CharactersGentle Criminal

Villain

Gentle Criminal

A modern-day gentleman thief whose name will go down in history! With his Quirk, Elasticity, he flies freely in every direction and gracefully toys with his opponents!

Battle Style
1
Costumes
16
Emotes
8
Voice lines
11
Emblems
31

Gentle Criminal

Battle Style

Gentle Criminal Original

Battle Style

Original

Give elasticity to the air to automatically counterattack and launch into huge jumps! Use endlessly ricocheting dashes to keep opponents guessing!

  • HP300
  • Released Season 18
  • Location FoundObtained from Rolls

In a Roll now: Character Roll: Original (S19) Armored All Might until

T.U.N.I.N.G.

Special Action Reload+ Increases reload speed of Special Action

Level1234
Value1.011.0151.021.025

Forward Jump HT+ Increases your forward Jump height

Level1234
Value5101520

Special Tuning Skill

Gently Jump For a set amount of time after the battle starts, crouching for a while enables a huge jump. Level up to increase effect time.

Level1234567891011
Value60901201501803704906107308501200
Fixed values
  • Jump rise time: 0.6 s
  • Jump height: 1300 (most characters: 300–400)
  • Forward jump speed: 1600 (most characters: 700)
Skill level

Quirk Skill α

Gently Arrow

Fire a feather pen using the elasticity of the air. Hold to charge, increasing its speed and making its trajectory straighter.

Gently Arrow
Hit
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Down power 80
606366697275788184
Ammo666777778
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)111111111
Penalty reload time (s)666666666
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Size+

Quirk Skill β

Gently Rebound

Give elasticity to the air in the aim direction to block opponent attacks and projectiles. When the air barrier receives an attack, it releases a shockwave and air bullets.

Gently Rebound
Shockwave
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
707580859095100105110
Air bullet
  • Projectile
  • Reaction: Always weak
  • Guard: Damage reaction
  • Down power 250
202122242526272830
Ammo222222222
Ammo used per use111111111
Reload time (s)8887.57.57.57.57.57
Reload delay (s)111111111
Penalty reload time (s)121212111111111110
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Size+

Quirk Skill γ

Gently Avant

Dash in the aim direction. On hitting an opponent, zip around the area at high speed to continue the assault. Hold to make the Dash ricochet, increasing its duration and damage up to four bounces. You can also bounce off the air barrier created by Quirk Skill β and your Special Action. Press again during the Dash to end the skill.

Gently Avant
Dash
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 10
404244485052545660
Area
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Up to 12 hits, every 0.09s
  • Cannot KO
  • Down power 10
555555555
Finisher
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
404244485052545660
Ammo111222222
Ammo used per use111111111
Reload time (s)888888887
Reload delay (s)111111111
Penalty reload time (s)88811111111119
Penalty delay (s)111111111
  • Reload starts on the ground
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Damage Area+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Damage Area+

Special Action

Gently Trampoline
Create an air trampoline beneath your feet. Allies who touch it make a huge jump, while opponents are launched away.

Lover Mode
La Brava's Quirk boosts your Attack Power and Reload Speed during Plus Chaos. When Plus Chaos reaches 100%, it activates automatically instead of letting an opponent's attack reduce your HP to 0.

Special Action
Value
Special
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Up to 5 hits, every 0.5s
  • Down power 500
0
Ammo1
Ammo used per use1
Reload time (s)11
Reload delay (s)1
Penalty reload time (s)14
Penalty delay (s)1
  • Reload starts on the ground

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 150
25
Ground Melee 2
  • Melee
  • Reaction: Pulled up
  • Guard: Damage reaction
  • Down power 50
45
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 200
70
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
55
Finish scene
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Up to 10 hits, every 0.1s
  • Down power 100
1

Stats & movement

Same for every Battle Style, except HP.

Body

HP
300
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Body size
L

Run

Top speed
600
Start speed
400
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1000
Start speed
800
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
400
Rise time (s)
0.35
Height (moving)
250
Rise time, moving (s)
0.25
Forward speed, start
800
Forward speed, end
700

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
250
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projectiles

10 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 5 12000
Unique2 6 no limit
Unique2 Sub Shot 5 16000
Unique2 Sub Area 0.2 no limit
Unique3 1.5 no limit
Unique3 Charge 10 no limit
Unique3 Finish 0.3 no limit
Unique3 Shot 99 no limit
Special 5 no limit
Melee2 1 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Costumes

16 released

Emotes

8 released

Voice lines

11 released

About these numbers

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Gentle Criminal GUI assets

Face icons 6

Battle Style 4

Quirk Skill 6

Special Tuning Skill 1

Costumes 54

Emotes 24

Emblems 6

Click an image to open the file at full size.