Samurai Shodown V SP/Rimururu

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リムルル, Rimururu
Colors

Introduction

"Tondeke!"

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.

Data

  • 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

Normals

Far Slashes

5A: Good range but not fast or cancelable.
5B: Slow as hell, but special cancelable during the whole thing.
5AB: Decent range (for Rimu), so it can be useful as a punisher.
2A: Fast startup and good on block/hit making it the move you want to tick throw off of.
2B: Crappy range and speed and special cancelable during the whole thing.
2AB: Only useful as a lazy punish, not recommended unless you have flashing sword gauge because she has better options.

Near Slashes

n.5A: Effectively the same as 2A.
n.5B: Fast and special cancelable.
n.5AB: More damage than far AB but no effective use at that range unless you can't go into 623S for some reason.
n.2A: N/A
n.2B: N/A
n.2AB: N/A

Overheads

5BC: 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.

Kicks

5C: Not really good, but can be annoying because she hops forward (meaning airborne) and is pretty safe.
6C: Fast hits low and special cancelable.
2C: Fast and hits low.
3C: Not fast but good range and 8BC cancelable for auto-combo. Low hit.

Jumping

j.A:
j.B: 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.
j.AB: The move you generally use. Alright hitbox but not anything like Rera's.
j.C: Good move because it's fast and persists the whole time you're in the air.

Dashing

66A: Shouldn't be used, basically a bad version of her far 5A.
66B: Frame advantage on hit safe on block.
66AB: 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.
66C: 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.

Unarmed

5S: Mid 2 finger poke.
2S: Low 2 finger poke, neutral on block (!).
j.S: Standard airborne jab with low active frames.
66S: Good range and speed and also gives knockdown so you can small pursuit or retrieve your weapon.
66C: 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.

System

Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:
Occasionally used as a real tactic by people who prefer the unarmed moveset.
Sankaku Tobi - j.9 or j.3 near wall:
Wall jump. May be performed before or after j.2S.

Specials

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)
Rimu squats on an ice platform for a period of time before it falls down. She can jump off in any direction. The icicle persists for a while after being jumped off of, before falling to the floor. Hits high regardless of position and can be used to cross up. If she doesn't jump off the platform before it falls down she will get knocked down. She is easily punished in this state after the icicle has fallen.
The move counts as a projectile and will generally stuff attempts to jump up and hit you while you are on it automatically. It is however possible to hit her while she stands on this. This move can be performed off a regular jump, wall jump, backdash, 5BC startup, and 66C recovery.
Nidan Jump: 7 or 9
You can still wall jump as you would normally after this jump.
Rupush Kuare - 236S: (can be used unarmed)
  • Nishi - 236A/B:
Rimu tosses out an ice-ball that either travels a short (A version) or long (B version) distance before landing and blossoming into an ice flower. The ice flower stays around for some time, and freezes on hit for a brief moment allowing you to followup with a combo. This move is a staple in Rimus oki and very useful at neutral as well.
  • ToiToi - 236AB:
Unlike the A and B ver this one will roll across the screen for a long period of time. It will blossom when it connects with something. Otherwise, it crystallize in the corner of the screen. This move is useful for providing ground pressure, and combined with the anti-air hitbox of 66AB makes for a powerful setup. Beware of characters who can hop over the ice with their ground attacks.
Konru Mem - 214S: (can be used unarmed)
Hits low, but terrible startup and recovery make this move virtually useless as she can't use her other ice summon moves while it is out.
Konru Nonno - 623S: (can be used unarmed)
Rimu crouches and summons a giant ice flower in front of her that will rise vertically until it leaves the screen. This move is very strong anti air and air control (especially against an opponent jumping in the corner). If you are feeling daring you can throw it out as a "DP" because it will trade in your favor, however it's very unsafe if you fail.
Kamui Shituki - 412S: (can be used unarmed)
Summons an ice mirror a short distance in front of rimu that will persist for awhile and then turn into a spike and move forward as a second attack. This is the move you want to use most of the time as a reversal as it's generally very safe, however getting it to hit right is tricky and generally it will just reset you to a neutral-ish situation.
Touching this on the ground will freeze them for almost no damage, and resets situation to more or less neutral. However, a select number of attacks can penetrate this mirror to hit her, or trade with it, which is just as bad since it does almost no damage.
The real motivation to use the mirror is for its anti-air properties. Touching the upper rim of the mirror will cause a knockdown that can be chained with 8BC for fantastic damage.
More rarely, the spike that comes out of the mirror will actually hit them. This will usually happen when they are in mid-air, as the spike attack telegraphs like no other. The spike does a really good amount of damage if it actually hits.
Even more rarely, the mirror will actually "deflect" a deflectable attack, and the spike will then hit them for high damage.
Upon Op - 6+Tap S Rapidly: (can be used unarmed)
Extremely long startup and punishable recovery makes this move very bad. However it does do decent chip damage, and that's really its only use. You can actually use this while she has another projectile out, even though it is a projectile. The A version has semi-decent startup and does a very surprising amount of chip damage.
Rupush Kamui Emush (Toitoi) - 236CD - WFT: (can be used unarmed)
Summons a giant ice cube and then pushes it across the entire screen. The initial placement is an attack that freezes the opponent and the pushing part of the attack knocks down. Can be used to anti air terrible jump attempts, and punish highly unsafe stuff. It's terrible to have this move blocked anywhere near you but it can be safe from further out.

Combos

Staple combos:

  • [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 Setups:

  • 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.

Strategies

Neutral Game

While Rimururu has a wide variety of projectiles in her arsenal, because she has stubby loli 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.

Okizeme

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.

Frame Data

Move Damage Startup Active Total Cancel Recoil
Cancel
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
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)
2AB 27 15 3 42 x - KD KD -21 Low Knockdown attack
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)
n.2AB 27 15 3 42 x - KD KD -21 Low Knockdown attack
5C 5 27 9 38 x - -7 +15 -6 Mid Medium attack
1-9f throw invincible
6C 4 12 6 29 1~4(4) / 12~17(6) - +1 +9 -12 Low Medium attack
2C 2 6 4 18 1~5(5) - -2 -2 -7 Low Weak attack
3C 5 14 11 35 14~24(11) - KD KD -16 Low Knockdown 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)
j.C 3 6 27 38 x - -- -- -- High Heavy attack
ju.C 3 6 27 38 x - -- -- -- High Heavy attack
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)
66B 4 11 9 24 x - +8 +8 -8 Mid
66AB 15 7 6 46 x 5~6(2) KD KD -34 Mid Knockdown attack
66C 2, 3 9 3 68 46~68(22) - -20 -12 -33 Low Medium attack
u.5S 3 10 2 21 x - -1 -1 -6 Mid Weak attack
u.2S 3 6 9 16 x - +0 +0 -5 Mid Weak attack
ju.S 2 4 6 14 x - -- -- -- High Medium attack
u.66S 4 7 8 26 x - KD KD -14 Mid Knockdown attack
u.66C 4 3 7 24 14~24(10) - KD KD -16 Low Knockdown attack
2BC 4 17 2 52 x - -- -- -- Mid
u.2BC 6 28 10 75 63~75(13) - -- -- -- Mid
8BC 18 39 25 84 x - -- -- -- Mid
u.8BC 18 39 25 84 x - -- -- -- Mid
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
Rupush Kamui
Waysan-Pekoru - u.66AC
4 7 8 64 1~3(3) / 59~64(6) - KD KD -52 High Medium attack Knockdown attack
Rupush Kamui
Waysan-Pekoru - u.66BC
4 7 16 69 1~6(6) - KD KD -57 High Medium attack Knockdown attack
Rupush Kamui
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
Rupush Kamui
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
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