents at once. 	Rake the opponent with clawed hands, spinning around to backhand the opponent before launching them into the sky. Can hit multiple opponents at once. 	Rake the opponent with clawed hands, spinning around to backhand the opponent before launching them into the sky. Can hit multiple opponents at once.
Artillery Claws 	Ground 	 	 	 	 	 	
Artillery Claws 	Drill into the air, one claw extended upward and the other held out to drag people upwards. At the end of the drill rake everyone caught in it with both claws. Has both a vertical and diagonal variant.	Drill into the air, one claw extended upward and the other held out to drag people upwards. At the end of the drill rake everyone caught in it with both claws. Has both a vertical and diagonal variant.	Drill into the air, one claw extended upward and the other held out to drag people upwards. At the end of the drill rake everyone caught in it with both claws. Has both a vertical and diagonal variant.	Drill into the air, one claw extended upward and the other held out to drag people upwards. At the end of the drill rake everyone caught in it with both claws. Has both a vertical and diagonal variant.	Drill into the air, one claw extended upward and the other held out to drag people upwards. At the end of the drill rake everyone caught in it with both claws. Has both a vertical and diagonal variant.	Drill into the air, one claw extended upward and the other held out to drag people upwards. At the end of the drill rake everyone caught in it with both claws. Has both a vertical and diagonal variant.	Drill into the air, one claw extended upward and the other held out to drag people upwards. At the end of the drill rake everyone caught in it with both claws. Has both a vertical and diagonal variant.
Warlord’s Claim 	Aerial 	 	 	 	 	 	
Warlord’s Claim 	Kaeber rakes the opponent with clawed feet, chaining into a second sweep and then somersaulting into a heal crush. Can hit multiple opponents at once. 	Kaeber rakes the opponent with clawed feet, chaining into a second sweep and then somersaulting into a heal crush. Can hit multiple opponents at once. 	Kaeber rakes the opponent with clawed feet, chaining into a second sweep and then somersaulting into a heal crush. Can hit multiple opponents at once. 	Kaeber rakes the opponent with clawed feet, chaining into a second sweep and then somersaulting into a heal crush. Can hit multiple opponents at once. 	Kaeber rakes the opponent with clawed feet, chaining into a second sweep and then somersaulting into a heal crush. Can hit multiple opponents at once. 	Kaeber rakes the opponent with clawed feet, chaining into a second sweep and then somersaulting into a heal crush. Can hit multiple opponents at once. 	Kaeber rakes the opponent with clawed feet, chaining into a second sweep and then somersaulting into a heal crush. Can hit multiple opponents at once.
Targeted Strike 	Aerial 	 	 	 	 	 	
Targeted Strike 	Dive diagonally towards the ground, clawed foot extended downward with hands held out to drag people along. At the end of the dive rake everyone caught in it with both hands. 	Dive diagonally towards the ground, clawed foot extended downward with hands held out to drag people along. At the end of the dive rake everyone caught in it with both hands. 	Dive diagonally towards the ground, clawed foot extended downward with hands held out to drag people along. At the end of the dive rake everyone caught in it with both hands. 	Dive diagonally towards the ground, clawed foot extended downward with hands held out to drag people along. At the end of the dive rake everyone caught in it with both hands. 	Dive diagonally towards the ground, clawed foot extended downward with hands held out to drag people along. At the end of the dive rake everyone caught in it with both hands. 	Dive diagonally towards the ground, clawed foot extended downward with hands held out to drag people along. At the end of the dive rake everyone caught in it with both hands. 	Dive diagonally towards the ground, clawed foot extended downward with hands held out to drag people along. At the end of the dive rake everyone caught in it with both hands.
Raining Blood 	Aerial 	 	 	 	 	 	
Raining Blood 	Kaeber flips upside down and fire magic bullets wildly beneath him. Can be extended, but the firing range narrows and Kaeber still falls at a normal rate. 	Kaeber flips upside down and fire magic bullets wildly beneath him. Can be extended, but the firing range narrows and Kaeber still falls at a normal rate. 	Kaeber flips upside down and fire magic bullets wildly beneath him. Can be extended, but the firing range narrows and Kaeber still falls at a normal rate. 	Kaeber flips upside down and fire magic bullets wildly beneath him. Can be extended, but the firing range narrows and Kaeber still falls at a normal rate. 	Kaeber flips upside down and fire magic bullets wildly beneath him. Can be extended, but the firing range narrows and Kaeber still falls at a normal rate. 	Kaeber flips upside down and fire magic bullets wildly beneath him. Can be extended, but the firing range narrows and Kaeber still falls at a normal rate. 	Kaeber flips upside down and fire magic bullets wildly beneath him. Can be extended, but the firing range narrows and Kaeber still falls at a normal rate.
Inexhaustible Charge	Dash 	 	 	 	 	 	
Inexhaustible Charge	Rush forward at high speeds, stunning anyone caught in it before firing upon them with Kaeber-Ros enhanced pistols. 	Rush forward at high speeds, stunning anyone caught in it before firing upon them with Kaeber-Ros enhanced pistols. 	Rush forward at high speeds, stunning anyone caught in it before firing upon them with Kaeber-Ros enhanced pistols. 	Rush forward at high speeds, stunning anyone caught in it before firing upon them with Kaeber-Ros enhanced pistols. 	Rush forward at high speeds, stunning anyone caught in it before firing upon them with Kaeber-Ros enhanced pistols. 	Rush forward at high speeds, stunning anyone caught in it before firing upon them with Kaeber-Ros enhanced pistols. 	Rush forward at high speeds, stunning anyone caught in it before firing upon them with Kaeber-Ros enhanced pistols.
</tabber>