Rin has 20 projectiles per round and uses these projectiles to zone out opponents. She can have a very strong oki game thanks to her projectiles and access to very good normals makes her strong at short and far ranges, but less strong at the mid range.
{{ProConTable|width=100
|pros=
*Very fast normals, good at winning scrambles.
*Incredible long range options with gems, has access to a beam special and incredibly plus AOE gem tosses.
*Superb aerial options, all of her air to air options are very effective, even approaching with J.B acts as a left/right on its own.
*Fantastic oki options with wind/fire gem tosses, able to either leave a lingering hitbox on opponent's getup, or stay incredibly plus.
*Access to an infinite with variations that work on the entire roster.
*Devastating meter drain from being able to loop her 623C into itself as an ender to any combo.
|cons=
*Limited number of gems per round, though smart usage should never leave you with zero gems by the end of a round.
*Lacking in options at mid range, her toolkit is almost entirely made up of specifically close and long range options, leading to easily overcommitting at that range.
}}
}}
}}
== Introduction ==
==Notes==
Rin has 20 projectiles per round and uses these projectiles to zone out opponents. She can have a very strong oki game thanks to her projectiles and access to very good normals makes her strong at short and far ranges, but less strong at the mid range.
* '''Full Mana Activation Ability:''' Rin can use jewels infinitely for the duration of activation.
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== Normals==
== Normals==
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| advblock =-2
| advblock =-2
| description =Rin shoots her opponent with a fire (A version), ice (B version) or light (C version) gem.
| description =Rin shoots her opponent with a fire (A version), ice (B version) or light (C version) gem.
*Proration: 7%
*Proration: 10%
A version shoots a fire gem down and forward. It hits from a midrange. It can combo out of normals, but cannot combo into other attacks while grounded.
A version shoots a fire gem down and forward. It hits from a midrange. It can combo out of normals, but cannot combo into other attacks while grounded.
Corner combo into infinites ([https://youtu.be/8GScmphTc2s Video Demonstration])
Normals → [623A → tk j.236A > j.B]×2 → Infinites
repeat the loop for 3 times for Rin only
===Meterless Infinites===
===Meterless Infinites===
Latest revision as of 08:19, 13 June 2024
Overview
Overview
Rin has 20 projectiles per round and uses these projectiles to zone out opponents. She can have a very strong oki game thanks to her projectiles and access to very good normals makes her strong at short and far ranges, but less strong at the mid range.
Strengths
Weaknesses
Very fast normals, good at winning scrambles.
Incredible long range options with gems, has access to a beam special and incredibly plus AOE gem tosses.
Superb aerial options, all of her air to air options are very effective, even approaching with J.B acts as a left/right on its own.
Fantastic oki options with wind/fire gem tosses, able to either leave a lingering hitbox on opponent's getup, or stay incredibly plus.
Access to an infinite with variations that work on the entire roster.
Devastating meter drain from being able to loop her 623C into itself as an ender to any combo.
Limited number of gems per round, though smart usage should never leave you with zero gems by the end of a round.
Lacking in options at mid range, her toolkit is almost entirely made up of specifically close and long range options, leading to easily overcommitting at that range.
Full Mana Activation Ability: Rin can use jewels infinitely for the duration of activation.
Normals
5A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
150
All
N, S, R, A
4
30
24
-1
Rin slaps her opponent across their face.
Proration: 15%
Proration Penalty: 15%
2A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
200
Low
N, S, R, A
5
26
17
-3
Rin crouches low and kicks her opponent shins.
Proration: 17%
Proration Penalty: 17%
5B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
280
All
N, S, R, A
6
34
22
-5
Rin performs a high kick that hits at a midrange.
Proration: 15%
2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
All
N, S, R, A
8
36
24
-3
Rin leans forward and elbows her opponent's groin.
Proration: 15%
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
All
N, S, R, A
11
46
16
-18
Rin shoots a Gandr shot at her opponent's legs.
Proration: 10%
2C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
Low
N, R, A
11
41
19
-10
Rin sweeps her opponents legs with a wide kick.
Proration: 10%
6C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300, 300
All
R, A
14
46
16
-2
Rin shoots 2 Gandr shots at her opponent's legs.
Proration: 10%
j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250
High
J*, N, S, A
5
-
11
-
Proration: 20%
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
High
J*, N, S, A
6
-
17
-
Proration: 15%
j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
High
S, A
10
-
21
-
Proration: 10%
6A+B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
None
A
4
56
-
-
Rin grabs her opponent before punching them in the chest, putting them into a crumple state that can start a combo.
Proration Penalty: 30%
Specials
236X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
236A
600
All
R, A
18
36
20
+3
Proration: 10%
236B
500
All
R, A
26
51
21
-3
Proration: 40%
236C
200×9
All
R, A
34
61
26
-2
Rin shoots her opponent with a fire (A version), ice (B version) or light (C version) gem.
Proration: 10%
A version shoots a fire gem down and forward. It hits from a midrange. It can combo out of normals, but cannot combo into other attacks while grounded.
B version shoots an ice gem straight forward as a projectile. It will stagger any grounded opponent it hits and can easily confirm into normals.
C version fires a powerful projectile beam full screen. It cannot start a combo.
623X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
623A
200, 400
All
J, R, A
5
51
25
-11
Proration: 10%
623B
300, 450
All
R, A
5
51
22
-15
Proration: 10%
623C
200, 400, 500
All
R, A
5
65
16
-17
Rin performs powerful anti-air kicks.
Proration: 10%
A and B leave Rin's opponent airborne.
C version has a follow up kick that grounds Rin's opponent.
Startup on this move is invincible and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.
214X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
214A
650
All
R, A
66
36
21
+55
Proration: 10%
214B
500
All
R, A
65
36
21
+51
Proration: 40%
214C
800
All
R, A
68
36
36
+72
Rin backsteps and shoots a wind (A version), ice (B version) or fire (C version) gem.
Proration: 10%
A version shoots a wind gem that travels the shortest distance and will knock Rin's opponent into the air.
B version shoots an ice gem that travels the middle distance and will freeze any opponent that it hits. Aerial opponents will suffer a non-techable knockdown and grounded opponents will be easy to combo.
C version shoots a fire gem that travels the longest distance and will knock Rin's opponent into the air.
646X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
646A
400
All
R, A
15
51
29
-6
Proration: 10%
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
646B
500
All
R, A
20
61
32
-8
Proration: 10%
646C
600
All
R, A
20
61
32
-8
Rin steps forward and punches her opponent with a powerful strike. Heavier buttons travels further forward.
Proration: 10%
A version is slightly faster and safer than the B and C versions.
C version has an optional follow up that pushes a blocking opponent far away and will crumple an opponent on hit.
646X > C
500
All
R, A
25
-
43
+6
Proration: 10%
22X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
22A
400
All
R, A
27
56
29
+1
Proration: 10%
22B
400
All
R, A
27
56
29
+1
Proration: 10%
22C
400
All
R, A
21
50
29
+1
Rin repositions before powerfully elbowing her opponent.
Proration: 10%
A version side steps clockwise.
B version side steps counter clockwise.
C version steps forward toward's Rin's opponent.
Supers (WIP)
236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2000
All
-
10 + 5
115
-
1
Rin attacks her opponent with a series of close range strikes.
This costs 100 Meter
236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2400
All
-
5 + 8
71
-
30
Rin shoot straight forward with a powerful multi-hitting gem beam.
This costs 100 Meter
236236C (Grail Super)
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
All
-
8 + 4
67
-
-33
Rin pulls out a jewel encrusted dagger and performs a midrange slash.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter.
Meterless Infinites are useful for meter gain
they can also be used to finish off the opponent, or pressure them to burst
[646B~C]×∞ Variation (Video Demonstration)
This infinite doesn’t work on Sakura, Saber, Alter, Bazett, and Luvia
[646B~C → 22C]×∞ Variation (Video Demonstration)
This infinite works on everyone, but you should only use it on Sakura, Saber, Alter, Bazett, and Luvia - because the [646B~C]×∞ variation is better on everyone else.