Samurai Shodown/Rimururu

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Rimururu
リムルル, Rimururu

Introduction

Nakoruru's little sister who goes on a quest, for the 7th time, to tell her she left the stove on. In her transition from SamSho 5 Special, she kept her specials but lost some important aspects of her gameplan: timescamming ain't viable, no more 236C crossups or guaranteed pursuit damage, seizure-inducing WFT, and more. 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
  • Solid oki and anti-air game
  • Mix-up monster in the corner
  • Vast amount of special moves with most of them available even when disarmed
  • Has the best overhead in the game
  • Cute
  • All her normals have short range and average damage
  • Extremely short rage timer
  • A bunch of her special moves are gimmicky (421S) or borderline useless (22S, 6SSS)
  • 623S is her main source of big damage and the move is both risky and resets neutral
  • Can't join KOF because her sister is hella insecure

Data

We'll have info to fill in here only after release.

Gameplan

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

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS Rimururu 5A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


5B
5B
SS Rimururu 5B.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


5C
5C
SS Rimururu 5C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


2A
2A
SS Rimururu 2A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


2B
2B
SS Rimururu 2B.png
2A but with more ink
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


2C
2C
SS Rimururu 2C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


Near Slashes

n.5A
n.5A
SS Rimururu n5A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


n.5B
n.5B
SS Rimururu n5B.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Special cancellable.


n.5C
n.5C
SS Rimururu u5C1.png
SS Rimururu u5C2.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Two-hit move on point blank.


n.2A
n.2A
SS Rimururu n2A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


n.2B
n.2B
SS Rimururu n2B.png
M O R E I N K
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


n.2C
n.2C
SS Rimururu n2C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


Kicks

5D
5D
SS Rimururu 5D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


6D
6D
SS Rimururu 6D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


2D
2D
SS Rimururu 2D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


3D
3D
SS Rimururu 3D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


Dash Normals

66A
66A
SS Rimururu 66A.png
Angery 5A
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


66B
66B
SS Rimururu 66B.png
Rimu trying her hardest to stop SNK from taking the plus frames on this move
(2019, colorized)
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


66C
66C
SS Rimururu 66C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


66D
66D
SS Rimururu 66D1.png
SS Rimururu 66D2.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Multihit move, 2nd kick gives knockdown. Avoid, opponents can rage explode on the first hit and then punish with SSM or Issen.


Air Normals

j.A
j.A
SS Rimururu jA.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


j.B
j.B
SS Rimururu jB.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


j.C
j.C
SS Rimururu jC.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Excellent air-to-air button. Try to condition your opponent to jump 236C and hit them with this. If landed close enough to the ground, it can be linked to 623S or 5C for big damage.


j.D
j.D
SS Rimururu jD.png
More active than a gym on January 1st
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -


Unarmed Normals

u.5S
u.5S
SS Rimururu u5S.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes


u.2S
u.2S
SS Rimururu u2S.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes


ju.S
ju.S
SS Rimururu juS.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes


u.66S
u.66S
SS Rimururu u66S.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes


u.66D
u.66D
SS Rimururu u66D.png
Why can't you be 66D? :PepeHands:
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes


Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS Rimururu 5CD.png
Neutral Throw
SS Rimururu 6CD.png
Forward Throw
SS Rimururu 4CD.png
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral - - - - - - - - - - - -

Universal throw. Can be followed up with an attack.

Back - - - - - - - - - - - -

Universal throw. Can be followed up with an attack.

Forward - - - - - - - - - - - -

Universal throw. Can be followed up with an attack.


Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Rimururu 5BC.png
A button so good it does taxes for you
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

One of the best overheads in the game, 5BC has:

  • Short startup
  • Is available disarmed
  • Gives knockdown on hit
  • Can be cancelled into ice platform for oki setups
  • The angle of the icicle tricks opponents into thinking it hits low


Dodge
Dodge
5A+B
SS Rimururu 5AB.png
"Kyaa!"
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Universal dodge.


Deflect / Blade Catch
Deflect / Blade Catch
236A+B
SS Rimururu 236AB.png
Deflect
SS Rimururu u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - - - - - - - - - - -

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 deflect. If you deflect a heavy slash, your opponent will be disarmed.

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

Universal counter. After a successful blade catch, regardless of slash level used, you enter a brief cinematic and your opponent is disarmed and knocked away.


Rage Explosion
Rage Explosion
5A+B+C
SS Rimururu 5ABC.png
(○` 3′○)
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
SS Rimururu Issen1.png
SS Rimururu Issen2.png
"I killed a person, yay!"
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.


Command Moves

Wall Jump
Wall Jump
9 (near wall)
SS Rimururu j9.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes

Rimururu can jump off walls around to the apex of her jump, if you delay it too long it won't come out.
Important: you can't create an ice platform after a wall jump!


Special Moves

Konru Mem
Konru Mem
22S
SS Rimururu 22S.png
S̶u̶b̶ Zero usability
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes

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.


Konru Shiraru
Konru Shiraru
j.1/2/3S
SS Rimururu j2S1.png
Can't stay there forever...
SS Rimururu j2S2.png
[Wile E. Coyote intensifies]
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes

Ice platforms that fall on the enemy after a set time. Can only be created at the apex of her jump or shortly after starting descent. The cornerstone (ha!) of her corner mixup game by kara cancelling into them from backdash or overhead to catch any forward-rolling bastards. If you stand on the platform for too long, you'll fall alongside it which leaves you open for attacks but has extremely good meme potential.


Kamui Shtokke
Kamui Shtokke
421S
SS Rimururu 421S1.png
Magic mirror on the wall
SS Rimururu 421S2.png
Who's the unfairest of them all?
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes

Ice mirror that reflects projectiles. Can work as a situational anti-air since it has 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.


Konril Nonril
Konril Nonril
623S / 623C (Rage)
SS Rimururu 623S1.png
Regular DP
SS Rimururu 623S2.png
Thicc Konru DP
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Normal - - - - - - - - - - - Yes

Multihit DP that blows the opponent away and your biggest source of combo damage. It is recommended to cancel a connecting B normal into this move.

Rage - - - - - - - - - - - Yes

The only rage-enhanced move that Rimu has. It has a significantly wider hitbox to prevent jump ins at point blank. This is the move you want to land as soon as you enter Rage, not WFT due to its long startup.


Lupu Quall
Lupu Quall
236S
SS Rimururu 236S.png
"Iku yo, Konru!"
SS Rimururu 236A.png
A Tondeke
SS Rimururu 236B.png
B Tondeke
SS Rimururu 236C.png
C Tondeke
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Nishi - A - Mid - - - - - - - - - Yes

Better used as oki tool. Allows you to combo into SSM by landing an attack into it or from the pushback from Rage Explosion.

Nishi - B - Mid - - - - - - - - - Yes

Midscreen zoning special. Like all versions of 236S, it doesn't have a hitbox while in the air, only on contact.

Tutu - C - Low - - - - - - - - - Yes

A slow-moving, fullscreen ground projectile. Useful to bait a jump or to make approaches safer.


Upun Orb
Upun Orb
6SSS
SS Rimururu 6SSS1.png
Say hello
SS Rimururu 6SSS2.png
To my little friend
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes

Multihit mash special with a bigger followup projectile than 421S. Active frames depend on the slash level you used (A shortest, C longest). Avoid. The only way for 6SSS to come in a non-telegraphed way is to very quickly mash B in neutral or during the landing frames after an air normal. The damage is mediocre and the chip is not worth it.


Rupu Toumu
Rupu Toumu
214S
SS Rimururu 214A.png
SS Rimururu 214B.png
SS Rimururu 214C.png
Uhhh, can we have these as normals instead?
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A - - - - - - - - - - - No

Anti air with fast startup. Will not hit standing opponents at point blank.

B - - - - - - - - - - - No

Move with good horizontal reach (for Rimu at least). Stagger with 2B/5B to catch unsuspecting opponents who think it's their turn, or to squeeze some extra damage off a conversion.

C - - - - - - - - - - - No

Similar animation to 2C but has better reach. Can be used for mixups after a jump in normal, or as a platform is falling on an opponent.


Supers

Weapon Flipping Technique

Rupu Kamui Emyu
Tu Tu

236B+C
SS Rimururu WFT.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen onwards.


Super Special Move

Poro Konru Tursere
641236C+D
SS Rimururu SSM1.png
"People from Earth, lend me your power"
SS Rimururu SSM2.png
S̶p̶i̶r̶i̶t̶ ice bomb!
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu


Combos

List combos, use numpad notation.

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

SS Rimururu 1.png
SS Rimururu 2.png
SS Rimururu 3.png
SS Rimururu 4.png

3D Retro Costume

SS Rimururu Retro 1.png
SS Rimururu Retro 2.png
SS Rimururu Retro 3.png
SS Rimururu Retro 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch Notes

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruJubeiKazukiKyoshiroNakoruruRimururuShikiShizumaruTam TamUkyoWan-FuWuYashamaruYoshitora