Samurai Shodown/Wu-Ruixiang: Difference between revisions

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Revision as of 08:13, 12 April 2021

Wu-Ruxiang
呉瑞香, Wú-Ruìxiāng

Introduction

Ruixiang’s most defining features are without a doubt her ground traps, which make her a character for lab monsters who like to find crazy setups and stylish juggles, although she can also be played as a more traditional projectile zoner.

While her normals are surprisingly stubby and quite laggy, she has arguably the best projectile game out of the entire cast, with high, medium and low fireballs that become active very early in their animation. Her shield counter can also reflect projectiles, in addition to being a strong anti-aggression tool. Ruixiang’s WFT is fast and covers a huge area, making it risky for the opponent to challenge her zoning.

Her defense isn’t spotless though as she somewhat struggles with anti-airs and her damage is way below average without setups. Her slow movement and floaty jump also make it hard for her to position herself properly.

Strengths Weaknesses
  • Very strong projectile game
  • Nasty setups
  • Decent anti-aggression tools
  • Short reach on her normals
  • Low damage on her own
  • Slow movement
  • Okizeme hard to setup
  • poor frame data
  • has no specials when disarmed

Data

  • Damage Taken: 105%
  • Rage Factor: 0.20
  • Rage Duration: 16 seconds
  • Jump: 50 frames (Very Slow)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.0 (Very Slow)
  • Back Dash: 28 frames
  • Weapon Pickup / Drop: 40 / 31 frames


Gameplan

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

Neutral

Okizeme

22C
if wu gets a KD in the corner she can use 22C to be +10 to +5 depending on if they roll or not and will catch all tech rolls. If they take the hit wu can easily convert because of how meaty the special hits. sample idea of this would be 22D > microwalk back 22C

  • If they get hit you can follow up with many different options
  • normal(restand) > 623A
  • 214C
  • WFT
  • issen (issen will also sometimes hit a mid screen opponent as well but you need to run)

623S

  • On hit
  • SSM
  • normal(restand) > 623A or B
  • WFT
  • 66C
  • Issen
  • Close range 623S options on block
  • B+C(overhead) is good
  • 6k, if your opponent blocks a 6k you have enough time for a free tick grab (with this setup you need to time the 6k properly because the spikes have thrown invul for a certain period. Practice this in training mode for consistency).
  • 6k if hits you can frame trap into 2a
  • Far Range 623s
  • 66k/f.2c(safer option due to pushback)
  • 661/6643 b+c for an instant running overhead

Normal Moves

Far Slashes

5A
5A
Ss wu 5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 7 - - - -3 -5 5 Yes - Yes No

A quick swat with the pan. Cancellable, but no real combo potential.

5B
5B
Ss wu 5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80+20 Mid 14 - - - -8 -12 10 Yes - Yes No

2-Hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd.

5C
5C
Ss wu 5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
240 Mid 22 - - - +5 -28 25 No - Yes (disarm) No

Kind of a baby hard slash with slow startup, short range and no special cancelling. Be ready to recoil cancel if you do go for this.

2A
2A
Ss wu 2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 8 - - - -4 -5 5 Yes - Yes No
2B
2B
Ss wu 2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 10 - - - -6 -12 10 No - Yes No

On the ground this one has only a few pixels more reach than 2A and no cancels, but it could be used to catch badly spaced jump-ins.

2C
2C
Ss wu 2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Low 24 - - - KD -15 25 No - No No

This is her farthest-reaching low. Startup is slow, but it knocks down. although pretty minus pushback makes this okay

Near Slashes

n.5A
n.5A
Ss wu n5A.JPG
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 - - - +3 -5 5 Yes - No No

"Talk-to-the-hand" smack.

n.5B
n.5B
Ss wu n5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 10 - - - +3 -12 10 Yes - Yes No

Quick shield bash that combos into any 214S and WFT.

n.5C
n.5C
Ss wu n5C.JPG
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Mid 15 - - - +5 -28 25 No - Yes (disarm) No

Another slow-ish hard slash. Now faster since version 2.10.

n.2A
n.2A
Ss wu n2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 7 - - - +3 0 5 Yes - No No

Just the crouching version of n.5A, still hits mid as well.

n.2B
n.2B
Ss wu n2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 10 - - - +2 -12 10 Yes - Yes No

Another pretty quick upwards shield bash with anti-air potential. Added a guard point 4-6f (version 2.10).

n.2C
n.2C
Ss wu n2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180(150,30) Mid 19 - - - +8 -28 25 No - Yes (disarm) No

More damage than far 2C but no knockdown. Also hits mid instead of low. Now attacks twice, with the second hit pulling the opponent closer (version 2.10).

Kicks

5D
5D
SS7 Ruixiang 5D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 8 - - - -5 -8 5 no - No Yes
6D
6D
SS7 ruixiang 6D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 13 - - - +2 -1 5 no - No Yes

because of little pushback and a false animation this can be good for tick throws if opponent isnt ready

2D
2D
SS7 ruixiang 2D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 7 - - - 0 -6 5 no - No Yes

Now less minus on hit (version 2.10).

3D
3D
SS7 ruixiang 3D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 15 - - - KD -26 5 no - No Yes

Dash Normals

66A
66A
SS7 ruixiang 66A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 9 - - - -5 -20 5 Yes - Yes No
66B
66B
SS7 ruixiang 66B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80+20 Mid 14 - - - -3 -36 10 No - Yes No

great combo tool for throw and also great wiff tool as well. Can wiff cancel this into traps or fireballs.

66C
66C
SS7 ruixiang 66C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Mid 16 - - - KD -15 20 no - Yes No
66D
66D
SS7 ruixiang 66D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9 - - - KD -25~-17 5 no - No Yes

Air Normals

j.A
j.A
SS7 ruixiang jA.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 - 7 - - - - - 5 - - No No
j.B
j.B
SS7 ruixiang jB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 - 9 - - - - - 10 - - No No
j.C
j.C
SS7 ruixiang jC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 - 12 - - - - - 20 - - No No
j.D
j.D
SS7 ruixiang jD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 - 11 - - - - - 5 - - No Yes

Unarmed Normals

u.5S
u.5S
SS7 ruixiang u5S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 - 7 - - - -1 -2 5 - - No Only
u.2S
u.2S
SS7 ruixiang u2S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 - 8 - - - 0 -3 5 - - No Only
ju.S
ju.S
SS7 ruixiang ujS.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 - 6 - - - - - 5 - - No Only
u.66S
u.66S
SS7 ruixiang u66S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 - 10 - - - KD -5 5 - - No Only

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS7 ruixiang throw whiff.jpg
Neutral Throw
Neutral Throw
SS7 ruixiang 6CD.jpg
Forward Throw
Forward Throw
SS7 ruixiang 4CD.jpg
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral/Forward 0 Throw 3 - 74 - +20 - - - - - -

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 - 74 - +25 - - - - - -

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 ruixiang 5BC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60 - 18 - 56 - KD -20 - - - - -

Universal overhead.

Dodge
Dodge
5A+B
SS7 ruixiang dodge.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - 38 - - - - - - - -

Universal dodge.

Stance Break
Stance Break
A+B during Just Defense
SS7 ruixiang gAB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS7 ruixiang deflect.jpg
Counter
Counter
SS7 ruixiang blade catch1.jpg
SS7 ruixiang blade catch2.jpg
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed - - - - 46 - - - - - - - -

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

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

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level used.

Rage Explosion
Rage Explosion
5A+B+C
SS7 ruixiang RE.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 - - - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 ruixiang issen.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - -

Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.

Special Moves

Black Tortoise Torrent
Black Tortoise Torrent
236S
SS7 ruixiang 236S.jpg
Black Tortoise Torrent
Black Tortoise Torrent
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light 60 Low 28 - - - KD -21 5 - - - No

Low projectile. This projectile is actually a low and has to be crouch blocked

Medium 60 Mid 19 - - - KD -28 5 - - - No

Normal projectile, faster than the others but more unsafe as well

Heavy 60 Mid 28 - - - KD -21 - - - - No

Only will hit earthquake standing. Everyone else this is if you know they will jump

Vermilion Bird Blaze
Vermilion Bird Blaze
214S
SS7 ruixiang 214S.jpg
Vermilion Bird Blaze
Vermilion Bird Blaze
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light 25*3 Mid 15 - - - KD(+86) -20 12 - - - No
Medium 25*5 Mid 20 - - - KD(+80) -28 20 - - - No
Heavy 20*8 (RAGE:22*12) Mid 23(15) - - - KD{+59(+63)} -48(-45) 32(48) - - - No

All versions deal more damage while in rage. Can destroy projectiles but the main usage of this is for combos

White Tiger Fangs
White Tiger Fangs
623S
SS7 ruixiang 623S.jpg
White Tiger Fangs
White Tiger Fangs
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
All 20*5 Low 53 - - - KD +15 10 - - - No

Wu's trap. Light sets close, Medium sets mid, Heavy sets far. The most important tool about this character. This can be used to zoning, okizeme, and blockstrings. If it hits allows for massive damage combos with RE> (push into trap)trap hit > issen/lighting blade or trap hit into SSM

Azure Dragon Thunderstrike
Azure Dragon Thunderstrike
22S
SS7 ruixiang 22S.jpg
Azure Dragon Thunderstrike
Azure Dragon Thunderstrike
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light 100 - 15 - - - KD -20 10 - - - No
Medium 140 - 22 - - - KD -26 20 - - - No
Heavy 180 - 22 - - - KD -26 30 - - - No

this move can be good for certain anti airs if you know they are jumping over you. One of the most practical tools of this is using 22C(heavy) meaty in corner to be either +10 or +5 on block if perfectly spaced and it converts easily on hit.

Kirin Earthen Rampage
Kirin Earthen Rampage
421K
SS7 ruixiang 421D.jpg
Kirin Earthen Rampage
Kirin Earthen Rampage
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 - 8 - - - - - - - - - No

Counter that reflects projectiles and will counter attack if the attack hitting the shield is a mid or high.

Supers

Weapon Flipping Technique

Nine-Headed Dragon Strike
236B+C
SS7 ruixiang WFT.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
420(490 in Rage Explosion) - 19 - - - KD -51 - - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit.

Super Special Move

Primordial Chaos of the Yellow Dragon
641236C+D
SS7 ruixiang SSM1.jpg
SS7 ruixiang SSM2.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
675 - 34 - - - KD -74 - - - - -

Available only once per match. Last hit doesn't follow regular damage scaling rules. This move is very good to use if you can confirm off trap

Combos

List combos, use numpad notation.

Midscreen

  • Cl.5b/cl.2b/f.b/66b
  • ...236b
  • ...214x
  • ...22a/22b
  • ...wft
  • Close range 623x
  • ... 236b
  • ... 22c
  • ... 214c
  • ... wft
  • ... issen
  • ... SSM ender
  • ... cl.5c/j.c/cl.2c
  • Medium range 623x
  • ... 236b
  • ... run up 22b/22a
  • ... run up 214c
  • ... wft
  • ... 236c wft(a little closer then mid range and character specific)
  • ... issen
  • ... SSM ender
  • ... f.c/66c/j.c
  • Far range 623x
  • ... 236b
  • ... run up 214c
  • ... Wft
  • ... issen
  • ... 66c/j.c
  • Grab
  • ... f.b/66b 214c
  • ... 66b 22b
  • ... f.b/66b wft
  • ... mid range spikes to 236b
  • ... mid range spikes to run up 22b/22a
  • ... mid range spikes to run up 214c
  • ... mid range spikes to wft
  • ... mid range spikes to issen
  • ... mid range spikes to run upSSM ender
  • ... mid range spikes to f.c/66c/j.c
  • ... 3K
  • Deep j.c
  • ... f.c
  • ... f.b/66b 214c
  • ... 66b 22b
  • ... f.b/66b wft

Corner

  • Close spikes in the corner
  • ... 22c 22a
  • ... 22c 214c
  • ... 22c wft
  • ... 22c issen
  • ... SSM

Anti-Air

  • 22c (if opponent tries jumping out of the corner and if opponent jumps into late)
  • ... 214c
  • ... Wft
  • ... issen
  • 236c (if opponent tries jumping out of the corner)
  • ... Issen

Videos

Colors

SS Wu 1.png
SS Wu 2.png
SS Wu 3.png
SS Wu 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
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