Difference between revisions of "Samurai Shodown V Special/Rimururu"
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[[Category:Samurai Shodown V Special]]
[[Category:Samurai Shodown V Special]]
Revision as of 02:44, 11 June 2019
Fast and small. Bad pokes makes it hard for Rimururu to get in, but once she does she can run mixups all day. She has a wide variety of (mostly) useful projectiles that may not be the worlds greatest zoning tools, but give her some good keepaway and turtling tactics in addition to being vital to her mixup and okizeme game.
- Damage taken: 120%
- Rage duration: 7 seconds
- Amount to rage: 14
- Walk speed: 688
- Backwalk speed: 500
- Dash speed: 1664
- Jump duration: 47 frames
- Width: 12
- Throw range: 12
Good range but not fast or cancelable.
Slow as hell, but special cancelable during the whole thing.
Decent range (for Rimu), so it can be useful as a punisher.
Fast startup and good on block/hit making it the move you want to tick throw off of.
Crappy range and speed and special cancelable during the whole thing.
Only useful as a lazy punish, not recommended unless you have flashing sword gauge because she has better options.
Effectively the same as 2A.
Fast and special cancelable.
More damage than far AB but no effective use at that range unless you can't go into 623S for some reason.
Same as far 2A.
Same as far 2B.
Same as far 2AB.
One of the best overheads in the game. Has good range and speed. Like most hopping UOHs it hops over lows and knocks down. Cancelable into j.2S during startup.
Not really good, but can be annoying because she hops forward (meaning airborne) and is pretty safe.
Fast hits low and special cancelable.
Fast and hits low.
|3C: Not fast but good range and 8BC cancelable for auto-combo. Low hit.|
You may want to use this over j.AB for air to air if you weren't very preemptive and they aren't low enough for j.C.
The move you generally use. Alright hitbox but not anything like Rera's.
Good move because it's fast and persists the whole time you're in the air.
Shouldn't be used, basically a bad version of her far 5A.
Frame advantage on hit safe on block.
This knockdown slash is more or less her bread and butter attack in combination with other setups. It's fast enough and damaging enough, and has a hitbox that easily hits people well above her head. If they get frozen by ice, hit them with this. If they jump over an icicle, just dash under them and hit them with this on the crossup. It's almost too easy.
Really weird auto combo move that isn't much of a combo and also very slow, you can j.2S after it though. Generally useless because after the incredibly weak kicks, she floats backward and some characters can punish her at that point, either with or without you using the j.2S.
Mid 2 finger poke.
Low 2 finger poke, neutral on block (!).
Standard airborne jab with low active frames.
Good range and speed and also gives knockdown so you can small pursuit or retrieve your weapon.
A thousand times better than the armed version. It's fast and knocks down so you can follow up with a heavy pursuit for undeserving damage.
Butt launch to the face. Hits overhead and knocks down, doing less damage than a regular 2A. No real reason to use this instead of 5BC, except maybe for a laugh or, of course, humiliation. With full rage, Rimu keeps stumbling like crazy for more damage and hits, but the move loses its "High" property, now hitting mid instead.
Kamikaze dive with pretty much the same properties as u.66BC.
|Deflect - 216D:|
|Weapon Pickup - 5A:|
|Taunt Disarm - Start Start Start:
|Sankaku Tobi - j.9 or j.3 near wall:
Generally speaking Rimururu may only have out one projectile at a time. All of her projectiles will persist upon getting hit.
|Konru Shirar - j.2S (at apex): (can be used unarmed)
|Rupush Kuare - 236S: (can be used unarmed)
|Konru Mem - 214S: (can be used unarmed)
|Konru Nonno - 623S: (can be used unarmed)
|Kamui Shituki - 421S: (can be used unarmed)
|Upon Op - 6+Tap S Rapidly: (can be used unarmed)
|Rupush Kamui Emush (Toitoi) - 236CD - WFT: (can be used unarmed)
- [5B or c.5B or 2B or c.2B] xx 623AB 8BC
- 66B c.5B xx 623S 8BC
- 6C xx 623S 8BC
- 3C xx 8BC
- 2AB 2BC
Situational stuff that can be useful:
- Antiair [236A or 236B] [8BC or 5AB or 66AB etc...]
- Unarmed 66C xx 8BC (low)
- Fullscreen 236AB 214CD
- 236A Rage Explosion (unblockable, can't follow up)
- 236A [2C or hop over or whatever] into 66B link combo
- 236A [whatever] [any B attack] 623S 8BC
- 236A [whatever] 5BC
State of Nothingness:
- Whatever into 5AB into issen generally gives you the best damage, replace 5AB with a B level attack if you don't have much meter.
- You can also combo a 236S freeze into a SoN combo.
While Rimururu has a wide variety of projectiles in her arsenal, because she has stubby limbs she generally has a hard time getting in on the opponent. You should try your best to play patiently and pester them with 236S. You can sneak in a slower 236AB here and there, meaning they will either have to jump or let you in, and you can preempt the jump with a j.AB. j.2S is useful for keeping other people out and ticking the clock, and being annoying in general. Always be watching for a jump because Rimu's 623S is a very strong anti air and can turn the tide in your favor very quickly. Using 412S at the right time can mean the difference between life and death, and avoiding any other characters close up game. But be careful because trading with heavies is almost never in your favor.
Midscreen you can toss a 236S (depending on how you think they will roll) and followup accordingly. If they choose not to roll midscreen you can 236A > 6D/4D crossup mixup.
In the corner the opponent is forced to either wake up into a 236A or roll just in front of it. If they roll forward the ice flower will persist for awhile so you can pressure relatively safeley until it goes away or you push them into it. If they wake up into it you can go into throw/low/overhead mixups.
|5A||6||10||4||25||x||14~15(2)||-4||-4||-3||Mid||Weak attack, Deflectable(weak)|
|5B||11||18||2||44||4~34(31)||14~17(4) / 20~30(11)||-8||+0||-9||Mid||Medium attack, Deflectable(med)|
|5AB||27||20||4||60||x||4||-3||+7||-21||Mid||Heavy attack, Deflectable(heavy)|
|2A||5||4||1||17||x||-||-2||-2||-3||Mid||Weak attack, Deflectable(weak)|
|2B||7||15||5||37||15~33(19)||-||-4||+4||-9||Mid||Medium attack, Deflectable(med)|
|n.5A||4||5||2||17||x||1~4(4)||-2||-2||-3||Mid||Weak attack, Deflectable(weak)|
|n.5B||7||7||5||33||7~29(23)||1~6(6)||-8||+0||-9||Mid||Medium attack, Deflectable(med)|
|n.5AB||27||19||4||53||x||17~18(2)||+3||+13||-21||Mid||Heavy attack, Deflectable(heavy)|
27f second hit
|n.2A||5||4||1||17||x||-||-2||-2||-3||Mid||Weak attack, Deflectable(weak)|
|n.2B||7||15||5||37||15~33(19)||-||-4||+4||-9||Mid||Medium attack, Deflectable(med)|
1-9f throw invincible
|6C||4||12||6||29||1~4(4) / 12~17(6)||-||+1||+9||-12||Low||Medium attack|
14-25f throw invincible
|j.A||5||14||4||24||x||-||--||--||--||High||Weak attack, Deflectable(weak)|
|j.B||10||14||3||19||x||-||--||--||--||High||Medium attack, Deflectable(med)|
|j.AB||23||8||3||31||x||-||--||--||--||High||Heavy attack, Deflectable(heavy)|
|5BC||14||20||4||40||x||-||KD||KD||-14||High||Medium attack Knockdown attack|
|u.5BC||14||20||4||47||12~19(7)||-||KD||KD||-21||High||Medium attack Knockdown attack|
|66A||7||5||4||18||x||-||-3||-3||-21||Mid||Weak attack, Deflectable(heavy)|
|66C||2, 3||9||3||68||46~68(22)||-||-20||-12||-33||Low||Medium attack|
|Kamui Shituki - 412S||1||13||37||67||x||-||-10||-10||-39||Mid|
|Konru Mem - 214S||0||51||56||64||x||-||+56||+56||-2||Low|
|Rupush Kuare (Nishi) - 236A, 236B||10||67||20||45||x||-||??||??||??||Mid|
|Rupush Kuare (ToiToi) - 236AB||10||28||96||55||x||-||+14||KD||-15||Low||23-27f throw invincible|
|Konru Shirar - j.2S||13||32||x||x||x||-||??||??||??||High||Heavy attack|
|Konru Nonno - 623S||1, 15, 1, 1, 1, 1||16||45||67||x||-||KD||KD||-27||Mid||Knockdown attack|
|Upon Op - 6A x2||2xn, 6||26||13||98||x||-||KD||KD||-23||Mid||Knockdown attack|
Up to 8 hits
|Upon Op - 6B x2||2xn, 6||26||13||122||x||-||KD||KD||-23||Mid||Knockdown attack|
Up to 14 hits
|Upon Op - 6AB x2||2xn, 6||26||13||146||x||-||KD||KD||-23||Mid||Knockdown attack|
Up to 20 hits
Waysan-Pekoru - u.66AC
|4||7||8||64||1~3(3) / 59~64(6)||-||KD||KD||-52||High||Medium attack Knockdown attack|
Waysan-Pekoru - u.66BC
|4||7||16||69||1~6(6)||-||KD||KD||-57||High||Medium attack Knockdown attack|
Waysan-Pekoru - r.u.66AC
|1, 1, 1, 1, 1, 6||12||7||168||163~168(6)||-||KD||KD||-37||Mid||Medium attack Knockdown attack|
Waysan-Pekoru - r.u.66BC
|1, 1, 1, 1, 1, 6||15||10||149||1~14(14)||-||KD||KD||-52||Mid||Medium attack Knockdown attack|
|Rupush Kamui Emush - 236CD||25||27||53||118||x||-||KD||KD||-25||Mid||Knockdown attack|
1-24f upper body invincible
80f second hit start