Dancing Banana
By Iron Commando 
(some of you know him for his cheapies. Trust me, this ain't one of 'em, unless you fight the cheap AI levels or use the cheap palettes)
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Update list:

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v1.1: 
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-Aerial projectiles less spammy


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v1.2:
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 (ooh there's a lot here)
-New Portrait (special thanks to blunted for providing it for me)
-Intros added
-Match over lose pose added (:P)
-Fall recovery anim added (FINALLY!)
-Liedown recovery anim added (REJOICE!!!)
-Infinites removed
-Banana Kick (mid range) clashes with projectiles instead of passing through them
-Thrown bananas do not have ludicrously huge hitboxes, and are removed if DB is damaged successfully (to prevent combo disrpution)
-Damage dampener activates if "Mega bananarang" hits
-Aerial Drive Kick executable in mid-air
-Not one, not two, but THREE new hypers added
-Child-friendly option added (no rude gestures or swearing if active)

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Who is the Dancing Banana?
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The Dancing Banana is a popular emoticon used on several forums. As the popularity of the banana grew, hundreds of variations of the image had been created for forums or other purposes.
Featured in a Flash animation "Peanut Butter Jelly Time", it grew into an Internet Phenomenon.

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Story:
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Dancing Banana was sick and tired of dancing to "Peanut Butter Jelly Time" all day, and having ppl stare at him all day long. So DB decided to quit the place and go into the MUGEN universe. Unfortunately, the citizens there are known to fight each other VERY often...

Likes: Water, dancing
Hates: Anything that eats bananas
Favourite food: Peanut Butter and Jelly (bread is optional)
Favourite drink: Water
Best Friends: Dancing Pickle, Dancing Carrot, Dancing Tomato, etc.
Worst enemy: Donkey Kong
Blood Type: ...banana juice?


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How to fight:
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Dancing Banana relies heavily on combos and tactics to overpower the enemy. His attack power is rather weak compared to many other MUGEN characters, but his combos can devastate the enemy quickly. Furthermore, he has many "tactical" moves that the enemy can stumble into, allowing Dancing Banana to get in an easy combo.

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Palettes:
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Select the palette you want by pressing the corresponding buttons below (during the selection screen)

A: Yellow (original palette)
B: Green
C: Red
X: Blue
Y: Orange
Z: Light Purple/pink/whatever
Hold Start+A: Black
Hold Start+B: Grey
Hold Start+C: Purple
Hold Start+X: Inverted colour
Hold Start+Y: Rotten Banana/Evil banana (SPECIAL PALETTE!!! CHEAP!!!)
Hold Start+X: Ghost Banana/Soulbannana (SPECIAL PALETTE!!! CHEAP!!!)

Rotten Banana (CHEAP!!!):
This is kinda like "Evil Banana". Like most "Evil" chars, this one has a lot of cheap mechanics, such as a super-fast power charge, Asura Warp, no damage dampening, ability to spam bananarangs without any interval, and of course, you good 'ol Shun Goku... I mean Shun Banana Satsu (aka raging banana)

Ghost Banana (CHEAP!!!):
This guy is a "ghost" type character. He is INVULNERABLE to most projectiles and grabs, though he can still be hit by normal moves. Oh, he can also spam bananarangs and charge power fast too. Use his palette and laugh at all those projectile spammers out there XD

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Control Keys:
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Forward Backward: Move forwards/backwards
Up: Jump
Down: Crouch

A: Weak Kick
B: Medium Kick
C: Strong Kick
X: Weak Punch
Y: Medium Punch
Z: Strong Punch

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Basic Moves:
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X (standing): Weak Punch
A weak jab. Weak, but fast.
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Y (standing): Medium Punch
A half-assed clobber. Stronger then the weak punch but slower.
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Z (standing): Strong Punch
DB double-elbows the enemy. Strong, but leaves DB open if it misses/is blocked
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Forward+Y (standing): Burst Punch
DB bursts out his arms while doing a sudden forward movement. Hurts slightly more than a medium punch.
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Forward+Z (standing): Smash Punch
Dancing Banana gives the enemy a powerful forward overhead punch. Will knock down the enemy for a good distance.
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A (standing): Weak Kick
A weak kick. Weak, but fast.
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B (standing): Medium Kick
A stronger kick, with slower range
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C (standing): Strong Kick
DB does a strong kick. Stronger than the strong punch, but slower startup time.
NOTE: If the enemy is defeated via this move, they will fly into oblivion.
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Forward+B (standing): Spinning Punch
Yes, the command is a kick, but this is a punch. DB turns on his head and spins with his fists out, hitting multiple times. Also draws the enemy closer to him (so that he can hit them with the rest of the combo with greater ease)
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Forward+C (standing): Spin Smash Kick
DB does something like a cross between a forward roll and a backflip. Can damage enemies behind him when he is spinning backward, and will knock down any opponent in front of him.
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X (crouching): Weak Crouching Punch
DB does a crouching jab. Must be blocked low.
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Y (crouching): Medium Crouching Punch
DB does a clobber when crouching. Fast, but can be blocked high or low.
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Z (crouching): Crouching Smash Punch
Dancing Banana gives the enemy a powerful forward overhead punch while crouching. Will knock down the enemy for a good distance. Can be blocked high.
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A (crouching): Weak Crouching Kick
DB does a little crouching kick. Weak but fast. Must be blocked low.
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B (crouching): Medium Crouching Kick
DB does something that looks more like a slide that hits for medium damage. Will trip the enemy, and must be blocked low.
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C (crouching): Aerial Launcher Kick
Dancing Banana does a handstand and a powerful kick upwards. Will send the enemy flying upwards (great for aerial raves)
NOTE: If the enemy is defeated via this move, they will fly into oblivion.
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Forward+B (crouching): Slide Kick
DB does a forward slide that hits multiple times for medium damage. Must be blocked low, but will not trip the enemy (so a follow-up can be done).
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X (in air): Weak Aerial Punch
DB does a weak mid-air punch
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B (in air): Medium Aerial Kick
DB does a stronger mid-air punch that hits a larger upward area.
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Z (in air): Strong Aerial Punch
DB does an aerial Smash Punch. Will knock the enemy down a good distance.
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A (in air): Weak Aerial Kick
DB does a weak mid-air kick. Depending on the enemy's vertical distance, he may do a low or a high kick.
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B (in air): Medium Aerial Kick
DB does a stronger mid-air kick. Depending on the enemy's vertical distance, he may do a low or a high kick.
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C (in air): Strong Aerial Kick
DB does an aerial Spin Smash Kick. Can damage enemies behind him, and will knock enemies in front to the ground. High interval time, though.
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Evasive Manouvers:
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A+X (hold forward/backward) 
OR 
Hold A+X, tap forward/backward:

Dodge slide (not palette 11): Dancing Banana does a low slide to one side of the screen depending on direction pressed. He is invulnerable to all attacks EXCEPT for crouching moves.

Banana warp (palette 11, rotten banana palette): DB pulls an Evil Ryu/ Evil Ken/ Akuma and does their classic Asura Warp to one side of the screen. He is COMPLETELY invulnerable to all attacks during this.

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Combos:
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Dancing Banana uses a variant of the "Chain Combo" system, where your char can chain weaker attacks into stronger ones (e.g. weak punch-medium punch-Strong kick, see below). He is also able to chain his combos into hyper moves as well, allowing him to do great damage.

The attacks from weakest to strongest:
Weak Punch/Kick
Medium Punch/Kick
Forward+Medium Punch/Kick
Strong Punch/Kick
Forward+Strong Punch/Kick

Commands in round brackets () can be replaced via different button presses, while those in square brackets [] indicate that the forward+attack will be executed.

Fruit Punch:
X, Y, [Y], Z, ([Z])
Your basic punch combo. Weaker than the kick combo, but can be cancelled into more attacks. Final hit knocks down enemy.
(Z) can be replaced with:
UP+Z: flipper punch (see special moves)
X+Y: Peanut Butter Jelly Time!!! (1 power bar, see hyper moves)
 
Banana Split:
A, B, [B], C, ([C])
You basic kick combo. Slightly stronger, but cancellable into fewer moves. 
Final hit knocks down enemy.
(C) can be replaced with:
Down+C: Launcher Kick (great for aerial rave!)

Crouch Combo (while crouching):
X, Y, Z, C
or 
A, Y, Z, C
or 
A, B+forward, Z, C
A combo while crouching (yes, DB can combo while crouching). Final hit will send opponent flying into mid-air (for an aerial rave)

Aerial Punch Combo (can only be done in the air):
X, Y, (Z)
A punch-based aerial combo. Slightly stronger than the punch combo (the final hit is stronger), but has less reach than the kick combo. Final hit knocks down enemy.
(Z) can be replaced with:
A+B: Super Drive Kick (1 power bar, see hyper moves)

Aerial Kick Combo (can only be done in the air):
A, B, (C)
A kick-based aerial combo. Slightly weaker than the punch combo (final hit weaker), but greater reach and versatility. Final hit knocks down enemy to the ground.
(C) can be replaced with:
A+B: Super Drive Kick (1 power bar, see hyper moves)

Combos can be chained via aerial launchers:
E.g.
X, Y, Y, Z, Up+Z (launcher), Aerial Drive (see special moves below), X, Y, Z
or
A, B, B, C, Down+C (launcher), Aerial Drive, A, B, C
or even
X(crouch), Y(crouch), Z(crouch), C(crouch), Aerial Drive, A, Y, C

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Grabs:
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All grabs are done by holding forward and pressing a button in front of the enemy (when you're pushing against them).

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B: Ass Kick
Dancing Banana grabs the enemy by the neck, and proceeds to kick him/her in the ass. Although it doesn't do much damage, the opponent loses 1/2 a powerbar (only if they have more or equal to that), and cannot recover from this move. 
Can be followed up with an aerial rave...
NOTE: If the enemy is defeated via this move, they will fly into oblivion.
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Y: Rolling Crash
Dancing Banana grabs the enemy, rolls him/her across the floor, and crashes him/her into the wall for damage. STRIKE! 
Great at getting out of being cornered.
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Special Moves:
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Down, Forward, X: Single Bananarang
Dancing Banana throws a single banana projectile forwards at the enemy. If the attack misses or is blocked, the banana will stop in midair at the end of the screen while spinning, before flying backwards horizontally, similar to a boomerang. 
Although the banana cannot damage the opponent when it is stationary, it can hurt the enemy on the way back! This allows the attack to have 2 chances at hitting the enemy. 
If the bananarang is damaged, hits, or is blocked on the way back, it will bounce offscreen.
If DB is damaged, the banana will disappear unless DB is in his cheap palettes or cheap AI

Note: This attack has a slight interval between the time you can use another bananarang move.
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Down, Forward, Y: Double Bananarang
Dancing Banana throws two single banana projectiles forwards at the enemy, one of which moves slightly upwards and the other moves slightly downwards. Similar to the single version, both bananarangs can "return" to damage the opponent, although they will move horizontally as well.
If a bananarang is damaged, hits, or is blocked on the way back, it will bounce offscreen.
If DB is damaged, the bananas will disappear unless DB is in his cheap palettes or cheap AI

Note: This attack has a large interval between the time you can use another bananarang move, as well as a longer startup than the single bananarang.
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Down, Forward, Z: Triple bananarang (EX move, costs 1/2 a power bar)
Dancing Banana throws three EX banana projectiles in a spread. These cannot be destroyed, and are not removed even if they hit the enemy before they reach the end of the screen.  When they reach the end of the screen, they move back in the opposite direction they were thrown in, and can damage the opponent for a second time.

Note: This attack has a slight interval between the time you can use another bananarang move.
--------------------------------------------------------------------------------------------Down, Forward, X (mid air): Triple Mini Aerial Bananas
Dancing Banana throws three weak bananas diagonally downwards. Although they are weak, they can hit a large spread.
(only 3 can be on a screen at a time to prevent cheapness)
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Down, Forward, Y (mid Air): Single Aerial Banana
Dancing Banana throws a single stronger banana downwards at a 45 degree angle. The banana will bounce off at a 45 degree angle if it hits the floor. Hurts more, but less spread.
(Only one can be on screen at a time to prevent cheapness)
--------------------------------------------------------------------------------------------Down, Forward, Z (mid air): Triple Bouncy Aerial Bananas  (EX move, costs 1/2 a power bar)
Dancing Banana throws three medium-damage bananas diagonally downwards. When they hit the ground, they will bounce off, giving much greater range.
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Forward, Down, Forward, X: Flipper Punch
DB surges forward and swings both fists upwards, flipping the opponent upwards. Decent damage, and can allow DB to do an instant jump (after it hits) to combo into an aerial rave.
NOTE: If the enemy is defeated via this move, they will fly into oblivion.
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Forward, Down, Forward, Y: Shoryuken
A Basic Shoryuken. Good damage, and DB can Aerial combo the opponent after sending them flying.
NOTE: If the enemy is defeated via this move, they will fly into oblivion.
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Forward, Down, Forward, Z: Baseball Upper (EX move, costs 1/2 a power bar)
Dancing banana takes out a baseball bat and clobbers the enemy WAY HIGH into the air. Hold forward to covera a greater area with the attack. Unrecoverable, and the opponent will take damage when he/she hits the ground.
NOTE: If the enemy is defeated via this move, they will fly into oblivion. 
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Down, Back, X: Bum Rush (weak, bum rush)
Dancing Banana does a bum rush that can allow him to pass through projectiles/grabs unharmed. If he connects, he does a burst punch that sends the enemy flying. 
However, the real usefulness of this is that after the initial hit, you can combo into a regular combo before the burst punch.
NOTE: If the enemy is defeated via this move, they will fly into oblivion. 
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Down, Back, X: Sugar Rush (medium, combo rush)
Dancing Banana gets ready to run, then makes a quick dash at the opponent. If he succeeds at elbowing the enemy, he follows up with two punches, followed by a powerful uppercut. Will do nothing if blocked.
NOTE: If the enemy is defeated via this move, they will fly into oblivion. 
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Down, Forward, A: Banana Kick (short range)
Dancing Banana does a flashkick with a banana-shaped energy blast that materializes in front of him. If it contacts the opponent when near, the enemy will be sent flying upwards, otherwise they will be knocked a good distance back. 
However, the main use of this attack is that it can block against most projectiles, making it a useful defensive move.
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Down, Forward, B: Banana Kick (medium range)
Dancing Banana does a flashkick with a banana-shaped energy blast that moves forward at a decent speed and goes at a 1/2 screen distance. If it contacts, the opponent will be knocked a good distance back. 
This move will cancel out projectiles, but will be destroyed out in doing so, unlike the short range version. (to prevent cheapness)
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Down, Forward, C: Banana Kick EX (EX move, long range, costs 1/2 a power bar)
Dancing Banana does a flashkick with a glowing banana-shaped energy blast that moves forward at a fast speed and travels the full screen.
Hits the enemy multiple times and knocks them back. 
This move is able to block projectiles without being destroyed like the short range version.
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Down, Back, A or B: Aerial Drive (can be done in mid-air, but only once)
Dancing Banana launches himself spinning at the enemy (aimed). If the opponent is hit on the ground, they will only flinch, but if they are hit in mid-air they will be stunned (and put into falldown state). Dancing Banana can then follow up with an aerial rave...
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Hyper Moves:
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Down, Forward, X+Y (on ground): Mega Bananarang (1 power bar)
Dancing Banana throws a HUGE banana horizontally at the enemy, that goes backwards once it reaches the wall. Hits multiple times.
UPDATE: Damage dampener activates if the banana connects. This is prevent brokenness when DB comboes the hitstunned enemy.
UPDATE Again: Banana disappears if DB is put into a hurt state.
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Down, Forward, X+Y (In air): Banana Bounder (1 power bar)
Dancing Banana throws a HUGE banana at a 45 degree angle downwards. When it hits the ground, it will bounce off at a 45 degree angle to the horizontal.
This move is able to "catch" the enemy and drag them along, doing multiple hits of damage.
This move DOES NOT disappear if DB is put into a hurt state.
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Down, Back, X+Y (on ground): Peanut Butter Jelly Time!!! (1 power bar)
Dancing Banana starts dancing to "Peanut Butter Jelly Time". While dancing, DB can damage the enemy by moving near him (use the control keys) and punching them.
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Down, Forward, A+B (on ground): Mega Banana Kick (1 power bar)
Dancing Banana crouches and prepares energy, then unleashes a LARGE, powerful banana energy wave via a flashkick. Hits multiple times. Besides being able to destroy projectiles, it will knock the enemy back a good distance. Fortunately for the opponent, it does 0 block damage.
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Down, Back, A+B (on ground/in air): Super Drive Kick (1 power bar)
Dancing Banana starts spinning, then flies towards the opponent like a drill. If he scores a successful hit, he proceeds to drll the enemy into the wall, causing damage.
Can be supercanceled from the aerial combo.
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Down, Forward, Y+Z (on ground): Multi Bananarangs (2 power bars)
Dancing Banana throws 9 EX bananarang projectiles at the enemy, that hit twice (one on the way forward and one on the way back). Can be supercancelled from Mega Bananarang throw.
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Down, Forward, Y+Z (in air): Banana Blitz (2 power bars)
Dancing Banana rapidly throws a blitz of bananas at a 35-55 degree angle downwards. Each banana is not very damaging, but there's 20 of 'em!
These bananas will bounce away as soon as they hit the ground (insterad of rebounding off)
Note: In cheap palettes, the bananas will rebound off the ground instead of bouncing away.
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Down, Back, B+C (on ground): Tropical Twister (2 power bars)
Dancing Banana starts a slow spin, but eventually becomes faster, deflecting projectiles. he then spins towards the enemy, and if he connects, hits them rapidly with his spinning fists before taking into the air and throwing them onto the ground. Can be jumped over or blocked, but DB cannot be damaged by anything except Hyper Moves while he's spinning.
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Hold Forward, Y+Z in front of the enemy (on ground): Fruit Blender (3 power bars)
Dancing Banana grabs the enemy, knocks them out cold with a knockout blow, then proceeds to spin the crap outta them with his pointed head and fists. Does 45% of the target's MAX hp in damage, and is unblockable.
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X, X, Forward, A, Z (on ground): Shun Banana Satsu/Raging Banana (3 bars, Rotten palette)
Dancing Banana floats over to the enemy, grabs them, beats the crap out of them and then kicks their ass. Literally.
An INSTANT KILL if it hits.
NOTE: You cannot damage Dancing Banana during this move with anything except projectiles.
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Customization (AI, EZ-Combo, Child-friendly setting):
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DO NOT TOUCH AI LEVELS 5 OR 6, because they fight unfairly...

This will make dancing banana fight accordingly to his AI setting. If you want to fight a challenging opponent, I suggest 3.

DO NOT TOUCH AI level 6 unless you want the banana to kill your character!!!

Open up the txt file "banana-2.txt"
You should see something like this:

[State -2, AI Type]
type = VarSet
trigger1 = 1
var(7) = 3
; 0 = nonexistant (well almost)
; 1 = weak
; 2 = medium
; 3 = tough (MUCH harder than medium AI, be careful!)
; 4 = boss
; 5 = Ironcommando-type cheapness
; 6 = Suicide

[State -2, EZ-combo?]
type = VarSet
trigger1 = !var(0)
var(16) = 1
; 0 = off
; 1 = on

[State -2, Child-Friendly mode?]
type = VarSet
trigger1 = 1
var(20) = 0
; 0 = off
; 1 = on

;DO NOT TOUCH ANYTHING BELOW HERE!!!

Do not touch anything below that.

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AI levels:
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Change var(7) to anything you want, as long as its not 5 or 6 or higher (That would be too cheap!).

What the AI will do...

0: "Nonexistant" AI
Attack randomly, but he can chain combos (somewhat)

1: Weak AI
Attack rather randomly at near range, but will know when to use far range moves.

2: Medium AI
Able to do basic combo, use attacks according to range. Will do full combo once hp is less than 1/3. Will know when to charge power.

3: Tough AI
Default AI. Able to attack according to proximity, and will know when to charge power and use hyper attacks.

4: Boss AI
Similar to tough AI, but will attack aggressively with combos, using attack moves to cover up for distance (Aerial Drive, Rush moves). Will also slide out of corners. Spams far-range moves more.

DO NOT TOUCH AI LEVELS 5 OR 6, or you will regret!

5: Ironcommando-type AI (BROKEN!!!)
NOW we get to the cheap stuff. Has all traits of boss AI, but with cheap stuff added in, such as grabbing opponent if attack is guarded, no damage dampening, fast power gain, spams projectiles even more.

6: SUICIDE AI
Think AI Level 5, but with Hyper armour, and ability to Shun Banana Satsu without being palette 11.

Its OVER (a certain number)!!!: SECRET AI
Description: HOLY CRAP...

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EZ-Combo mode:
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This mode allows you to do DB's combo by just holding down the button! (after you connect)
To activate, change var(16) to 1.

Fruit Punch Combo: Attack and hold with X/Y/Z. On the final hit, hold UP for the launcher.
Banana Split Combo: Attack and hold with A/B/C. On the final hit, hold DOWN for launcher.
Aerial Punch Combo: Hold X...
Aerial Kick Combo: Hold A...

Note: This setting DOES NOT AFFECT the AI.

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Child-Friendly setting:
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If you're playing as DB and you don't want your siblings to find DB swearing or doing the dirty middle finger, then turn var(20) into 1.

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Random stuff:
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Q: What! No Fatalities!?
A: Trust me, Peanut Butter Jelly Time (as well as Dragostea Din Tei) and Mortal Kombat fatalities/friendships don't mix. In short, PBJT + Fatality = EPIC FAIL

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Acknowledgements:
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-DemonicDan3: For introducing me to this AWESOME character, being my friend in MUGEN, as well as providing and adding the super sparks :p
-Markyjoe1990: For giving me suggestions to balance DB as well as make him more fun to fight against. Also, for showcasing DB to the masses :D
-ARPGME/Justinsvideostore: For providing me with the sprites. Without these, I wouldn't have been able to create the basic sprites!
-blunted: Your portrait for DB was AWESOME!!! :D
-All my Youtube Subscribers/Friends: For encouraging me to create this char ;)
-JS MUGEN Forum Anti-Ironcommando people (except DeathToIC): You know who you are. Yep, you have changed me for the better.

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NO THANKS TO:
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-Gootube: Screwing up my video quality
-N: For making the stupid rape slime
-Tengu: For creating that horrid hentai-based Kuromaru 
-Bahthebat/ Ratherat/ Hathehat: For editing a Hentai char like the two above.
-MisterLinkinPark420: Being the worst MUGENite ever by using Favic's cheap team (Nightmare SSJ3, Sephiroth, Himan) and flaming JudgeSpear and other MUGEN players for no good reason.
-Warner: One word- Kuronorimaru