Difference between revisions of "Samurai Shodown 3/Rimururu"

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| width="" |'''<font size = "3"> - 「Rupush Tum」 - 6/3AB''' (can be used unarmed)</font>
 
| width="" |'''<font size = "3"> - 「Rupush Tum」 - 6/3AB''' (can be used unarmed)</font>
* '''(Description)''' - Rimururu’s very own version of Plasma Factor, and a large part of why this character is so strong. 6AB has decent range and is good for catching backdashes, but doesn’t knock down and has a higher up hitbox later in the attack that often won’t hit people grounded. It is air unblockable, though, and sees use in certain situational combos. 3AB is a low, and is the real sauce for this Technique. Deals a good chunk of damage, knocks down on hit, and combos from most pokes you’ll use as this character. It also comes loaded with a lot of active frames to stuff stray pokes with. It’ll combo from any B normal from anywhere that isn’t max range, 5C, the works. Buffer this every time you press the B button in neutral.
+
* '''(Description)''' - Rimururu’s very own version of Plasma Factor, and a large part of why this character is so strong.<br>
 +
:6AB has decent range and is good for catching backdashes, but doesn’t knock down and has a higher up hitbox later in the attack that often won’t hit people grounded. It is air unblockable, though, and sees use in certain situational combos. 3AB is a low, and is the real sauce for this Technique. Deals a good chunk of damage, knocks down on hit, and combos from most pokes you’ll use as this character. It comes loaded with a lot of active frames to stuff stray pokes with.Its knockdown time is also long enough for you to set up puddle oki, even midscreen. Buffer this every time you press the B button in neutral.
 
:Like with Plasma Factor, Rupush Tum can also be used unarmed. Unlike Plasma Factor, you don’t get to combo into it and it doesn’t have extra damage or quicker startup. It's just kind of there, though note that 6AB becomes a straightforward punch rather than an anti-air upwards swing.
 
:Like with Plasma Factor, Rupush Tum can also be used unarmed. Unlike Plasma Factor, you don’t get to combo into it and it doesn’t have extra damage or quicker startup. It's just kind of there, though note that 6AB becomes a straightforward punch rather than an anti-air upwards swing.
  
 
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| width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Upun Op」 - mash S''' (can be used unarmed)</font>
 
| width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Upun Op」 - mash S''' (can be used unarmed)</font>
* '''(Description)''' - Nothing if not strange. It deals hilarious amounts of chip damage and recovers quickly, but the oddities quickly outweigh these benefits. The spikes at the start of the move have so little range that nothing can reliably combo into them, and the hitboxes aren’t large enough that you can use it to reasonably wall people out, although they do have the curious property of being able to erase projectiles. The saving grace of the move is that the final hit, a mid-range lance hit, allows you to hit people out of the air with a jump normal, much like Slash’s Konru Nonno. However, because of the way it knocks down (up and back instead of straight up), it’s very hard to consistently get a better follow-up than j.D outside of the corner. Overall a very difficult move to use.
+
* '''(Description)''' - Nothing if not strange. It deals hilarious amounts of chip damage and recovers quickly, but the oddities quickly outweigh these benefits. The spikes at the start of the move have so little range that nothing can reliably combo into them on front hit, and the hitboxes aren’t large enough that you can use it to reasonably wall people out, although they do have the curious property of being able to erase projectiles. The saving grace of the move is that the final hit, a mid-range lance hit, allows you to hit people out of the air with a jump normal, much like Slash’s Konru Nonno. However, because of the way it knocks down (up and back instead of straight up), it’s very hard to consistently get a better follow-up than j.D outside of the corner. Overall a very difficult move to use.
  
 
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Revision as of 17:51, 13 July 2019

リムルル, Rimururu
Colors

Introduction

It is customary for the priestesses in the village of Kamui Kotan to have an animal companion, as a sign of their oneness with nature. Everyone was confused and a little bit scared by the fact that Rimururu’s animal companion was actually a quasi-sentient ball of magical ice, but it doesn’t bother her too much.

Rimururu, Kamui Kotan’s second priestess, is overall a much simpler affair than her sister Nakoruru. Both Techniques share some excellent normals (albeit riddled with blind spots), her signature ice magic that can effectively lock people down, and some unorthodox movement and space control tools. When she finds the opening and scores a knockdown, she can use her effective command grab and okizeme tools to put people on the defensive. To top it all off, she has one of the simplest and most universal back hit combo loops in the game.

Slash, between the two Techniques, has to play a much more patient neutral game thanks to her severe lack of front-hitting combo tools. However, once she can force her opponent into the corner and score a knockdown, she can run some devastating setplay. Her opponent then has to deal with the somewhat counterintuitive but nevertheless terrifying mixup between Konru Memu and Konru Nonno, all sorts of pressure sequences, command grab tick throws, and aerial guard breaks.

Bust trades away the Marvel-style grime for a stronger combo game. Her tools give her a much more consistent gameplan focused on finding spots to deal damage, often with her Rupush Tum. This simpler objective and overall smaller supply of okizeme option makes Bust sound inferior, but her combination of greater damage output and more solid tools gives her all she needs to handily dominate the neutral.

Strengths Weaknesses
  • High damage and quick movement speed overall
  • Slash gets a very great command grab for setting up oki
  • Bust 3AB pretty much wins neutral by itself
  • Enough blind spots in her normals to fill an eye chart
  • Slash has basically no front hit combos
  • Bust's command grab doesn't knock down

Stats

Damage taken Rage rate Rage duration Throw startup Deflect advantage Deflect disadvantage modifier
105% 87.5% 4 sec 14f +32 ±0

Normal Moves

Far Slashes

5A
  • (Properties) -
  • (Description) -
5B
  • (Properties) - Cancellable. Air unblockable. Deflectable.
  • (Description) - Rimururu steps forward and does a downward slice. Has a huge blind spot if done too close to a standing opponent, but it's still an incredibly necessary tool for her neutral and back hit combos. A funny side effect of the blind spot is that she can deliberately use it to get closer without hitting and cancel into her command grab as a pseudo-kara cancel.
5C
  • (Properties) -
  • (Description) -
2A
  • (Properties) -
  • (Description) -
2B
  • (Properties) -
  • (Description) -
2C
  • (Properties) -
  • (Description) -

Near Slashes

n.5A
  • (Properties) -
  • (Description) -
n.5B
  • (Properties) -
  • (Description) -
n.5C
  • (Properties) -
  • (Description) -
n.2A
  • (Properties) -
  • (Description) -
n.2B
  • (Properties) -
  • (Description) -
n.2C
  • (Properties) -
  • (Description) -

Overheads

5BC
  • (Properties) - Hits high.
  • (Description) - It's also like Akatsuki's Tatsu but an overhead. Really good range.
u.5BC
  • (Properties) - Hits high.
  • (Description) - Deals slightly less damage. Otherwise the same.

Kicks

5D
  • (Properties) - Cancellable.
  • (Description) - It's like Akatsuki's Tatsu if it could be cancelled into a guaranteed command grab on block.
6D
  • (Properties) - Hits low.
  • (Description) - Comically unsafe. You die if you use this.
2D
  • (Properties) -
  • (Description) -
3D
  • (Properties) -
  • (Description) -

Jumping Normals

j.A
  • (Properties) -
  • (Description) -
j.B
  • (Properties) -
  • (Description) -
j.C
  • (Properties) -
  • (Description) -
j.D
  • (Properties) -
  • (Description) -

Dashing Normals

66A
  • (Properties) -
  • (Description) -
66B
  • (Properties) -
  • (Description) -
66C
  • (Properties) -
  • (Description) -
66D
  • (Properties) -
  • (Description) -

Unarmed Normals

u.5S
  • (Properties) -
  • (Description) -
u.2S
  • (Properties) -
  • (Description) -
uj.S
  • (Properties) -
  • (Description) -
u.66S
  • (Properties) -
  • (Description) -

Command Moves

Sankaku Tobi (Wall Jump)
  • (Description) - Rimururu's wall jump. May be useful for escaping the corner.

Special Moves

Universal

- 「Rupush Kuare」 - 236S (can be used unarmed)
  • (Description) -
  • (A version) -
  • (B version) -
  • (C version) -
- 「Konru Memu」 - 412A (can be used unarmed)
  • (Description) -
- 「Konru Shiraru」 - j.632A(~7/8/9) (can be used unarmed)
  • (Description) -
- WFT「Rupush Kamui Emushi」 - 6321463214CD (can be used unarmed)
  • (Description) -

Slash

- 「Rupush Tek Num: Chiu」 - 63214B (can be used unarmed)
  • (Description) - Very good command grab that complements Slash’s gameplay quite well. It knocks down and pushes the opponent across the screen, meaning this is her primary method of corner carry if she can get in range to use it. Once you're in the corner it gives you an opportunity to possibly make people deal with your scary okizeme tools. Having multiple kicks that can cancel into this for a guaranteed grab on block is just an added bonus.
- 「Konru Nonno」 - 623A (can be used unarmed)
  • (Description) - The lynchpin of this Technique’s entire gameplan. What she lacks in combo damage, she (mostly) makes up for with pressure and okizeme entirely with this move. It looks like it would be a nice anti-air thanks to the angle, but it’s very slow and not suited for the job unless you use it preemptively. On hit, she can follow up with j.C for a sizeable chunk of damage. On block, she’s slightly negative. But when they crouch block it -- if they’re scared of puddle oki, for example -- she’s plus. Not only do these plus frames give her time to force a mixup, she also gets a guaranteed command grab if she’s in range! Apply this as you would an overhead on the opponent’s wakeup.
- 「Kamui Shituki」 - 2146C (can be used unarmed)
  • (Description) - Projectile reflector with a bit more to it than one would think. You can obviously use it to reflect projectiles, which it does quite well. However, if you get a direct hit with this move, it’s an instant dizzy. While it’s impossible to use in normal front hit combos outside of one particular setup, in some situations it can be useful as a punish. It is also definitely usable in back hit combos.

Bust

- 「Rupush Tek Num: Yaku」 - 63214D (can be used unarmed)
  • (Description) - Very strange compared to Slash's straightforward equivalent. While it deals more damage than the Slash command grab, it doesn’t knock down, and actually leaves you at negative frames (although not enough to make it punishable). Still an integral part of Rimururu’s offensive game and okizeme. Unlike other command throws, its active frame is throw invulnerable, ensuring it will never trade with another command throw. After landing this, you can stick out a 3AB to stuff pokes and approach options.
- 「Rupush Tum」 - 6/3AB (can be used unarmed)
  • (Description) - Rimururu’s very own version of Plasma Factor, and a large part of why this character is so strong.
6AB has decent range and is good for catching backdashes, but doesn’t knock down and has a higher up hitbox later in the attack that often won’t hit people grounded. It is air unblockable, though, and sees use in certain situational combos. 3AB is a low, and is the real sauce for this Technique. Deals a good chunk of damage, knocks down on hit, and combos from most pokes you’ll use as this character. It comes loaded with a lot of active frames to stuff stray pokes with.Its knockdown time is also long enough for you to set up puddle oki, even midscreen. Buffer this every time you press the B button in neutral.
Like with Plasma Factor, Rupush Tum can also be used unarmed. Unlike Plasma Factor, you don’t get to combo into it and it doesn’t have extra damage or quicker startup. It's just kind of there, though note that 6AB becomes a straightforward punch rather than an anti-air upwards swing.
- 「Upun Op」 - mash S (can be used unarmed)
  • (Description) - Nothing if not strange. It deals hilarious amounts of chip damage and recovers quickly, but the oddities quickly outweigh these benefits. The spikes at the start of the move have so little range that nothing can reliably combo into them on front hit, and the hitboxes aren’t large enough that you can use it to reasonably wall people out, although they do have the curious property of being able to erase projectiles. The saving grace of the move is that the final hit, a mid-range lance hit, allows you to hit people out of the air with a jump normal, much like Slash’s Konru Nonno. However, because of the way it knocks down (up and back instead of straight up), it’s very hard to consistently get a better follow-up than j.D outside of the corner. Overall a very difficult move to use.

Strategy

Universal

Slash

Konru Nonno

Putting the opponent into a position where they have to crouch block Konru Nonno is extremely advantageous for Rimururu, since you have a lot of time to react to what the opponent responds with. If they got hit, follow up with j.C. If they block, command throw. If they chicken block, you can get a guaranteed guard break with 66B or 5C, both of which can be cancelled into Konru Memu to set up a situation where Rimururu has guaranteed answers to any defensive option the opponent takes. This is particularly powerful in her corner okizeme after landing a command grab, but you do have to alter your timing based on whether you expect your opponent to tech roll or not.

Bust

bust strategy

Combos

Slash

Front hit “combo”: n5B/66B xx 623A/412A
The cancel won’t combo, but if you land either of these moves they have to hold the mixup.

Easy back hit loop: [5B xx 412A]xN
Walk forward between reps. This’ll take a while, but it’s consistent. They’re in enough hitstun to add a jC after the puddle if you’re thirsty for the damage. Note that if you put yourself in the corner behind a stunned Ukyo, his hurtbox will make n5B miss at point blank. Use puddle before circle stepping to avoid this.

Back hit quick kill: n.5B xx 2146C [stun], circle step j.C 5C xx 412A, 5C
This will kill a lot faster than the easy loop, if you care about that sort of thing. The tricky part is making sure you’re at the right spacing to get the 5C after jC. Too far away and it’ll whiff, too close and you get n5C, which doesn’t combo all the way through on back hit.

Puddle stun combo: 412S 66B xx 2146C
With proper timing, it’s actually possible to confirm into 2146C using the puddle. If the opponent doesn’t block/wakes up on the puddle, you can followup with 66B xx 2146C for a guaranteed dizzy. If they block 412S, run up and command throw them. This has something to do with the opponent already being in hitstun/blockstun from the puddle prior to 66B connecting, and SS3 dealing with it in a weird way.

Bust

Back hit quick kill: n.5B xx 412A, 5C xx 3AB [stun], 5C
Walk forward just a little after 412A to ensure you’re at the right spacing for 5C. The rest is easy.

Front hit stun combo: 2D 2D 2D n5B xx 6AB 2D n5B link is frame perfect but allows Rimururu an attack that will either tick into a command throw or lead to a stun and thus a kill combo.

Front hit Zankuro ToD: 2D 2D 2D n.5B xx 6AB [stun] 412A [run forward] 2D 2D 2D 2D n.5B xx 6AB Two frame perfect 2D n.5B links are required, but Zankuro’s immunity to backhit combos necessitates it if you want to put him down in one opening.

External Links

Samurai Shodown 3
General

FAQControlsHUDVersion Differences

Characters

AmakusaBasaraGairaGalfordGenjuroHanzoHaohmaruKyoshiroNakoruruRimururuShizumaruUkyoZankuro

Mechanics

MechanicsAdvanced MechanicsEsoterics