|
|
Line 1,249: |
Line 1,249: |
| |deflect= | | |deflect= |
| |unarmed=No | | |unarmed=No |
| |description=Unlike A and C versions, this doesn't knockdown. (It combos from B attacks, could be useful to push the opponent to the 623S trap) | | |description=Unlike A and C versions, this doesn't knockdown. (It combos from B attacks, could be useful to push the opponent to the 623S trap, but doesn't recover fast enough for SSM.) |
| }} | | }} |
| {{AttackData-SS2019 | | {{AttackData-SS2019 |
Line 1,355: |
Line 1,355: |
| |deflect=No | | |deflect=No |
| |unarmed=No | | |unarmed=No |
| |description=Available only once per match. The last hit doesn't follow regular damage scaling rules. This move is very good to use if you can hit confirm off trap. | | |description=Available only once per match. The last hit doesn't follow regular damage scaling rules. This move is very good to use if you can hit confirm off the trap. Damage is 357 after throw (50% scale, [40,8*38,13]) |
| }} | | }} |
| }} | | }} |
Line 1,396: |
Line 1,396: |
| ** '''... WFT''' | | ** '''... WFT''' |
| ** '''... Issen''' | | ** '''... Issen''' |
| | ** '''... SSM'''<br>''Only connects when the trap hits from behind the opponent.'' |
| ** '''... j.C/66C''' | | ** '''... j.C/66C''' |
|
| |
|
Line 1,401: |
Line 1,402: |
| ** '''... (5B/66B) xx 214C / WFT''' | | ** '''... (5B/66B) xx 214C / WFT''' |
| ** '''... 2B xx WFT'''<br>''More damage than 5B or 66B.'' | | ** '''... 2B xx WFT'''<br>''More damage than 5B or 66B.'' |
| ** '''... 66B xx 22B''' | | ** '''... 66B xx 22B'''<br>''Push very far away.'' |
| ** '''... mid range spikes to 236B''' | | ** '''... mid range spikes to 236B''' |
| ** '''... mid range spikes to run up 22B/22A''' | | ** '''... mid range spikes to run up 22B/22A''' |
Line 1,409: |
Line 1,410: |
| ** '''... mid range spikes to run up SSM''' | | ** '''... mid range spikes to run up SSM''' |
| ** '''... mid range spikes to 5C/66C/j.C''' | | ** '''... mid range spikes to 5C/66C/j.C''' |
| ** '''... 3D'''
| |
|
| |
|
| * '''Deep j.C''' | | * '''Deep j.C''' |
Line 1,422: |
Line 1,422: |
|
| |
|
| * '''Close spikes in the corner.''' | | * '''Close spikes in the corner.''' |
| ** '''... 22C xx 22A''' | | ** '''... 22C xx 22A/22B/n.5C''' |
| ** '''... 22C xx 214C'''
| |
| ** '''... 22C xx WFT''' | | ** '''... 22C xx WFT''' |
| ** '''... 22C xx Issen''' | | ** '''... 22C xx Issen''' |
Line 1,443: |
Line 1,442: |
| * '''n.5C / 5C...'''<br>''Cancel recovery...'' | | * '''n.5C / 5C...'''<br>''Cancel recovery...'' |
| ** '''Lightning Blade'''<br>''Universal Issen combo.'' | | ** '''Lightning Blade'''<br>''Universal Issen combo.'' |
| ** '''623A...'''<br>''The A version should always be right under the opponent...'' | | ** '''623A xx SSM'''<br>''Deals much bigger damage than non-rage n.2C combo.'' |
| | ** '''623A xx 22C xx n.5C'''<br>''Corner only, deals better damage than non-rage n.2C combo.'' |
| *** '''SSM''' <br>''SSM follow up. (Can't burst out of it)'' | | *** '''SSM''' <br>''SSM follow up. (Can't burst out of it)'' |
| *** '''Lightning Blade'''<br>''Issen combo from trap.'' | | *** '''Lightning Blade'''<br>''Issen combo from trap.'' |
Wu-Ruixiang 呉瑞香, Wú-Ruìxiāng
|
- 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
|
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.
|
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
|
3
|
-
|
22
|
-3
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
A quick swat with the shield. Cancellable, but no real combo potential.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100 [80,20]
|
Mid
|
12,22
|
4,3
|
-
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
240
|
Mid
|
24
|
2
|
-
|
69
|
-5
|
-16
|
25
|
No
|
Yes
|
Disarm
|
No
|
Kind of a baby hard slash with slow startup, short range and no special cancelling. It's +11 frames on recoil cancels, thus she can bait the opponent trying to punish.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
8
|
3
|
-
|
24
|
-4
|
-5
|
5
|
Yes
|
Yes
|
Yes
|
No
|
Like 5A but lower to the ground and 1 frame slower. Cancellable, but no real combo potential.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
10
|
2
|
-
|
36
|
-2
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Ruixiang's main anti-air, is decently quick and reaches far up. Can cancel into WFT in any range, cancelling into 214S would whiff at far ranges.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
Low
|
18
|
3
|
-
|
56
|
KD
|
-15
|
25
|
No
|
No
|
No
|
No
|
This is her farthest-reaching low. The startup is slow, but it knocks down, and also catches jump startup and backdash. Although pretty minus on block, the pushback makes this okay.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
4
|
-
|
15
|
+3
|
0
|
5
|
Yes
|
No
|
No
|
No
|
"Talk-to-the-hand" smack. Cancellable, but no real combo potential.
|
|
Toggle Hitboxes Toggle Hitboxes
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
10
|
3
|
-
|
31
|
+3
|
-12
|
10
|
Yes
|
Yes
|
Yes
|
No
|
Quick shield bash that combos into any 214S and WFT. However the proximity range is very short.
|
|
Toggle Hitboxes Toggle Hitboxes
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200(100)
|
Mid
|
15(22)
|
2(1)
|
-
|
48
|
+5(+12)
|
-28
|
25
|
No
|
Yes
|
Disarm
|
No
|
Another slow-ish hard slash. If the first hit whiffs, the second hit knocks down the air opponent.
|
|
Toggle Hitboxes Toggle Hitboxes
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
4
|
-
|
16
|
+3
|
0
|
5
|
Yes
|
No
|
No
|
No
|
Just the crouching version of n.5A, still hits mid as well. Cancellable, but no real combo potential.
|
|
Toggle Hitboxes Toggle Hitboxes
|
n.2B
n.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
7
|
3
|
-
|
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. However the proximity range is very short.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
2,1
|
-
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
9
|
3
|
-
|
26
|
-2
|
-3
|
5
|
No
|
No
|
No
|
Yes
|
Standard kick, it's ok but nothing special.
|
|
Toggle Hitboxes Toggle Hitboxes
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
13
|
2
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
7
|
4
|
-
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
15
|
4
|
-
|
56
|
KD
|
-26
|
5
|
No
|
No
|
No
|
Yes
|
Not very useful compared to her 66D, which is an all around better move.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dash Normals
66
66
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
15
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
It has a guard point against air attack and overhead (but not projectile), it takes about 30% of the screen to run for GP to become active.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
9
|
3
|
-
|
24
|
-5
|
-20
|
5
|
Yes
|
Yes
|
Yes
|
No
|
Its range is short, but it has a guard point before and during the attack (GP active from frame 7~11, while attack active from frame 9~11, it even GP the special counter 421D of her own). Can be used to nullify projectiles and pokes, but can be risky. Cancellable, but no real combo potential.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100 [80,20]
|
Mid
|
14,25
|
4,3
|
-
|
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. Cancellable at the 1st hit, but not at the 2nd hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
16
|
2
|
-
|
66
|
KD
|
-15
|
20
|
No
|
No
|
Disarm
|
No
|
Not very fast, but decent running normal.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
9
|
10
|
33
|
49
|
KD(+84)
|
-18~-9
|
5
|
No
|
No
|
No
|
Yes
|
Pretty useful slide, as it's her fastest knockdown move and has good range, just space it carefully to avoid punish (it keeps moving forward during active frames). Good low profile during active frames, could slip under moves like Yashamaru's 5B.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
No
|
Her fastest air normal, but pitiful range and damage.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
7
|
3
|
-
|
-
|
-
|
-
|
10
|
No
|
No
|
No
|
No
|
Your go to air-to-air normal, only 1 frame slower than j.A but better damage and reach.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
High
|
12
|
2
|
-
|
-
|
-
|
-
|
20
|
No
|
No
|
No
|
No
|
Not a move you'll use very much, considering Ruixiang's slow jump.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
11
|
7
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
2
|
-
|
24
|
+3
|
-2
|
5
|
No
|
No
|
No
|
Only
|
Not very fast or long reach, but it's serviceable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
8
|
2
|
-
|
26
|
+2
|
-3
|
5
|
No
|
No
|
No
|
Only
|
Slower than u.5A, otherwise pretty much the same.
|
|
Toggle Hitboxes Toggle Hitboxes
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
5
|
-
|
-
|
-
|
-
|
5
|
No
|
No
|
No
|
Only
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
10
|
3
|
-
|
30
|
KD
|
-5
|
5
|
No
|
No
|
No
|
Only
|
Not the fastest of its kind, but gives you knockdown and time to pick up your weapon (and glasses).
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Forward Throw Forward Throw Back Throw Back Throw Throw Whiffs Throw Whiffs
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
Throw
|
3
|
1
|
71
|
74
|
+20
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
1
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
10
|
-
|
52
|
KD
|
-24
|
-
|
No
|
-
|
-
|
Yes
|
|
|
Toggle Hitboxes Toggle Hitboxes
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+35~+59
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
No
|
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
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Only
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash countered.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Rage Explosion
Rage Explosion 5A+B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Unblockable
|
21
|
3
|
-
|
58
|
0
|
-
|
-
|
-
|
-
|
-
|
No
|
Unblockable pushback attack.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300~709
|
Mid
|
9
|
8
|
-
|
-
|
KD
|
-44
|
-
|
No
|
No
|
No
|
No
|
Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Black Tortoise Torrent
Black Tortoise Torrent 236S 玄武 (Xuánwǔ) 玄武 (Xuánwǔ)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Low
|
28
|
-
|
-
|
60
|
KD
|
-21
|
5
|
-
|
-
|
-
|
No
|
Low projectile. Actually a low and has to be crouch blocked. All versions will come out if Ruixiang is not interrupted from frame 1 to 10.
|
B
|
60
|
Mid
|
19
|
-
|
-
|
55
|
KD
|
-25
|
5
|
-
|
-
|
-
|
No
|
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)
|
C
|
60
|
Mid
|
28
|
-
|
-
|
60
|
KD
|
-21
|
5
|
-
|
-
|
-
|
No
|
High projectile. Anti-air version, only hit Earthquake standing.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Vermilion Bird Blaze
Vermilion Bird Blaze 214S 朱雀 (Zhūquè) 朱雀 (Zhūquè)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
75 [25*3]
|
Mid
|
15
|
12
|
-
|
56
|
KD(+86)
|
-9
|
12
|
-
|
-
|
-
|
No
|
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
|
125 [25*5]
|
Mid
|
20
|
18
|
-
|
69
|
KD(+80)
|
-15
|
20
|
-
|
-
|
-
|
No
|
- More range than A version, but still mainly used in combos.
|
C
|
160 [20*8]
|
Mid
|
23
|
22
|
-
|
96
|
KD(+59)
|
-36
|
32
|
-
|
-
|
-
|
No
|
- Longest range but slowest startup.
- Only really used in combos, not to destroy projectiles.
|
Rage
|
264 [22*12]
|
Mid
|
15
|
22
|
-
|
88
|
KD(+63)
|
-32
|
48
|
-
|
-
|
-
|
No
|
- Rage enhanced version of 214C comes out much faster, deals more damage and does a lot of guard damage.
|
|
Toggle Hitboxes Toggle Hitboxes
|
White Tiger Fangs
White Tiger Fangs 623S 白虎 (Báihǔ) 白虎 (Báihǔ)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
All
|
100 [20*5]
|
Low
|
53
|
16
|
-
|
68
|
KD
|
+15
|
10
|
-
|
-
|
-
|
No
|
Ruixiang's trap is the defining trait and her most important tool. A version sets the trap at close range, B version at mid range and C version at far range. The trap comes out if she is not interrupted from frame 1 to 20. If the opponent is on top of the trap any time from frame 51 to 270 (total 220 frames), the trap will attack in the next 2 frames and hit low, therefore the opponent cannot jump or backdash to avoid the trap once he steps on it, but he could block the attacks immediately after jump landing. The trap attack is active for 16 frames, making it extremely difficult to spot dodge (only one frame window). It's also extremely difficult to walk back/forward into the trap and block (only one frame window), it's much safer to backdash to hop over the trap.
This trap be used for zoning, okizeme, and blockstrings. On hit it allows for massive damaging combos with WTF/SSM/Issen. Also it sets up unblockable like RE/Throw > (push into trap) Trap hit > WTF/SSM/Issen, and meaty trap + overhead.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Azure Dragon Thunderstrike
Azure Dragon Thunderstrike 22S 青竜 (Qīnglóng) 青竜 (Qīnglóng)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100
|
-
|
15
|
22
|
-
|
59
|
KD
|
-20
|
10
|
-
|
-
|
-
|
No
|
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
|
33
|
-
|
73
|
-5
|
-22~+11
|
20
|
-
|
-
|
-
|
No
|
Unlike A and C versions, this doesn't knockdown. (It combos from B attacks, could be useful to push the opponent to the 623S trap, but doesn't recover fast enough for SSM.)
|
C
|
180
|
-
|
35
|
33
|
-
|
86
|
KD
|
-23~+10
|
30
|
-
|
-
|
-
|
No
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
|
20
|
39
|
66
|
KD
|
-
|
-
|
-
|
-
|
-
|
No
|
She holds up the shield and will counterattack immediately if the opponent hits the shield with mid or high attack (any low attack or mid/high that doesn't touch her shield will beat it). It also reflects projectiles.
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
|
|
Toggle Hitboxes Toggle Hitboxes
|
Supers
Weapon Flipping Technique
Nine-Headed Dragon Strike 236B+C 九頭竜掌(Jiǔtóulóng) 九頭竜掌(Jiǔtóulóng)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
420(490)
|
Mid
|
1+17
|
3
|
-
|
-
|
KD
|
-52
|
-
|
No
|
No
|
No
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit. A massive hitbox that covers both air and ground, significantly improves her offense and anti air.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Super Special Move
Primordial Chaos of the Yellow Dragon 641236C+D 黄竜顕現 (Huánglóng) 黄竜顕現 (Huánglóng)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
675 [80,15*38,25]
|
Mid
|
10+24
|
2
|
-
|
-
|
KD
|
-74
|
-
|
No
|
No
|
No
|
No
|
Available only once per match. The last hit doesn't follow regular damage scaling rules. This move is very good to use if you can hit confirm off the trap. Damage is 357 after throw (50% scale, [40,8*38,13])
|
|
Toggle Hitboxes Toggle Hitboxes
|
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
- ... SSM
Only connects when the trap hits from behind the opponent.
- ... j.C/66C
- 5CD / 4CD...
- ... (5B/66B) xx 214C / WFT
- ... 2B xx WFT
More damage than 5B or 66B.
- ... 66B xx 22B
Push very far away.
- ... 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
- 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/22B/n.5C
- ... 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 xx SSM
Deals much bigger damage than non-rage n.2C combo.
- 623A xx 22C xx n.5C
Corner only, deals better damage than non-rage n.2C combo.
- SSM
SSM follow up. (Can't burst out of it)
- Lightning Blade
Issen combo from trap.
Videos
Colors
External Links