Samurai Shodown/Wu-Ruixiang

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Wu-Ruxiang
呉瑞香, Wú-Ruìxiāng

Introduction

Ruixiang’s most defining features are without a doubt her ground traps, which make her a character for lab monsters who like to find crazy setups and stylish juggles, although she can also be played as a more traditional projectile zoner.

While her normals are surprisingly stubby and quite laggy, she has arguably the best projectile game out of the entire cast, with high, medium and low fireballs that become active very early in their animation. Her shield counter can also reflect projectiles, in addition to being a strong anti-aggression tool. Ruixiang’s WFT is fast and covers a huge area, making it risky for the opponent to challenge her zoning.

Her defense isn’t spotless though as she somewhat struggles with anti-airs and her damage is way below average without setups. Her slow movement and floaty jump also make it hard for her to position herself properly.

Strengths Weaknesses
  • Very strong projectile game
  • Nasty setups
  • Decent anti-aggression tools
  • Short reach on her normals
  • Low damage on her own
  • Slow movement
  • Okizeme hard to setup
  • poor frame data
  • has no specials when disarmed

Data

  • Damage Taken: 110%
  • Rage Duration: 16 seconds

Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Wu's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
Ss wu 5A.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 7 - 22 -3 - -5 Yes - Yes -

A quick swat with the pan. Cancellable, but no real combo potential.


5B
5B
Ss wu 5B.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80+20 Mid 14 - 48 -8 - -12 Yes - Yes -

2-Hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd.


5C
5C
Ss wu 5C.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
240 Mid 22 - 69 +5 - -28 No - Yes (disarm) -

Kind of a baby hard slash with slow startup, short range and no special cancelling. Be ready to recoil cancel if you do go for this.


2A
2A
Ss wu 2A.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 8 - 24 -4 - -5 Yes - Yes -


2B
2B
Ss wu 2B.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 10 - 36 -6 - -12 No - Yes -

On the ground this one has only a few pixels more reach than 2A and no cancels, but it could be used to catch badly spaced jump-ins.


2C
2C
Ss wu 2C.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 Low 24 - 62 - - -15 No - No -

This is her farthest-reaching low. Startup is slow, but it knocks down. although pretty minus pushback makes this okay


Near Slashes

n.5A
n.5A
Ss wu n5A.JPG
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - 15 +3 - -5 Yes - No -

"Talk-to-the-hand" smack.


n.5B
n.5B
Ss wu n5B.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 10 - 31 +3 - -12 Yes - Yes -

Quick shield bash that combos into any 214S and WFT.


n.5C
n.5C
Ss wu n5C.JPG
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
200 Mid 23 - 56 +5 - -28 No - Yes (disarm) -

Another slow-ish hard slash.


n.2A
n.2A
Ss wu n2A.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - 16 +3 - 0 Yes - No -

Just the crouching version of n.5A, still hits mid as well.


n.2B
n.2B
Ss wu n2B.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 10 - 32 +2 - -12 Yes - Yes -

Another pretty quick upwards shield bash with anti-air potential.


n.2C
n.2C
Ss wu n2C.jpg
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180 Mid 19 - 54 +7 - -28 No - Yes (disarm) -

More damage than far 2C but no knockdown. Also hits mid instead of low.


Kicks

5D
5D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 8 - - -5 - -8 no - - -


6D
6D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Low 13 - 23 +2 - -1 no - - -

because of little pushback and a false animation this can be good for tick throws if opponent isnt ready


2D
2D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 7 - 22 -3 - -6 no - - -


3D
3D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 15 - 56 KD - -26 no - - -


Dash Normals

66A
66A
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 9 - 24 -5 - -20 Yes - - -


66B
66B
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80+20 Mid 14 - 44 -3 - -36 No - - -

great combo tool for throw and also great wiff tool as well. Can wiff cancel this into traps or fireballs.


66C
66C
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Mid 16 - 66 KD - -15 no - - -


66D
66D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 9 - 49 KD - -25~-17 no - - -


Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 - 7 - - - - - - - - -


j.B
j.B
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 - 9 - - - - - - - - -


j.C
j.C
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 - 12 - - - - - - - - -


j.D
j.D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 - 11 - - - - - - - - -


Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - 10 - - -1 - -6 - - - Yes


u.2S
u.2S
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - - - - 0 - -5 - - - Yes


ju.S
ju.S
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - 10 - - - - - - - - Yes


u.66S
u.66S
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - - - - - - - - - - Yes


Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D Neutral Throw Forward Throw Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral/Forward 0 Throw 3 - 74 +20 - - - - - -

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 - 74 +25 - - - - - -

Universal throw. Can be followed up with an attack.


Surprise Attack
Surprise Attack (Overhead)
5B+C
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 - 18 - 56 KD - -20 - - - -

Universal overhead.


Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - 38 - - - - - - -

Universal dodge.


Counter / Blade Catch
Counter / Blade Catch
236A+B Counter Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - - - 46 - - - - - - -

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.

Disarmed - - - - - - - - - - - -

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level used.


Rage Explosion
Rage Explosion
5A+B+C
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - - -

Unblockable pushback attack.


Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.


Special Moves

Black Tortoise Torrent
Black Tortoise Torrent
236S Black Tortoise Torrent
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 60 Low 28 - 60 KD - -21 - - - No

Low projectile. This projectile is actually a low and has to be crouch blocked

Medium 60 Mid 19 - 55 KD - -28 - - - No

Normal projectile, faster than the others but more unsafe as well

Heavy 60 Mid 28 - 60 KD - -21 - - - No

Only will hit earthquake standing. Everyone else this is if you know they will jump


Vermilion Bird Blaze
Vermilion Bird Blaze
214S Vermilion Bird Blaze
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 25*3 Mid 15 - 55 KD(+86) - -20 - - - No
Medium 25*5 Mid 20 - 69 KD(+80) - -28 - - - No
Heavy 20*8 (RAGE:22*12) Mid 23(15) - 96(88) KD{+59(+63)} - -48(-45) - - - No

All versions deal more damage while in rage. Can destroy projectiles but the main usage of this is for combos


White Tiger Fangs
White Tiger Fangs
623S White Tiger Fangs
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
All 20*5 Low 53 - 68 KD - +15 - - - No

Wu's trap. Light sets close, Medium sets mid, Heavy sets far. The most important tool about this character. This can be used to zoning, okizeme, and blockstrings. If it hits allows for massive damage combos with RE> (push into trap)trap hit > issen/lighting blade or trap hit into SSM


Azure Dragon Thunderstrike
Azure Dragon Thunderstrike
22S Azure Dragon Thunderstrike
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 100 - 15 - 59 KD - -20 - - - No
Medium 140 - 22 - 73 KD - -26 - - - No
Heavy 180 - 22 - 86 KD - -26 - - - No

this move can be good for certain anti airs if you know they are jumping over you. One of the most practical tools of this is using 22C(heavy) meaty in corner to be either +10 or +5 on block if perfectly spaced and it converts easily on hit.


Kirin Earthen Rampage
Kirin Earthen Rampage
421K Kirin Earthen Rampage
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
200 - 8 - 66 - - - - - - No

Counter that reflects projectiles and will counter attack if the attack hitting the shield is a mid or high.


Supers

Weapon Flipping Technique

Nine-Headed Dragon Strike
236B+C
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
420(490 in Rage Explosion) - 19 - - KD - -51 - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit.


Super Special Move

Primordial Chaos of the Yellow Dragon
641236C+D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
675 - 34 - - KD - -74 - - - -

Available only once per match. Last hit doesn't follow regular damage scaling rules. This move is very good to use if you can confirm off trap


Combos

List combos, use numpad notation.

Midscreen

  • Cl.5b/cl.2b/f.b/66b
  • ...236b
  • ...214x
  • ...22a/22b
  • ...wft
  • Close range 623x
  • ... 236b
  • ... 22c
  • ... 214c
  • ... wft
  • ... issen
  • ... SSM ender
  • ... cl.5c/j.c/cl.2c
  • Medium range 623x
  • ... 236b
  • ... run up 22b/22a
  • ... run up 214c
  • ... wft
  • ... 236c wft(a little closer then mid range and character specific)
  • ... issen
  • ... SSM ender
  • ... f.c/66c/j.c
  • Far range 623x
  • ... 236b
  • ... run up 214c
  • ... Wft
  • ... issen
  • ... 66c/j.c
  • Grab
  • ... f.b/66b 214c
  • ... 66b 22b
  • ... f.b/66b wft
  • ... mid range spikes to 236b
  • ... mid range spikes to run up 22b/22a
  • ... mid range spikes to run up 214c
  • ... mid range spikes to wft
  • ... mid range spikes to issen
  • ... mid range spikes to run upSSM ender
  • ... f.c/66c/j.c
  • Deep j.c
  • ... f.c
  • ... f.b/66b 214c
  • ... 66b 22b
  • ... f.b/66b wft

Corner

  • Close spikes in the corner
  • ... 22c 22a
  • ... 22c 214c
  • ... 22c wft
  • ... 22c issen
  • ... SSM

Anti-Air

  • 22c (if opponent tries jumping out of the corner and if opponent jumps into late)
  • ... 214c
  • ... Wft
  • ... issen
  • 236c (if opponent tries jumping out of the corner)
  • ... Issen

Videos

Link to Wu videos and specify year it was produced or patch version in brackets.

Example: Wu combo video by "name of content creator" (2019).

Colors


External Links

Samurai Shodown
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