Rui Mishima is a country gal who packed up her bags and moved to the big city, looking for some excitement in her life. However, upon hearing that her village's treasure had been stolen, she sets out to retrieve it.
Rui's style of play is fairly straightforward, much like Hikaru's, and is well suited for new players. She excels at rushdown and functions best in the close-mid range space. Her optimum damage combos rely on loops to maximize the number of hits on the opponent in a given combo, boosting damage and stun--they're a little tricky, but rewarding once mastered. Like most of the cast, her damage shines when she has enough meter to go for big Exceed Combos and restuns.
Her only real weakness is her lack of options for dealing with characters that excel at controlling screen space, particularly Kudlak. She can't get in that easily when she's being pushed out by fireballs or traps, and she doesn't have very many answers for them, either, so knowing when to try and go in and when to wait is important as a Rui player.
Run vs Step
Both bounces have their own advantages, so it's mostly a matter of preference when it comes to which one you want to use.
If you get a hard knockdown and the enemy's relatively close, a good run will get you back in; you can also cancel a run with normals, so if you happen to be running in on an opponent dong something slow, you can use a quick normal like 5A, 5B, 2A, or 2B to knock them out of it and confirm into a combo.
Stepping can be used for staggering pressure off of normals--step-canceling a blocked 5C can be a bit of a surprise for someone that isn't expecting it, and if you see an opportunity, you might be able to go for a grab or for Rui's unblockable 41236K.
Rui does a short jab with her leading hand.
Rui does a crouching short jab with her leading hand.
Rui uses her lead foot to kick the opponent's shin. Very poor horizontal reach, but good for confirms or to catch an opponent out of a slow attack at very closer range.
Rui goes for a high kick. A decent anti-air tool.
Rui kicks the opponent in the shin with her leading foot.
Rui does a 2-hit backhand with her leading hand. Integral to some BnB routes as well as the only viable starter for 41236B combos.
Rui jabs both hands outward, hitting the opponent with the ends of her tonfa.
Rui does a low, scooping swing with her lead hand. Good for confirms at midscreen but pushes enemies away enough that some combos have to omit hits that a cl.5C(1) starter could keep.
Rui uses her rear leg for a high kick. Also useful as an anti-air if you can get it to come out.
Rui uses a rolling kick that moves her forward a little bit.
Rui kicks the opponent with her back leg, knocking them down.
Rui jabs downward with her lead hand, hitting with the short end of her tonfa. A good jump-in normal, but it lacks range.
Rui kicks forward with her rear leg, keeping it horizontal. Good for air-to-air shenanigans.
Rui swings outward with her lead hand, hitting with the long end of her tonfa. Also useful for air-to-air.
Rui does a heel drop with her front leg. Even better as a jump-in normal than j.A in certain situations, as it has much better reach.
Rui performs a spinning backfist with her rear hand, stepping into the blow. Great for use in combos.
Rui kicks out behind her with her rear leg. Gives enough hitstun on hit for combos to continue easily afterward; best used after the peak of a jump if you're attempting a cross-up.
| 6 or 4D -
A 5D that moves forward (6 version) or backward (4 version).
| Mega Swing Attack - 236P (follow-up two more times)
Rui's staple move, a three-part rekka series that consists of a starter, a follow-up, and an ender. It can be started with A or C, and you can freely switch between the A and C follow-ups at each rep of the command (e.g., 236C > 236A, 236C). This series of moves is important to her combos; most of the time, you will want to use 236C starter and 236C followups only, since Rui moves forward far enough to catch the opponent at any range and 236A starter might miss. In loops, though, there is a use for 236A and its followups.
Basic rekka starter, consists of an upward tonfa swing.
Similar to the A version, Rui slides forward before the strike; the tonfa's swing and hitbox are bigger.
Rui follows up with a downward swing of her tonfa.
A large upward swing proceeded by another big step.
Ends with a downward swing with both tonfas.
Rui jumps and smashes downward with her tonfa. Knocks the opponent down.
| Fighting Gear Kick - 623K (Air/EX O.K.!)
Rui's DP, a set of up-kicks. If you have the meter and you land a B or a D DP, you can easily cancel into 236214K (see the "Ultimate Chaos" section below for more info), leading to big damage opportunities.
A moderate vertical ascent with very little horizontal movement; 3 hits total. Leaves the opponent airborne after the last kick.
The aerial version is two kicks only.
A much lower, more horizontal attack; 3 hits total. It has slower start-up, and the coverage of the space directly above her suffers a little bit.
The aerial version has more horizontal coverage than the aerial B version, but not as much as the ground D version.
Essentially a faster D version that travels nearly full-screen; 3 hits total. It ends with an upward tonfa swing that will either put the opponent toward the wall or make them bounce off of it if they're close enough. Followups after the wallbounce tend to work best if Rui doesn't land too close to the opponent when they bounce off of it.
The aerial version is simply four upward kicks.
| Titanic Star Slide - 214P (EX O.K.!)
Rui slides along the ground and knocks down the opponent on hit. A quick and easy knockdown from most combos, but not very safe on block.
A fast slide that covers about half the screen.
A slightly slower slide that covers about 3/4ths of the screen.
A quick slide followed up by two more hits; the last is a big swing that knocks the opponent up and sends them flying. This move goes nearly full-screen thanks to that, and it's possible to get a number of combo opportunities out of it.
| Dodge and Bullet - BD
Rui performs a dodge in place, allowing her to evade non-throw attacks for a short period of time. She can cancel into this move from any cancelable normal on the ground, and it has four follow-ups, one for each attack button; if you presses nothing, she'll land without doing anything.
A faster version of her 6A backhand, which retains its cancelable properties so that you can combo out of it with special moves. Extremely useful in even her basic combos.
Rui uses a faster version of her 4D, putting some space between her and the opponent. Tends to stop offense a little cold on both your side and the opponent's, though it is useful for getting breathing room if the kick hits.
Rui steps in with a powerful overhead elbow attack; must be blocked high.
Rui performs a low sweep kick; must be blocked low.
| Guardless Disruption - 41236K
Rui steps in and swings her fist upward, aiming for the chin. On whiff you will only see the initial hit; on hit, you will see both strikes, and the second will put the enemy into a crumple state, allowing you to do a variety of things afterward. This move is unblockable.
Much quicker start-up. You can only combo into it if you use a very close-range, heavy normal, like cl.5C(1) or cl.5D.
Starts up much slower than the B version, enough so that you won't combo into it off of anything. If you've been landing a lot of B versions, you can use this to psyche an opponent out if they're expecting it to come out faster, but it's risky.
| Rising Orbit - 214K
Rui does a somersaulting spinning flip forward. This move has four follow ups (A, B, C and D), and is used in combos as well as in neutral. If the player does not input anything, Rui will return to neutral on landing with no extra recovery.
More vertical range than horizontal.
More horizontal range than vertical.
Rui swings her tonfa upward. It has good combo utility if you can do the flip command quickly enough to catch up with an opponent that's been knocked back.
Rui performs a diving kick. The angle of descent is wide enough to catch people directly in front of her. Can also be used for a cross-up if your flip has gone slightly over an opponent, although it's harder to space than the D version.
Rui grabs at the air in front of her; if she manages to grab the opponent, she pulls them to the ground with her, launching them up for an air confirm. The air grab is very fast and will very rarely lose to an air normal.
Rui does a backwards divekick, mostly used for cross-ups but you can space it such that hits on the same side too. Same properties as the B version.
Rui lands and does a sweep, much like her BD~D. Can be useful if the opponent is expecting you to come down with a divekick or whiff an air grab.
| Rainbow Drop Combination - 236214K (Air O.K.!)
When this move is used on the ground, Rui jumps into the air and performs a dive kick; in the air, she just dives. If the dive kick connects, she pulls the opponent to the ground with her, grabs them, and continues to combo, ending with a strong kick that sends the opponent to the wall. This super is more or less Rui's go-to in most situations where you can confirm into a super, mostly because of the fact that you can use it both on the ground and in the air.
Shorter, narrower dive arc; less reliable than the D version, but is still usable if you're really close.
Wider dive arc; tends to be better to pick up random hits, and is probably the version you want to use the most.
| Fighting Gear Special - 236236K
Rui does a 2-kick version of her DP. If it hits, she does another 2-kick version, then goes into a 3-hit version that ends with her j.D, knocking the opponent to the ground. Since the vertical trajectory on the initial DP is not very high, it's not a super-reliable anti-air unless you're attempting to beat a very deep jump-in attack, and even then you might trade hits with your opponent. It sees most of its use in Exceed Combos.
Extra Ultimate Chaos
| Counter Crush: Code C - 214214P
Rui takes a step and spins her tonfa. If she's hit while doing so, she counters with her BD~C, a kick that launches the opponent up, and a quick 214K~C. Unlike the regular 214K~C move, the opponent lands moderately far away from Rui, so it can be used to make space instead of staying in on the opponent if you so choose. You can also manually activate the counter by hitting A or C while rui is spinning her tonfa, giving this move some use in combos.
| Guardless Explosion - 6321463214K
Rui performs a command grab. On hit, she generates a large energy sphere that blows the enemy back; on whiff, it behaves like her 41236B. This move is unblockable, but since it has the speed of 41236B when starting up, you can combo into it from any combo that you would use to set up for 41236B. In the corner you can follow up after the energy blast. Looping this in the corner is what gives rui high damage exceed combos.
| Ultimate Summarization - 236214AC
Rui travels full screen with a rushing dash; on hit, she continues into a combo that ends with a 4-hit DP and a tonfa strike that knocks the opponent down. Does fairly good damage, but most of Rui's real strength comes from Exceed Combos, so this doesn't see that much use.
- Moves in (), such as (6A > BD~A) can be omitted from combos.
- Numbers in (), such as cl.5C(1), indicate the number of hits that you should let that move do before canceling it; for instance, cl.5C(1) means to cancel after the first hit.
- HJC: high jump cancel.
- DJC: double jump cancel.
Basic Combos--no meter requirements for the basic options, no high jump or double jump cancels, and fairly lenient execution.
Feel free to substitute 214P in for any of the 236Cs you see in these combos if you want a quick knockdown, particularly EX 214P--in the Intermediate Combos section, there are some confirms listed that you can use to pick up an opponent after an EX 214P. Similarly, in most situations where you use 236C×3, you can choose to cancel into 236214D after the last 236C to extend the combo and maximize damage if you think you can kill the opponent with it.
- 2A > 2B > 2C > (6A) > 236C×3
- A pretty basic combo that leads to a midscreen knockdown and respectable damage. After the last rekka you can use a 214A to slide right up to an opponent and then use 2C to meaty. If you do both as soon as possible the 2C will be perfectly meaty. After the 2C you can hold down 2A which will catch opponents who roll out of 2C or link off of the 2C on hit.
- 2B×2 > 2C > 6A > 236C×3
- A little harder than the first one, but only because the 2Bs can't really be mashed out; the timing isn't strict, but it is deliberate. A good introduction to using more than one 2B to confirm combos. If the link is giving you trouble, you can always hold down the second 2B and get the game to buffer it for you.
- 2A > 2B > 5C(1) > 6A > BD~A > 236C×3
- A variant of the first combo that allows you to squeeze in a BD~A for extra stun and a bit more damage; useful if you're not confident in your ability to do 2C > 6A without getting 236A instead.
- 2A > 2B > 2C > 6A > BD~A > 236C×3
- A variant of the first midscreen combo, with 6A > BD~A added since the extra proximity to the corner will make it easy to land.
- 2B×3~4 > 2C > 6A > BD~A > 236C×3
- Again, a variant of an earlier combo with more damage and more stun.
- 2B×3~4 > 2C > 6A > BD~A > 214P
- A variation on the above combo that allows for a quick knockdown if you don't want to go for a 236C series.
Intermediate Combos--some meter requirements, delayed attacks, or high-jump/double jump cancels.
EX 214P Combos
- 2A > 2B > 2C > (6A) > EX 214P > f.5B > HJC > j.B > j.C > j.D > 623K
- A basic midscreen combo that ends in a DP of your choice. Unlike a couple of other combos you'll see here, you can do the f.5B without having to do a "microdash" (that is, a short run or slight walk) while the opponent is still in the air. However, it works best as a combo when the opponent is close to the corner, so that the screen doesn't scroll them out of range of 623K.
- 2A > 2B > 2C > 6A > EX 214P > j.A > j.B > j.C > j.D > DJC > j.B ＞ j.C ＞ j.D > 623K
- Another midscreen combo, though it's also usable in the corner; the main difference with this one is the use of a double jump cancel after the first j.D in order to fit in more attacks. Confirming with j.A is a little tough if you're not spaced properly, so be careful about how you use this one or you may drop the combo.
- 2A > 2B > 2C > 6A > BD~A > EX 214P > microdash cl.5B > cl.5D > HJC > j.B > j.C > j.D > 623K
- A corner combo that requires you to move in closer to the enemy while they're still flying from the EX 214P. This is so that when you press 5B then go to 5D, you will get the close versions of both moves; if you're not properly spaced, 5D will come out as the far version and the combo will drop.
Rekka Loop Combos: EX 214P Starters
- 2A > 2B > 2C > EX 214P > Walk forward cl.5C(1) > 236A×2 > 2A > 6A > 236A×2 > 236C
- A basic rekka loop that leads to a hard knockdown You can super cancel the 236C at the end into 236214D for more damage, or go for an Exceed Cancel instead.
- 2A > 2B > 2C > EX 214P > microdash 5B > 5C(1) > 6A > 236Ax2 > 2C > 236C > Delayed 236A > 2C > 236C > Delayed 236C
- A slightly more advanced rekka loop for the corner. It leads to a wallbounce, which allows for a mixup.
41236B Combos: Corner
These combos can be done with 41236D as well, but you will not be able to start off with a point-blank cl.C; you will have to land the 41236D raw.
- 2A > 2B > cl.C(1) > 41236B > cl.5C(1) > HJC > j.A > j.B > j.C > j.D > 623D
- A basic, low-difficulty combo off of 41236B. You can super cancel the 623D at the end with 236214D.
- 2A > 2B > cl.C(1) > 41236B > 2C > j.A > j.B > j.C > j.D > DJC > j.B > j.C > j.D > 623D
- This combo's a little tough but relatively straightforward. The hardest part of this will be landing the j.A after the 2C; once that's done, it's pretty similar to the combo listed above.
- 2A > 2B > cl.C(1) > 41236B > 2C > IAD j.C > JD > 5D > DJC > j.B > j.C > j.D > 623D
41236B Combos: Mid-Screen
- cl.C(1) > 41236B > 2C > Walk forward cl.5D > 6A > 236A > Delayed 236A > 2C > 236C > Delayed 236A > 2C > 236C > Delayed 236C > Delayed 236C
- This setup leads to a rekka loop in the corner. Much like the first rekka loop combo, you can cancel with 236214D or do an Exceed Cancel instead.
- 2A > 2B > 2C > 236Cx3 > BC > 623D(2) > 2363214D(6) > AB > 623D(2) > 2363214D(4) > AB > cl.5C > cl.5D > 6A > 236Cx3
- 2A > 2B > 2C > 6A > 236Cx3 > BC > 214A > 236236B > AB > 214C > 236236B
Very simple exceed, works from anywhere but damage isn't that impressive. You let all the hits of 236236B hit, exceed at the top of the screen and then do 214C right when you land. It looks tight but is pretty easy once you find the timing.
- 2A > 2B > 2C > 6A > 236Cx3 > BC > 214C > 6321463214D > 2C > 214C > 6321463214D > 2C >214C > 6321463214D > 2C > 214C
Only works in/near corner but does a lot of damage. You need to slightly delay the first super cancel, but after that you want to just mash them out asap. You can end with a 5A > cl.C > HJC > air combo if you want, but the damage difference isn't very noticeable since everything will porate to ~10 damage by the end so taking the knockdown is generally preferable.
- PS3 Version: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
|A Button||B Button||C Button||D Button|
|R1 + A Button||R1 + B Button||R1 + C Button||R1 + D Button|
- A Button: Normal version.
- B Button: Makoto Nanaya (BlazBlue).
- C Button: Cute (Queen's Blade: Spiral Chaos).
- D Button: Lunamaria Hawke (Gundam Seed Destiny).
- R1+B Buttons: Hatsune Miku (Vocaloid 2).
- R1+C Buttons: Motoko Kusanagi (Ghost in the Shell).
- R1+D Buttons: Ranka (Macross Frontier).