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| |deflect= Yes | | |deflect= Yes |
| |unarmed= No | | |unarmed= No |
| |description=Has a guard point before the attack, but also short range. | | |description=Has a guard point before the attack, but also short range. Can be used to nullify projectiles, but can be risky. |
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Revision as of 04:39, 28 January 2023
Wu-Ruixiang
呉瑞香, Wú-Ruìxiāng
Introduction
Wu-Ruixiang’s most defining feature is without a doubt her ground traps, which makes her a character for lab monsters who like to find crazy setups and stylish juggles. Though she can also be played as a more traditional zoner, of which 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.
However, these traits come at the cost of surprisingly stubby and quite laggy normals. Her defense isn’t spotless either as she somewhat struggles with anti-airing and her damage is way below average without setups. Combined with slow movement and floaty jump, she has a hard time positioning herself properly. So it's crucial for Ruixiang to keep the opponent far away, or else she crumbles very easily.
Playstyle
Wu-Ruixiang is a trap-based zoner who lays mines on the ground to create opportunities for herself.
|
Strengths |
Weaknesses
|
- Oppressive traps: Wu's 623S ground trap makes her neutral risky to maneuver around. Missteps into traps can be juggled off of on hit for huge damage (including SSM from close enough distance). Blocked traps can lead to unblockable setups, 50/50 mixups, and solid guard crush pressure.
- Strong zoning: Wu's projectiles cover a lot of air space and knockdown on hit, allowing her to set up more traps.
- Great WFT: Wu has one of the best anti-air WFTs in the game. She can also cancel into her WFT and juggle it off of trap easily.
- Guard points: The guard points on her forward run, 66A and n.2B allow Wu unique opportunities to reverse pressure.
- Good anti-airs: Using 2B, n.2B, 22A, and her counter, Wu can keep antsy opponents out of the air and gets good oki for doing so.
|
- Bad pokes: Wu's grounded pokes have poor range, slow startup, and high recovery, making it hard to compete with other characters on the ground if she can't get her zoning game going.
- Poor air game: Wu's jump is floaty and her short air normals make it hard for her to air-to-air or control space when off the ground.
- Poor SSM: Wu's SSM has slow startup and short range, making SSM punishes harder for her than other characters.
- High recovery: Wu's projectile and trap placement both have very high recovery and she can take a lot of damage off a bad read while zoning.
- Terrible when Disarmed: She literally loses all of her specials when disarmed, which is an integral part of her whole zoning toolkit.
|
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
Neutral
Her neutral is mostly zone and AA opponents (22A, 236C) if they try to jump for it.
Okizeme
22C
If Wu gets a knockdown 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 66D > microwalk back 22C.
- If they get hit you can follow up with many different options
- normal(restand) > 623A
- 214C
- WFT
- Issen (it will also sometimes hit a mid screen opponent as well but you need to run)
623S
- SSM
- normal(restand) > 623A or B
- WFT
- 66C
- Issen
- Close range 623S options on block
- B+C(overhead) is good
- 6D, if your opponent blocks a 6D you have enough time for a free tick grab (with this setup you need to time the 6D properly because the spikes have thrown invul for a certain period. Practice this in training mode for consistency).
- 6D if hits you can frame trap into 2A
- 66D/f.2C(safer option due to pushback)
- 661/6643 B+C for an instant running overhead
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
7
|
-
|
-
|
22
|
-3
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
A quick swat with the shield. Cancellable, but no real combo potential.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100 [80,20]
|
Mid
|
12
|
-
|
-
|
46
|
-8
|
-12
|
10
|
Yes
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
240
|
Mid
|
24
|
-
|
-
|
69
|
-5
|
-16
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
8
|
-
|
-
|
24
|
-4
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
Like 5A but lower to the ground and 1 frame slower.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
10
|
-
|
-
|
36
|
-2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Ruixiang's main anti-air, being decently quick and reaches far up. Can cancel into WFT in any range, 214S would whiff at far ranges.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
Low
|
18
|
-
|
-
|
56
|
KD
|
-15
|
25
|
No
|
No
|
No
|
No
|
This is her farthest-reaching low. Startup is slow, but it knocks down. Although pretty minus, the pushback makes this okay.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
6
|
-
|
-
|
15
|
+3
|
0
|
5
|
Yes
|
No
|
No
|
No
|
"Talk-to-the-hand" smack.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
10
|
-
|
-
|
31
|
+3
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Quick shield bash that combos into any 214S and WFT.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
Mid
|
15
|
-
|
-
|
48
|
+5
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
Another slow-ish hard slash.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
-
|
-
|
16
|
+3
|
0
|
5
|
Yes
|
No
|
No
|
No
|
Just the crouching version of n.5A, still hits mid as well.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
7
|
-
|
-
|
29
|
+2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Another pretty quick upwards shield bash with anti-air potential, though struggles against big disjointed aerials. Has a guard point 4-6f.
|
|
n.2C
n.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180 [150,30]
|
Mid
|
16
|
-
|
-
|
51
|
+8
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
More damage than far 2C but no knockdown, also hits mid instead of low. Attacks twice with the second hit pulling the opponent closer, which combos into guaranteed n.2B.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
9
|
-
|
-
|
26
|
-2
|
-3
|
5
|
No
|
No
|
No
|
Yes
|
Standard kick, it's ok but nothing special.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
13
|
1
|
10
|
23
|
+2
|
-1
|
5
|
No
|
No
|
No
|
Yes
|
Because of little pushback and a false animation this can be good for tick throws if the opponent isn't ready.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
7
|
-
|
-
|
22
|
0
|
-6
|
5
|
No
|
No
|
No
|
Yes
|
Lowers her hurtbox slightly, allowing her to slip under some moves and projectiles like Ruixiang's 236B.
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
15
|
-
|
-
|
56
|
KD
|
-26
|
5
|
No
|
No
|
No
|
Yes
|
Not very useful compared to her 66D, which is an all around a better move.
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
9
|
-
|
-
|
24
|
-5
|
-20
|
5
|
Yes
|
Yes
|
Yes
|
No
|
Has a guard point before the attack, but also short range. Can be used to nullify projectiles, but can be risky.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100 [80,20]
|
Mid
|
14
|
-
|
-
|
44
|
-3
|
-36
|
10
|
Yes
|
Yes
|
Disarm
|
No
|
Great combo tool for throw and also great whiff punish tool as well. Can whiff cancel this into traps or fireballs. Cancelled after the 1st hit, but not after the 2nd.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
16
|
-
|
-
|
66
|
KD
|
-15
|
20
|
No
|
No
|
Disarm
|
No
|
Not very fast, but decent running normal.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
9
|
8
|
33
|
49
|
KD(+84)
|
-18~-10
|
5
|
No
|
No
|
No
|
Yes
|
Pretty useful slide, as it's her fastest knockdown move. Good range too, but space it carefully to not be punished on block.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
No
|
Her fastest air normal, but pitiful range and damage.
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
7
|
-
|
-
|
-
|
-
|
-
|
10
|
No
|
No
|
No
|
No
|
Your go to air-to-air normal, only 1 frame slower than j.A but better damage and reach.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
High
|
12
|
-
|
-
|
-
|
-
|
-
|
20
|
No
|
No
|
No
|
No
|
Not a move you'll use very much, considering Ruixiang's slow jump.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
10
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
-
|
24
|
+3
|
-2
|
5
|
No
|
No
|
No
|
Only
|
Not very fast or long reach, but it's serviceable.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
8
|
-
|
-
|
26
|
+2
|
-3
|
5
|
No
|
No
|
No
|
Only
|
Slower than u.5A, otherwise pretty much the same.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
10
|
-
|
-
|
30
|
KD
|
-5
|
5
|
No
|
No
|
No
|
Only
|
Not the fastest of it's kind, but give you knockdown and time to pickup your weapon (and glasses).
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Neutral Throw Neutral Throw Forward Throw Forward Throw 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
|
-
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
-
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
High
|
18
|
6
|
33
|
56
|
KD
|
-20~-15
|
10
|
No
|
No
|
No
|
Yes
|
Universal overhead. Decent startup with good range.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
1
|
16
|
22
|
38
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.
Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
No
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
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Version
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Damage
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Guard
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Startup
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Active
|
Recovery
|
Total
|
Hit Adv
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Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
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Armed
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0
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N/A
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2
|
11
|
34
|
46
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+35~+59
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N/A
|
-
|
N/A
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N/A
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N/A
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No
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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
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0
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N/A
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2
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12
|
9
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22
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KD
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N/A
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-
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N/A
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N/A
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N/A
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Only
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Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash countered.
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Rage Explosion
Rage Explosion 5A+B+C
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Damage
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Guard
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Startup
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Active
|
Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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0
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Unblockable
|
21
|
1
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-
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58
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0
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-
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-
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-
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-
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-
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No
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Unblockable pushback attack.
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Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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300~709
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Mid
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9
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-
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-
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-
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KD
|
-44
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-
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No
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No
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No
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No
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Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.
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Special Moves
Black Tortoise Torrent
Black Tortoise Torrent 236S 玄武 (Xuánwǔ) 玄武 (Xuánwǔ)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
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Block Adv
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Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
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Unarmed
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A
|
60
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Low
|
28
|
-
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-
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60
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KD
|
-21
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5
|
-
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-
|
-
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No
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Low projectile. Actually a low and has to be crouch blocked.
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B
|
60
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Mid
|
19
|
-
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-
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55
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KD
|
-25
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5
|
-
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-
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-
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No
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Middle projectile. Fastest startup and lowest recovery, but worst on block.
236B will miss on the following characters if they are offensively crouching (2 or 3 input): Baiken, Shizumaru, Nakoruru, Kazuki, Mina, Iroha, Rimururu, Tam Tam, Cham Cham. Wan-Fu (2 only), Kyoshiro (2 only)
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C
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60
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Mid
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28
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-
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-
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60
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KD
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-21
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5
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-
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-
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-
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No
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High projectile. Anti-air version, projectile will come out even if you're hit. Will only hit Earthquake standing.
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Vermilion Bird Blaze
Vermilion Bird Blaze 214S 朱雀 (Zhūquè) 朱雀 (Zhūquè)
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Version
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Damage
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Guard
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Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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A
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75 [25*3]
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Mid
|
15
|
-
|
-
|
56
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KD(+86)
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-9
|
12
|
-
|
-
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-
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No
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Destroys all projectiles but the main usage of this move is for combos.
- Shortest range but fastest startup.
- Best version to destroy projectiles with, due to lowest total frames.
214A will miss on Galford's 214A/B dog projectile.
|
B
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125 [25*5]
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Mid
|
20
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-
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-
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69
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KD(+80)
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-15
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20
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-
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-
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-
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No
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- More range than A version, but still mainly used in combos.
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C
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160 [20*8]
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Mid
|
23
|
-
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-
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96
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KD(+59)
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-36
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32
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-
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-
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-
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No
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- Longest range but slowest startup.
- Only really used in combos, not to destroy projectiles.
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Rage
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264 [22*12]
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Mid
|
15
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-
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-
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88
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KD(+63)
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-32
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48
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-
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-
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-
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No
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- Rage enhanced version of 214C comes out much faster, deals more damage and does a lot of guard damage.
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White Tiger Fangs
White Tiger Fangs 623S 白虎 (Báihǔ) 白虎 (Báihǔ)
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Total
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Hit Adv
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Block Adv
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Guard Dmg
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Cancel
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Recoil
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Deflectable
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Unarmed
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All
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100 [20*5]
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Low
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53
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-
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-
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68
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KD
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+15
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10
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-
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-
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-
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No
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Ruixiang's defining trait, her trap. A sets close, B sets mid and C sets far. The most important tool about this character. This can be used for zoning, okizeme, and blockstrings. On hit it allows for massive damaging combos with RE > (push into trap) Trap hit > Issen/SSM
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Azure Dragon Thunderstrike
Azure Dragon Thunderstrike 22S 青龍 (Qīnglóng) 青龍 (Qīnglóng)
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Version
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Damage
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Guard
|
Startup
|
Active
|
Recovery
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Total
|
Hit Adv
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Block Adv
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Guard Dmg
|
Cancel
|
Recoil
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Deflectable
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Unarmed
|
A
|
100
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-
|
15
|
-
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-
|
59
|
KD
|
-20
|
10
|
-
|
-
|
-
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No
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Like 214S it also destroys all projectiles, but the main purpose is for anti-airing and combos.
- Best version to destroy projectiles with, as the other versions are to slow and laggy.
- Only one worth anti-airing with, but is often a bit too slow against characters with fast jumps.
|
B
|
140
|
-
|
22
|
-
|
-
|
73
|
-5
|
-22
|
20
|
-
|
-
|
-
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No
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- Unlike A and C versions, this doesn't knockdown.
|
C
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180
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-
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35~36
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-
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-
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86
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KD
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-23~-22
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30
|
-
|
-
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-
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No
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One of the most practical tools of this is using 22C meaty in the corner to be either +10 or +5 on block if perfectly spaced and it converts easily on hit.
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Kirin Earthen Rampage
Kirin Earthen Rampage 421D 麒麟 (Qílín) 麒麟 (Qílín)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
-
|
8
|
14
|
45
|
66
|
KD
|
-
|
-
|
-
|
-
|
-
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No
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Counter that reflects projectiles and will counterattack if the attack hitting the shield is a mid or high.
421D can't reflect projectiles from the following characters: Cham Cham (rage), Amakusa (rage), Charlotte (rage), Nakoruru (Mamahaha), Galford (Poppy), Kazuki (lv3), Mina (lv3), Sogetsu, Hanzo, Rimururu
421D misses projectiles from the following characters: Mina (236S>B), Tam Tam (236B), Kyoshiro
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Supers
Weapon Flipping Technique
Nine-Headed Dragon Strike 236B+C
|
Damage
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Guard
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Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
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Recoil
|
Deflectable
|
Unarmed
|
420(490)
|
Mid
|
1+17
|
-
|
-
|
-
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KD
|
-52
|
-
|
No
|
No
|
No
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No
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Available only during Max Rage or Rage Explosion. Disarms on hit.
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Super Special Move
Primordial Chaos of the Yellow Dragon 641236C+D 黄龙 (Huánglóng) 黄龙 (Huánglóng)
|
Damage
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Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
675 [80,15*38,25]
|
Mid
|
10+24
|
-
|
-
|
-
|
KD
|
-74
|
-
|
No
|
No
|
No
|
No
|
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.
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Combos
List combos, use numpad notation.
Midscreen
- n.5B/n.2B/5B/66B
- ...236B
- ...214S
- ...22A/22B
- ...WFT
- ... 2B xx WFT
More damage than other mediums.
- n.2C xx n.2B xx 214C / WFT
New combo works in close range where near 2C would come out.
- Close range 623S
- ... 236B
- ... 22C
- ... 214C
- ... WFT
- ... Issen
- ... SSM
- ... n.5C/j.C/n.2C
- Medium range 623S
- ... 236B
- ... run up 22B/22A
- ... run up 214C
- ... WFT
- ... 236C xx WFT
A little closer than mid range and character specific.
- ... Issen
- ... SSM
- ... 5C/j.C/66C
- Far range 623S
- ... 236B
- ...run up 214C
- ... WFT
- ... Issen
- ... j.C/66C
- 5CD / 4CD...
- ... (5B/66B) xx 214C / WFT
- ... 2B xx WFT
More damage than 5B or 66B.
- ... 66B xx 22B
- ... 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 up SSM
- ... mid range spikes to 5C/66C/j.C
- ... 3D
- Deep j.C
- ... n.5C / 5C
Universal j.C combo.
- ... (5B/66B) xx 214C / WFT
- ... 2B xx WFT
More damage than 5B or 66B.
- ... 66B xx 22B
Corner
- 5CD / 4CD...
- n.2C xx n.2B xx 214C / WFT
New combo after grab into the corner.
- Close spikes in the corner.
- ... 22C xx 22A
- ... 22C xx 214C
- ... 22C xx WFT
- ... 22C xx 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.
Guard Crush
- n.5C / 5C...
After recovery...
- n.2C xx n.2B xx 214C / WFT
Optimal GC follow up.
- n.5C / 5C...
Cancel recovery...
- Lightning Blade
Universal Issen combo.
- 623A...
The A version should always be right under the opponent...
- SSM
SSM follow up. (Can't burst out of it)
- Lightning Blade
Issen combo from trap.
Videos
Colors
External Links