Difference between revisions of "Samurai Shodown/Rimururu"
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*All her normals have short range and average damage | *All her normals have short range and average damage | ||
*Shortest rage timer coupled with the highest damage modifier in the game | *Shortest rage timer coupled with the highest damage modifier in the game | ||
− | * | + | *Some of her special moves are gimmicky (421S) or situational to the point of near uselessness (22S, 6SSSS) |
*623S is her main source of big damage and the move is both unsafe and resets neutral | *623S is her main source of big damage and the move is both unsafe and resets neutral | ||
*[https://twitter.com/SNKPofficial/status/918436380295929857 Can't join KOF because her sister is hella insecure] | *[https://twitter.com/SNKPofficial/status/918436380295929857 Can't join KOF because her sister is hella insecure] | ||
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==Data== | ==Data== | ||
+ | <!--To make changes to this section, go to Rimururu's subheader in Samurai_Shodown/System_Data--> | ||
{{#lst:Samurai Shodown/System Data|Rimururu Data}} | {{#lst:Samurai Shodown/System Data|Rimururu Data}} | ||
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===Neutral=== | ===Neutral=== | ||
− | Rimu is a swiss-army knife of specials but her normals lack range, so | + | Rimu is a swiss-army knife of specials but her normals lack range, so it's usually best to wait for your opponent to start making a move. If they approach from the ground, 5BC is your longest-reaching poke and has very fast startup. At fullscreen, 236C might condition opponents to jump forward which you can answer with a j.C to the face. If they're prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc.). If you want to get in, j.D has short startup and is active for a very long time. Although, it does little damage but will stuff several air normals or A/B DP startups. j.B can be linked for big damage but its horizontal hitbox can whiff easily on standing opponents, so time it properly. |
− | A big part of | + | A big part of Rimu's neutral is j.2S. You can jump in any direction after successfully setting up a platform. Ice platform is helpful to take some heat off from projectile spam or to force opponents to make a move. Opponents who DP, will trade with the ice block but you can pre-emptively neutral jump or approach with a well-timed forward j.D. Additionally, setting up the ice block right on top of them will force a run in any direction or to eat up a free mixup on taller characters (on wakeup). Condition your opponent into thinking you'll set up a platform on neutral and then anti-air when they guess wrong. |
'''Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.''' | '''Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.''' | ||
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Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can: | Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can: | ||
− | *Meaty with j.C (can be | + | *Meaty with j.C (can be combo'd into 623S if landed low enough) |
*Crossup jump into B slashes or 2C | *Crossup jump into B slashes or 2C | ||
*Overhead | *Overhead | ||
Line 47: | Line 48: | ||
Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C. | Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C. | ||
− | You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but | + | You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but it's one of the few reliable ways to land it. |
==Normal Moves== | ==Normal Moves== | ||
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|deflect=Yes | |deflect=Yes | ||
|unarmed= | |unarmed= | ||
− | |description=Good startup and range but | + | |description=Good startup and range but can't be cancelled into anything. |
}} | }} | ||
}} | }} | ||
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|deflect=Yes | |deflect=Yes | ||
|unarmed= | |unarmed= | ||
− | |description=Fast and has good recovery but | + | |description=Fast and has good recovery but can't be cancelled into anything. |
}} | }} | ||
}} | }} | ||
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|deflect=Yes | |deflect=Yes | ||
|unarmed= | |unarmed= | ||
− | |description=Fast startup and like all her B slashes | + | |description=Fast startup and like all her B slashes it's special cancellable. On hit, go for 623C or 214C. On block, cancel into 214B to make a bit safer. |
}} | }} | ||
}} | }} | ||
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|deflect=Yes | |deflect=Yes | ||
|unarmed= | |unarmed= | ||
− | |description=Good reach and comes fast. Coupled with | + | |description=Good reach and comes fast. Coupled with Rimu's fast running speed, you can cover enough ground to stuff some opponent's moves on statup. |
}} | }} | ||
}} | }} | ||
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|deflect=Yes | |deflect=Yes | ||
|unarmed= | |unarmed= | ||
− | |description=Great vertical hitbox and good damage. Blows back and knock downs on hit. A great move to throw if you can predict a jump in before your opponent dishes out an air normal. Can also be | + | |description=Great vertical hitbox and good damage. Blows back and knock downs on hit. A great move to throw if you can predict a jump in before your opponent dishes out an air normal. Can also be combo'd from 236A/B on wakeup. |
}} | }} | ||
}} | }} | ||
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{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version= | ||
− | |damage= | + | |damage=0 |
− | |guard= | + | |guard=Low |
− | |startup= | + | |startup=52 |
|active= | |active= | ||
− | |recovery= | + | |recovery=73 |
− | |hitAdv= | + | |hitAdv=+42 |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-6 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
|deflect= | |deflect= | ||
|unarmed=Yes | |unarmed=Yes | ||
− | |description=Ground ice trap. Staggers enemies for a window big enough to 66C or WFT/SSM them. Will interrupt startup of some enemies' attacks including SSMs. | + | |description=Ground ice trap. Staggers enemies for a window big enough to 66C or WFT/SSM them. Will interrupt startup of some enemies' attacks including SSMs. Has some utility as a ghetto unblockable setup when used in conjunction with 5B+C. |
}} | }} | ||
}} | }} | ||
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{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version= | ||
− | |damage= | + | |damage=100 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=33 |
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version= | ||
− | |damage= | + | |damage=20, 160 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=13,52 |
|active= | |active= | ||
− | |recovery= | + | |recovery=85 |
− | |hitAdv= | + | |hitAdv=-, HKD |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-34, -17 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
|deflect= | |deflect= | ||
|unarmed=Yes | |unarmed=Yes | ||
− | |description=Ice mirror that reflects projectiles. Can work as a situational anti-air since it | + | |description=Ice mirror that reflects projectiles. Can work as a situational anti-air since it is active for quite long. The follow-up projectile is '''not''' guaranteed on mirror hit. Therefore, you will always get one or the other. On hit, the projectile wall-bounces the opponent to land at midscreen and causes knockdown. |
}} | }} | ||
}} | }} | ||
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{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version=Normal | |version=Normal | ||
− | |damage= | + | |damage=100, 4x5 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=16 |
|active= | |active= | ||
− | |recovery= | + | |recovery=67 |
− | |hitAdv= | + | |hitAdv=HKD (+114) |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-17 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
Line 1,060: | Line 1,061: | ||
|header=no | |header=no | ||
|version=Rage | |version=Rage | ||
− | |damage= | + | |damage=100, 10X5 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=16 |
|active= | |active= | ||
− | |recovery= | + | |recovery=67 |
− | |hitAdv= | + | |hitAdv=HKD (+114) |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-17 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
Line 1,091: | Line 1,092: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version=Nishi - A | |version=Nishi - A | ||
− | |damage= | + | |damage=60 |
|guard=Mid | |guard=Mid | ||
− | |startup= | + | |startup=67 |
|active= | |active= | ||
− | |recovery= | + | |recovery=50 |
|hitAdv= | |hitAdv= | ||
|backhitAdv= | |backhitAdv= | ||
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|header=no | |header=no | ||
|version=Nishi - B | |version=Nishi - B | ||
− | |damage= | + | |damage=60 |
|guard=Mid | |guard=Mid | ||
− | |startup= | + | |startup=66 |
|active= | |active= | ||
− | |recovery= | + | |recovery=50 |
|hitAdv= | |hitAdv= | ||
|backhitAdv= | |backhitAdv= | ||
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|header=no | |header=no | ||
|version=Tutu - C | |version=Tutu - C | ||
− | |damage= | + | |damage=60 |
|guard=Low | |guard=Low | ||
− | |startup= | + | |startup=28 |
|active= | |active= | ||
− | |recovery= | + | |recovery=77 |
− | |hitAdv= | + | |hitAdv=+1 |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-18 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
Line 1,151: | Line 1,152: | ||
|data= | |data= | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
− | |version= | + | |version=A |
− | |damage= | + | |damage=85 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=26 |
+ | |active= | ||
+ | |recovery=96 | ||
+ | |hitAdv=HKD | ||
+ | |backhitAdv= | ||
+ | |blockAdv=-15 | ||
+ | |cancel= | ||
+ | |clash= | ||
+ | |deflect= | ||
+ | |unarmed=Yes | ||
+ | |description= | ||
+ | }} | ||
+ | {{AttackData-SS2019 | ||
+ | |header=no | ||
+ | |version=B | ||
+ | |damage=115 | ||
+ | |guard=Mid | ||
+ | |startup=26 | ||
+ | |active= | ||
+ | |recovery=160 | ||
+ | |hitAdv=HKD | ||
+ | |backhitAdv= | ||
+ | |blockAdv=-17 | ||
+ | |cancel= | ||
+ | |clash= | ||
+ | |deflect= | ||
+ | |unarmed=Yes | ||
+ | |description= | ||
+ | }} | ||
+ | {{AttackData-SS2019 | ||
+ | |header=no | ||
+ | |version=C | ||
+ | |damage=145 | ||
+ | |guard=Mid | ||
+ | |startup=26 | ||
|active= | |active= | ||
− | |recovery= | + | |recovery=160 |
− | |hitAdv= | + | |hitAdv=HKD |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-19 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
|deflect= | |deflect= | ||
|unarmed=Yes | |unarmed=Yes | ||
− | |description=Multihit mash special with a bigger followup projectile than 421S. Active frames depend on the slash level you used (A shortest, C longest). | + | |description=Multihit mash special with a bigger followup projectile than 421S. Active frames depend on the slash level you used (A shortest, C longest). As of Ver1.12, this special will only come out grounded while continuously holding forward. The damage is mediocre but the chip can be enough to finish off opponents. |
}} | }} | ||
}} | }} | ||
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{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version=A | |version=A | ||
− | |damage= | + | |damage=70 |
|guard= | |guard= | ||
− | |startup= | + | |startup=18 |
|active= | |active= | ||
− | |recovery= | + | |recovery=56 |
− | |hitAdv= | + | |hitAdv=0 |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-7 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
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|header=no | |header=no | ||
|version=B | |version=B | ||
− | |damage= | + | |damage=80 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=16 |
|active= | |active= | ||
− | |recovery= | + | |recovery=59 |
− | |hitAdv= | + | |hitAdv=-5 |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-14 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
Line 1,215: | Line 1,250: | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
− | |damage= | + | |damage=70 |
− | |guard= | + | |guard=Low |
− | |startup= | + | |startup=16 |
|active= | |active= | ||
− | |recovery= | + | |recovery=66 |
− | |hitAdv= | + | |hitAdv=HKD (+95) |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-19 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
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{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version= | ||
− | |damage= | + | |damage=70+280 (420, 490) |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=1+24 |
|active= | |active= | ||
|recovery= | |recovery= | ||
− | |hitAdv= | + | |hitAdv=HKD |
|backhitAdv= | |backhitAdv= | ||
− | |blockAdv= | + | |blockAdv=-22 |
|cancel= | |cancel= | ||
|clash= | |clash= | ||
|deflect= | |deflect= | ||
|unarmed= | |unarmed= | ||
− | |description=Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen onwards. This POS | + | |description=Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen onwards. This POS doesn't have any chip damage so only use at the beginning of an opponent jump in to take them to the corner. |
}} | }} | ||
}} | }} | ||
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{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version= | |version= | ||
− | |damage= | + | |damage=640 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=10+18 |
|active= | |active= | ||
|recovery= | |recovery= | ||
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|unarmed= | |unarmed= | ||
|description=Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu | |description=Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu | ||
+ | |||
+ | Invincibility frames: 1-10 | ||
}} | }} | ||
}} | }} | ||
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==External Links== | ==External Links== | ||
− | * | + | <!--To make adjustments to Rimururu's hashtag go to Samurai_Shodown/FAQ--> |
+ | *Twitter hashtag: {{#lst:Samurai Shodown/FAQ|Rimururu Hashtag}} | ||
{{SS2019}} | {{SS2019}} |
Latest revision as of 03:07, 25 October 2019
Introduction
Nakoruru's little sister who goes on a quest, for the 7th time, to tell her she left the stove on when she left. In her transition from SamSho 5 Special, she kept her specials but lost some important aspects of her gameplan: timescamming isn't viable anymore, no more 236C crossups, pursuit combos, seizure-inducing WFT, etc. Nevertheless, she still plays a very different game compared to the rest of the cast and excels and frustrating and pissing off her opponents. And that's all that matters in the end. :)
Strengths | Weaknesses |
---|---|
|
|
Data
- Damage Taken: 110%
- Rage Duration: 8 seconds
Gameplan
The main goal while playing Rimu is to score a knockdown and set up platform oki to run mixups. She is particularly effective in the corner so taking your opponents there is a big priority. The best way to do this is to always cancel any B slash into 214C which blows back on hit. Moves like 623S, 241S (1st hit) have bigger blowback but feature very long recovery as a trade off.
Neutral
Rimu is a swiss-army knife of specials but her normals lack range, so it's usually best to wait for your opponent to start making a move. If they approach from the ground, 5BC is your longest-reaching poke and has very fast startup. At fullscreen, 236C might condition opponents to jump forward which you can answer with a j.C to the face. If they're prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc.). If you want to get in, j.D has short startup and is active for a very long time. Although, it does little damage but will stuff several air normals or A/B DP startups. j.B can be linked for big damage but its horizontal hitbox can whiff easily on standing opponents, so time it properly.
A big part of Rimu's neutral is j.2S. You can jump in any direction after successfully setting up a platform. Ice platform is helpful to take some heat off from projectile spam or to force opponents to make a move. Opponents who DP, will trade with the ice block but you can pre-emptively neutral jump or approach with a well-timed forward j.D. Additionally, setting up the ice block right on top of them will force a run in any direction or to eat up a free mixup on taller characters (on wakeup). Condition your opponent into thinking you'll set up a platform on neutral and then anti-air when they guess wrong.
Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.
Okizeme
Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can:
- Meaty with j.C (can be combo'd into 623S if landed low enough)
- Crossup jump into B slashes or 2C
- Overhead
- 5B/2B into DP
Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C.
You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but it's one of the few reliable ways to land it.
Normal Moves
Far Slashes
5A
5A |
---|
5B
5B |
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5C
5C |
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2A
2A |
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2B
2B 2A but with more ink |
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2C
2C |
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Near Slashes
n.5A
n.5A |
---|
n.5B
n.5B |
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n.5C
n.5C |
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n.2A
n.2A |
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n.2B
n.2B M O R E I N K |
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n.2C
n.2C |
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Kicks
5D
5D |
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6D
6D |
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2D
2D |
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3D
3D |
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Dash Normals
66A
66A Angery 5A |
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66B
66B
Rimu trying her hardest to stop SNK from taking the plus frames on this move (2019, colorized) |
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66C
66C |
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66D
66D |
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Air Normals
j.A
j.A |
---|
j.B
j.B |
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j.C
j.C |
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j.D
j.D More active than a gym on January 1st |
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Unarmed Normals
u.5S
u.5S |
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u.2S
u.2S |
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ju.S
ju.S |
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u.66S
u.66S |
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u.66D
u.66D Why can't you be 66D? :PepeHands: |
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Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Forward Throw Back Throw |
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Surprise Attack
Surprise Attack (Overhead) 5B+C A button so good it does taxes for you |
---|
Dodge
Dodge 5A+B "Kyaa!" |
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Deflect / Blade Catch
Deflect / Blade Catch 236A+B Deflect Blade Catch |
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Rage Explosion
Rage Explosion 5A+B+C (○` 3′○) |
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Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion "I killed a person, yay!" |
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Command Moves
Wall Jump
Wall Jump 9 (near wall) |
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Special Moves
Konru Mem
Konru Mem 22S To MK dance your opponent |
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Konru Shiraru
Konru Shiraru j.1/2/3S Can't stay there forever... [Wile E. Coyote intensifies] |
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Kamui Shtokke
Kamui Shtokke 421S Magic mirror on the wall Who's the unfairest of them all? |
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Konril Nonril
Konril Nonril 623S / 623C (Rage) Regular DP Thicc Konru DP |
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Lupu Quall
Lupu Quall 236S "Iku yo, Konru!" A Tondeke B Tondeke C Tondeke |
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Upun Orb
Upun Orb 6SSSS Say hello To my little friend |
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Rupu Toumu
Rupu Toumu 214S Uhhh, can we have these as normals instead? |
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Supers
Weapon Flipping Technique
Rupu Kamui Emyu Tu Tu 236B+C |
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Super Special Move
Poro Konru Tursere 641236C+D "People from Earth, lend me your power" S̶p̶i̶r̶i̶t̶ ice bomb! |
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Combos
B slash into anything.
Midscreen
Corner
Videos
Link to Rimururu videos and specify year it was produced or patch version in brackets.
Example: Rimururu combo video by "name of content creator" (2019).
Colors
Default
3D Retro Costume
External Links
- Twitter hashtag: #SS_RI