Eternal Fighter Zero/Rumi Nanase: Difference between revisions
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|advBlock= / | |advBlock= / | ||
|cancel= IC | |cancel= IC | ||
|description=Rumi holds out her shinai for a low damage "bunt". | |description=Rumi holds out her shinai for a low damage "bunt". While less rewarding than the swing followup in most situations, bunting requires no timing which makes it extremely stable for finishing off a 1-health opponent or getting a small IC combo if you aren't comfortable with swing timing. | ||
While less rewarding than the swing followup in most situations, bunting requires no timing which makes it extremely stable for finishing off a 1-health opponent or getting a small IC combo if you aren't comfortable with swing timing. | |||
Bunting may actually be preferred to swinging if Rumi is in the corner, as she can easily walk under the opponent to switch sides. | Bunting may actually be preferred to swinging if Rumi is in the corner, as she can easily walk under the opponent to switch sides. | ||
If you misinput a swing follow-up and get nothing (usually due to inputting 41236), you can salvage some damage by bunting after the opponent has landed to set up reversal-safe unblockable oki into an even smaller IC combo. If you don't have IC ready, however, the 300 damage is probably not worth it as it's extremely minus on hit. | If you misinput a swing follow-up and get nothing (usually due to inputting 41236), you can salvage some damage by bunting after the opponent has landed to set up reversal-safe unblockable oki into an even smaller IC combo. If you don't have IC ready, however, the 300 damage is probably not worth it as it's extremely minus on hit. | ||
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*Applies 25% scaling on hit. | *Applies 25% scaling on hit. | ||
※This move does not possess the Invincible property but lacks a hurtbox and collision box instead. Because of this, Rumi does not receive the post-invincibility throw invulnerability, leaving her vulnerable to grabs during her block-only frame. [https://www.youtube.com/watch?v=HX1E_qwE6To Bunt can technically be punished because of this, but not really.] | ※This move does not possess the Invincible property but lacks a hurtbox and collision box instead. Because of this, Rumi does not receive the post-invincibility throw invulnerability, leaving her vulnerable to grabs during her block-only frame. [https://www.youtube.com/watch?v=HX1E_qwE6To Bunt can technically be punished because of this, but not really.] | ||
※<sub>2</sub>Rumi will instantly enter recovery upon hitting the opponent. | |||
※<sub>3</sub>Recovery on hit / recovery on whiff. | ※<sub>2</sub>Rumi will instantly enter recovery upon hitting the opponent. | ||
※<sub>3</sub>Recovery on hit / recovery on whiff. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
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|advBlock= / | |advBlock= / | ||
|cancel= None | |cancel= None | ||
|description=Rumi swings her shinai like a baseball bat, dealing massive damage and sending the opponent flying for a "home run" if timed properly. | |description=Rumi swings her shinai like a baseball bat, dealing massive damage and sending the opponent flying for a "home run" if timed properly. Extremely easy to whiff as you must wait roughly 2 seconds with no visual cue to react to while the opponent falls from off-screen. Thankfully, swing timing is always the same against all characters, so practicing home runs can really pay off. | ||
Extremely easy to whiff as you must wait roughly 2 seconds with no visual cue to react to while the opponent falls from off-screen. | |||
Thankfully, swing timing is always the same against all characters, so practicing home runs can really pay off. | |||
* Can be input between 36.66 and 176.33 frames into the throw animation. | * Can be input between 36.66 and 176.33 frames into the throw animation. | ||
* The swing will hit if B is pressed between 129.33 and 134 frames after the initial grab connects, '''only a 5 frame window'''. | * The swing will hit if B is pressed between 129.33 and 134 frames after the initial grab connects, '''only a 5 frame window'''. | ||
※<sub>4</sub>Even within the 4-5 frame window, damage varies greatly depending on what [https://wiki.gbl.gg/w/Eternal_Fighter_Zero/Advanced_Mechanics#Subframes subframe] the swing hits on. The closer the hit is to the end of the window, the higher its damage and launch. Check the table below for full damage values against a full health opponent with full [https://wiki.gbl.gg/w/Eternal_Fighter_Zero/Advanced_Mechanics#Damage_Scaling RF Factor]. You can also employ [https://wiki.gbl.gg/w/Eternal_Fighter_Zero/Rumi_Nanase#Subframe_Buffering buffering techniques] to increase your damage. | ※<sub>4</sub>Even within the 4-5 frame window, damage varies greatly depending on what [https://wiki.gbl.gg/w/Eternal_Fighter_Zero/Advanced_Mechanics#Subframes subframe] the swing hits on. The closer the hit is to the end of the window, the higher its damage and launch. Check the table below for full damage values against a full health opponent with full [https://wiki.gbl.gg/w/Eternal_Fighter_Zero/Advanced_Mechanics#Damage_Scaling RF Factor]. You can also employ [https://wiki.gbl.gg/w/Eternal_Fighter_Zero/Rumi_Nanase#Subframe_Buffering buffering techniques] to increase your damage. | ||
※<sub>5</sub>Player 2 Rumi will whiff on the first subframe of the swing window and will always do less damage than Player 1 Rumi even when the swing does hit. This is thanks to the way Tasofro hardcoded the swing's hit detection, which gets messed up by the fact that the opponent is thrown into the air for one extra subframe by Player 2 Rumi. | |||
※<sub>6</sub>As the swing's hit is hardcoded rather than relying on hitboxes, it doesn't technically have "active frames". | ※<sub>5</sub>Player 2 Rumi will whiff on the first subframe of the swing window and will always do less damage than Player 1 Rumi even when the swing does hit. This is thanks to the way Tasofro hardcoded the swing's hit detection, which gets messed up by the fact that the opponent is thrown into the air for one extra subframe by Player 2 Rumi. | ||
※<sub>6</sub>As the swing's hit is hardcoded rather than relying on hitboxes, it doesn't technically have "active frames". | |||
}} | }} | ||
}} | }} |
Revision as of 10:21, 15 May 2024
Introduction
Nanase Rumi (七瀬 留美) is a character inspired by the Samurai Spirits and Last Blade series, with big, slow normals that do huge damage and the ability to lose her weapon. Many of her specials and normals have armor, allowing her to just bully her way through the opponent’s pokes. Her defining special move is her command throw, inspired by Juzoh of the Last Blade 2. It is composed of two parts: the grab itself, and the swing follow up. Depending on the accuracy of the follow up’s timing, the swing may go from completely missing to hitting a homerun for a good 40% of the opponent’s health. Her dragon punch is also noteworthy, as it is huge, hits on both sides and does good damage, but if it is not IC’d she throws her shinai away and is left barehanded. While barehanded she easily becomes the worst character in the game, losing almost all of her specials as well as armor, damage, and range on her normals until she fetches her shinai again. As a grappler, her gameplay style when on the offense is very much rock paper scissors, with some very good damage when she guesses right.
Rumi is one of the heroines of ONE, a visual novel produced by Tactics in 1998. She is a student who recently transfered into Kouhei's school. She met Kouhei on her first day, when they crashed into each other at a turn in the sidewalk. She dreams of becoming a proper "maiden" and tries to act cute and kind, but her acts always fall apart due to Kouhei's tricks. During ONE, Rumi hires Kouhei to act as a bodyguard.
Rumi was part of EFZ's original cast.
Stage: Park on the Path to School (Night) (通学路の公園(夜))
BGM: A Would-Be Maiden (乙女希望)
Character-Specific Notes
- Some of Rumi's moves involve her throwing away her shinai, leaving her in barehanded mode. Once the shinai has landed in the ground, she can pick it back up by standing next to it and pressing 5S. Barehanded Rumi moves slightly faster than normal Rumi and has a slightly lower jump.
- If Rumi uses her "Enduring Maiden's Aesthetic" move, a "Kimuchi" gauge appears below her life gauge, indicating the time left before the install ends. While Rumi has Kimuchi, she gains constant recoil armor and receives half the damage than usual. However, she cannot guard or recoil guard during this time.
- Rumi is strike invincible for the first 0.66 frames of her double jump.
- After air teching (or breaking out of Doppel's throw followups), Rumi must wait 31 frames to be able to double jump instead of the usual 16 frame lock-out for all other actions.
Normal Moves (With Shinai)
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
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c5B
c5B
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f5B
f5B
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5C
5C
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
|
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662B
662B
|
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662C
662C
|
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves (With Shinai)
Specials
236*
Maiden's Fang Assault
乙女牙突 236* |
Rumi charges towards the opponent. After hitting a grounded opponent, Rumi will do a followup hit which knocks down and switches sides. This followup is not done on airborne opponents so the damage is pitiful if not cancelled. ※ Can only be special canceled into Maiden Cherry Blossom. |
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214*
Blasting Iron Fist
爆砕鉄拳 214* |
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623*
Blood-Red Shinai
紅蓮竹刀 (j)623* |
Rumi's DP. A great move to be used in pressure, combos and defense alike. After the rising hit, Rumi will throw her shinai and enter bare-handed mode. Rumi can keep the shinai by ICing the first hit. When used in the air, Rumi only does the shinai throw. After the shinai makes contact with the ground, it will fly through the air for 103.66 frames before Rumi can pick it up again. ※ All grounded versions can be IC'd on the physical hit. After throwing the shinai, they may be FIC'd only if the rising attack hit or was blocked. |
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41236*
Happy Hell Maiden
乙女富嶽 41236* |
Rumi grabs the opponent and tosses them high into the air behind her. ※Rumi can then input one of three 236* followups (including a FM) to hit the opponent. |
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41236*_236A
Happy Hell Maiden
Follow-ups |
Although Rumi technically switches sides with the opponent during the throw, the follow-up inputs are written as if she doesn't. |
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Frame | P1 0/3f | P1 1/3f | P1 2/3f | P2 0/3f | P2 1/3f | P2 2/3f |
---|---|---|---|---|---|---|
1 | 240 | 541 | 843 | 0 | 240 | 541 |
2 | 1148 | 1454 | 1762 | 843 | 1148 | 1454 |
3 | 2073 | 2385 | 2699 | 1762 | 2073 | 2385 |
4 | 3016 | 3333 | 3654 | 2699 | 3016 | 3333 |
5 | 3976 | 4300 | 4627 | 3654 | 3976 | 4300 |
Eternity Specials
214214*
Quit sneaking around!
ちょこまかすん 214214* |
A fully armored earthquake whose hitbox spans the entire screen. All versions break armor. |
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4123641236*
Maiden Cherry Blossom
乙女桜 4123641236* |
A multihit projectile that creates an explosion upon touching the ground. Rumi's shinai goes flying into the air for 234 frames after it touches the ground, so Rumi is left to play Bare-Handed for a bit. With such a large drawback, this move is almost exclusively useful for finishing off an opponent in max damage corner combos. This super may be tempting to use as a long range callout, but 214214* is vastly superior in that regard due to the slow speed of the shinai and the extremely limited range on the level 1 and 2 versions. All versions untechably launch the opponent on hit, leading to a knockdown. |
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Final Memories
FM
Enduring Maiden's Aesthetic
耐える乙女の美学 4123641236S |
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41236X_236C
Big Bang Home Run
ビッグバン打法 41236*~236C |
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Frame | P1 0/3f | P1 1/3f | P1 2/3f | P2 0/3f | P2 1/3f | P2 2/3f |
---|---|---|---|---|---|---|
1 | 347 | 782 | 1218 | 2 | 433 | 867 |
2 | 1658 | 2100 | 2546 | 1304 | 1744 | 2186 |
3 | 2994 | 3446 | 3899 | 2632 | 3079 | 3531 |
4 | 4356 | 4816 | 5278 | 3985 | 4442 | 4902 |
5 | 5743 | 6212 | 6683 | 5364 | 5829 | 6298 |
Normal Moves (Bare-Handed)
Frame Data Help | |
---|---|
The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
NS_5A
5A
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NS_c5B
c5B
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NS_f5B
f5B
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NS_5C
5C
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NS_5S
Shinai Recovery
竹刀回収 5S |
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Crouching
NS_2A
2A
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NS_2B
2B
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NS_2C
2C
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Jumping
NS_j5A
j5A
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NS_j5B
j5B
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NS_j5C
j5C
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Dashing
NS_66A
66A
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NS_66B
66B
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NS_66C
66C
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NS_662A
662A
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NS_662B
662B
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NS_662C
662C
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Grabs
NS_Ground Grab
Ground Grab
Close 6C/4C |
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NS_Air Grab
Air Grab
Close j6C |
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Special Moves (Bare Handed)
NS_41236*
Happy Hell Maiden (Bare handed)
乙女富嶽 41236* |
No difference between A, B, and C versions. |
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Eternity Special
NS_236236*
True Maiden's Fist
真の乙女の拳 236236* |
Rumi zips forwards and delivers a risky but powerful punch. Breaks armor and has armor throughout its full startup and even a little bit after. Primarily used to catch opponents attempting to throw projectiles or jump, but the armor sometimes makes it useful to beat a counterpoke in pressure or to reversal when under pressure. Hits overhead but will never catch a savvy opponent due to superflash. |
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Strategy
Neutral
Rumi's main plan in neutral is to patiently wait for her IC meter to charge up while deterring her opponent from approaching.
Once she has IC meter ready she can make efficient use of her 623* Series allowing her to go on the offensive.
She can choose to approach the opponent on the ground by dashing close up to them and use 5A/2A/66A/662A to start pressure.
If the opponent seems to use attacks to stop her from getting closer, she can attempt to punish those with using the armored frames on f5B, 66B, 2C, 5C or 623*.
If the opponent tries to jump out of her approach, she can try to counter that with the use of 2B, 662B and 662C.
Rumi in general should not attempt to approach the opponent from the air unless heavy reads are involved.
Jumping in neutral should only be considered when projectiles can be avoided with it or to deter opponents from jumping/airdashing into her by making use of the long active frames of j5A.
Pressure
Rumi's pressure follows a basic Rock-Papers-Scissors principle, the basic outline would be following:
- Grabs beat an opponent blocking, but lose to pokes and reversals.
- Blocking beats an opponent reversal, but loses to pokes.
- Reversal (623A/B) beats an opponent poking, but loses to blocking.
She can get the most damage out of grabbing her opponent, however no half-decent player would ever allow this to happen constantly and will start poking and jumping while in pressure. To discourage this, Rumi can punish those attempts with her 623B. But 623B will require IC meter to start a high damaging combo as well as let Rumi keep her shinai and avoid a potential punish. Therefore her pressure can be broken down into two phases:
Without IC meter
During this phase the player should mainly focus on staggering moves like 5A, 2A, c5B and f5B until IC meter gets charged up sufficiently or the opponent gets hitconfirmed into a combo. As 66A is plus Rumi can use it to close in on the opponent and reset the pressure. It is advised to be wary of enemy reversals and Recoil Guards during this phase. With proper timing of armored moves these two threats can be dealt with. The first hitbox of 5A offers enough frameadvantage to make 41236A a considerable cancel option as the opponent will not be able to poke out of it.
With IC meter
Once the player has built up enough IC meter it is time to decide between attempting a grab or executing 623B IC depending on what action they expect from the opponent. To ensure maximum efficiency during this step, You should be at least within 41236B range of the opponent after the previous phase. Otherwise you will have to dash in prior attempting to grab / 623B, giving the opponent extra time to react. Rumi's pressure is very prone to enemies jumping out due to relying on slow normals and grabs. Her only anti-jump moves are 2B, f5B and 662B which are often too slow as well as 662C which carries a lot of risk for very little reward. When an opponent attempts to jumping out of Rumis pressure they will either attempt to attack her while falling down, or double jump / airdash away from her to reset back to neutral. If you expect the first option, it is recommended to prepare for the attack by buffering 623B or RG. If you expect the latter, you can attempt to catch them with j5B for a little damage.
Being consistent in landing Homeruns, conversions of most grounded moves and 623* combos is key to get the most out of Rumi's pressure.
For additional information about Rumis pressure see Tony's Theory of Rumi RPS
Defense
Against untight pressure
Due to being fully invulnerable, 623B can be always used against frametraps with little risk. Her recoil armor allows her to disrespect untight pressure. Which armoured move should be used depends on range and what armoured frames are available.
Especially against longer ranged pressure Rumi can shine with 5C and 2C as options which can lead into high damage combos with a little meter.
Against tight pressure
The only way to deal with tight pressure is to Recoil Guard a move and force a Rock-Paper-Scissors situation by following this principle:
- Blocking beats an opponent using a reversal, but loses to attacks
- 623B (IC) beats an opponent using an attack, but loses to blocking
- Attacking beats an opponent blocking, but loses to reversals
Both players using the same option can have various results depending on matchup, distance, meter, etc.
Having access to Recoil Armor may allow Rumi to attack at otherwise undisrespectable spots, this will most likely lead into a Recoil Counter resetting the situation.
Against jump-ins
Rumi has got 4 main options against opponents trying to attack her from the air:
- Recoil Guard the last hit of the enemy aerial attacks into command grab. If the opponent rejumps to avoid the grab, she can try to use the air-unblockable 5A instead
- When it is unclear how many aerial attacks the enemy is going to execute, Recoil Guard into c5B can armor through one attack
- 623B if IC is available
- 662C if the opponent is close to the ground
Against airdash resets
While she does not have a fast jab with good vertical range, she can still beat airdash resets with her 623B, or when IC meter is not available, 662C.
Subframe Buffering
EFZ runs at 1/3 frame steps. This directly affects Rumi's homerun swings as their damage varies depending on exact "subframes". Although EfzRevival does not allow subframe inputs, there are still some techniques that allow these slightly later hits.
To guarantee a higher damage output from the swings, the player can delay their swings by less than a frame with these actions:
- Buffering the 41236* input during a jump with dash momentum delays the swing by 0.33 frames.
- Buffering the 41236* input during a jump without dash momentum delays the swing by 0.66 frames.
- Tricking the buffer by inputting the swing as 63236B/C delays it by 0.66 frames.
For further reference, see Rumi's Delayed Home Run - A Lecture by @Tony_EFZ
When in bare-handed mode
Rumi is essentially crippled when in bare-handed mode due to losing access to most of her recoil armor, combo potential and cancel options.
The main priority therefore is to recover the shinai at all costs.
With a self cancelable j5A and a strong j5C she gains easier access to jump-ins in neutral which allows her to start pressuring the opponent more frequently.
Her bare-handed pressure revolves around staggering with 5A, 2A and resetting with 662A until she gets an opportunity to grab the opponent with her 41236* which gives her enough time to land a combo and/or recover her shinai.
A potent, but difficult way to land the command grab is to set it up by hitting the opponent with 66A and canceling it into 41236A. If timed correctly, the grab cannot be jumped out of.
Combos
For a comprehensive video about Rumi combos see Tony's Rumi Bread and Butter Combos
- An input in (brackets) indicates it requires Rumi to be closer or farther from the opponent, otherwise it can be skipped.
- Due to the nature of EFZ combos the following list below is far from complete (or even optimized) and has room for many different starters or routes off various hitconfirms.
- Accuracy of damage numbers varies.
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
Without IC
Anywhere
Corner
Tech Trap
Tech Trap: (c5B f5B ender) jA .. dj8 jA jC [4] 5A c5B 5A 5A 5A c5B f5B jA(tech trap)
- If you have difficulty with this combo, you can try a simpler trap by whiffing j6C instead of jA. Almost no one should try to tech from f5B anyway.
With Red IC
Without Super Meter
5A c5B (f5B) 214A IC 5A 5B 5C ~ 3800 Damage
- 214A can whiff if not close enough.
5A c5B f5B IC 662C ~ 2600 Damage
- More consistent version of the previous combo.
5C IC 662C ~ 3500 Damage
- IC 662C also works from f5B and 66B, but the damage without 5C (~2000) makes the return to neutral less appealing.
5C IC 2C 236A ~ 4000 Damage
- Only works when close.
Near Corner
With Super Meter
f5B/66B/5C IC 66B 214214* ... ~ 3500/4400/4900+ Damage
- Damage values are off of f5B.
5C IC 2C 214214* ... ~ 4900/5700/6100 Damage
- 2C can't connect after the max range of 5C.
5A c5B (f5B) 214A IC 214214B/C ... ~ 4500/5000 Damage
- 214214A route is weaker than the meterless one, avoid it.
623A IC 214214* ... ~ 2800/3700/4200 Damage1
- 214214C needs to hit on the first frame to be able to combo into 5C. 214214B is much more consistent from this starter.
With Blue IC
Without Super Meter
Midscreen
Far from the corner
Near corner
Corner
Cornered
With Super Meter
Midscreen
Near Corner
2B(anti-air) j9 j5C j66 j5C 5A 5B 5C BIC 5A 2B j9 j5C j66 j5C 5AB 5AB 2C 4123641236* ~ 8200+ Damage2
- Does up to around 9000 depending on 4123641236* version.
Cornered
41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C 5AB 5AB 5AB 2C 4123641236A ~ 5600 Damage2
- 4123641236B has a pathetic damage increase, avoid it.
Bare-Handed Combos
- Note: Prioritize picking up your shinai over optimizing damage in bare-handed mode. Any launcher into jC is all you need. Consider cutting a combo short if it would leave you far away from it.
No IC
Red IC
Anywhere
5A c5B (f5B) 5C IC 662C j9 jA jB dj9 djB djC ~ 3000 Damage
- Sadly Rumi doesn't have a sweep while bare-handed.
Blue IC
With convenient shinai placement
- 1 Quake confirms during juggles do not work against these Characters: Akiko, Kanna, Kaori, Mai, Nayuki(asleep), Sayuri
- 2 2C can work against the above mentioned characters, but the window at which it can work is significantly smaller compared to other characters and is therefore advised to be skipped against them.
- 3 Using 2B instead of f5B at the end is far easier and does the same damage. However, 2B launches the opponent higher so that Rumi can't properly tech trap.
- 4 Omit the double jump jC when farther than about 50% of the stage from the corner. Doesn't work when cornered.
Okizeme
Rumi does not have access to strong and safe jump-in options for okizeme as all her air normals will lose easily to Recoil Guards.
In order to retain her Rock-Papers-Scissors aspect of her Pressure, it is recommended to stay as close as possible to the opponent and attempt a tick throw set-up using 5A 41236A. To prevent opponents from using RG against the 5A to gain Grab invulnerability, Rumi can start with 2A instead and still be close enough to make the cancel into 5A 41236A work. If opponents attempts to jump, canceling into c5B or 2B can catch them.
On a midscreen knockdown that leaves the opponent close to Rumi, 668 j5B 5A is a decent left/right mixup.
A third, but very risky okizeme option is the use of j623* to beat Recoil Guard attempts against aerial attacks or using FIC during it to attempt a high/low mixup with j5A or 2A in bare-handed mode. When done while the opponent is near the corner it may even cross the opponent up and allow a combo which gives you enough time to recover the shinai.
Win Quotes
Japanese | English |
---|---|
ぐあッ!? |
Gwaaah?! |
ナメないでよね… |
Don't underestimate me… |
一撃必殺ッ! |
Kill in a Single Blow! |
タダでさえ加減が |
I already have enough trouble |
参考までに |
Just for reference |
切れ味よりも |
I choose raw power |
(To Mizuka) |
(To Mizuka) |
(To Mayu) |
(To Mayu) |
(To Doppel Nanase) |
(To Doppel Nanase) |
(To Rumi) |
(To Rumi) |
Colors
In-game References
External References
- Rumi's ability to lose her weapon is reminiscent of the Samurai Shodown series' disarm mechanic.
- Rumi's 5C is based on Haohmaru's Heavy Slash from the Samurai Shodown series.
- Rumi's 236* is based on Amano's "Piercing Sparrow" from The Last Blade series.
- Rumi's 41236* and its followups are based on Juzoh's "Hammer Whop" grab from The Last Blade series.
ONE References
- The "Kimuchi" ramen that Rumi eats during her "Enduring Maiden's Aesthetic" move is a reference to the meal that Kouhei ate with her on a Christmas date.
- Rumi's sword is a reference to how she is a master of kendo.