Difference between revisions of "Samurai Shodown/Rimururu"

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*All her normals have short range and average damage
 
*All her normals have short range and average damage
 
*Shortest rage timer coupled with the highest damage modifier in the game
 
*Shortest rage timer coupled with the highest damage modifier in the game
*A bunch of her special moves are gimmicky (421S) or borderline useless (22S, 6SSSS)
+
*Some of her special moves are gimmicky (421S) or situational to the point of near uselessness (22S, 6SSSS)
 
*623S is her main source of big damage and the move is both unsafe and resets neutral
 
*623S is her main source of big damage and the move is both unsafe and resets neutral
 
*[https://twitter.com/SNKPofficial/status/918436380295929857 Can't join KOF because her sister is hella insecure]
 
*[https://twitter.com/SNKPofficial/status/918436380295929857 Can't join KOF because her sister is hella insecure]
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==Data==
 
==Data==
 +
<!--To make changes to this section, go to Rimururu's subheader in Samurai_Shodown/System_Data-->
 
{{#lst:Samurai Shodown/System Data|Rimururu Data}}
 
{{#lst:Samurai Shodown/System Data|Rimururu Data}}
  
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===Neutral===
 
===Neutral===
Rimu is a swiss-army knife of specials but her normals lack range, so it’s usually best to wait for your opponent to start making a move. If they approach from the ground, 5BC is your longest-reaching poke and has very fast startup. At fullscreen, 236C might condition opponents to jump forward which you can answer with a j.C to the face. If they’re prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc.). If you want to get in, j.D has short startup and is active for a very long time. Although, it does little damage but will stuff several air normals or A/B DP startups. j.B can be linked for big damage but its horizontal hitbox can whiff easily on standing opponents, so time it properly.
+
Rimu is a swiss-army knife of specials but her normals lack range, so it's usually best to wait for your opponent to start making a move. If they approach from the ground, 5BC is your longest-reaching poke and has very fast startup. At fullscreen, 236C might condition opponents to jump forward which you can answer with a j.C to the face. If they're prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc.). If you want to get in, j.D has short startup and is active for a very long time. Although, it does little damage but will stuff several air normals or A/B DP startups. j.B can be linked for big damage but its horizontal hitbox can whiff easily on standing opponents, so time it properly.
  
A big part of Rimu’s neutral is j.2S. You can jump in any direction after successfully setting up a platform. Ice platform is helpful to take some heat off from projectile spam or to force opponents to make a move. Opponents who DP, will trade with the ice block but you can pre-emptively neutral jump or approach with a well-timed forward j.D. Additionally, setting up the ice block right on top of them will force a run in any direction or to eat up a free mixup on taller characters (on wakeup). Condition your opponent into thinking you’ll set up a platform on neutral and then anti-air when they guess wrong.  
+
A big part of Rimu's neutral is j.2S. You can jump in any direction after successfully setting up a platform. Ice platform is helpful to take some heat off from projectile spam or to force opponents to make a move. Opponents who DP, will trade with the ice block but you can pre-emptively neutral jump or approach with a well-timed forward j.D. Additionally, setting up the ice block right on top of them will force a run in any direction or to eat up a free mixup on taller characters (on wakeup). Condition your opponent into thinking you'll set up a platform on neutral and then anti-air when they guess wrong.  
  
 
'''Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.'''
 
'''Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.'''
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Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can:
 
Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can:
  
*Meaty with j.C (can be combo’d into 623S if landed low enough)
+
*Meaty with j.C (can be combo'd into 623S if landed low enough)
 
*Crossup jump into B slashes or 2C
 
*Crossup jump into B slashes or 2C
 
*Overhead
 
*Overhead
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Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C.
 
Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C.
  
You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but it’s one of the few reliable ways to land it.
+
You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but it's one of the few reliable ways to land it.
  
 
==Normal Moves==
 
==Normal Moves==
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  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=-5
 
  |blockAdv=-5
  |cancel=
+
  |cancel=Yes
 
  |clash=  
 
  |clash=  
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Good startup and range but can’t be cancelled into anything.
+
  |description=Good startup and range. Can be canceled into 623S for a combo, very useful for far and quick punish opportunities.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Slower statup but is special cancellable.
+
  |description=Decent speed poke with special cancel property. It can be used to combo into WFT or 623S from a decent range. Also good for whiff punishing pokes due to its speed.
 
  }}
 
  }}
 
}}
 
}}
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  |damage=240
 
  |damage=240
 
  |guard=Mid
 
  |guard=Mid
  |startup=20
+
  |startup=18
 
  |active=
 
  |active=
 
  |recovery=61
 
  |recovery=61
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  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Good vertical hitbox but very slow.
+
  |description=One of the faster C buttons in the game, and it has deceptive horizontal range which allows her to whiff punish missed pokes if they are slow enough.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Fast and has good recovery but can’t be cancelled into anything.
+
  |description=Fast and has good recovery but can't be cancelled into anything.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=A slower 2A that can be special cancelled. This is one of your best friends.
+
  |description=Has more range than 2A despite the similar animation but is slightly slower. When Rimururu wants to cancel into 623S or WFT this is the preferred button since it will produce most damage. Close 5B will typically be more consistent range wise, so judgement of positioning is needed at times.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=
 
  |deflect=
 
  |unarmed=
 
  |unarmed=
  |description=Very slow button on neutral. Use this after landing a back throw to set up oki.
+
  |description=Very slow button on neutral. Can be used to contest deflect in order to gain a knockdown since it is a low.
 
  }}
 
  }}
 
}}
 
}}
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  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=-5
 
  |blockAdv=-5
  |cancel=
+
  |cancel=Yes
 
  |clash=  
 
  |clash=  
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=No point in using this. At point blank you can just use the button below.
+
  |description=Fast button that can be used to interrupt opponent when. Due to its speed and ability to special cancel into 623S for a combo, n5A becomes a very formidable punish tool for low disadvantage moves on block.
 
  }}
 
  }}
 
}}
 
}}
Line 232: Line 233:
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Fast startup and like all her B slashes it’s special cancellable. On hit, go for 623C or 214C. On block, cancel into 214B to make a bit safer.
+
  |description=Fast startup and like all her B slashes it's special cancellable. On hit, go for 623C or 214C. On block, cancel into 214B to make a bit safer.
 
  }}
 
  }}
 
}}
 
}}
Line 257: Line 258:
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Rimu's heaviest-hitting normal. Use this on an opponent who just whiffed a heavy DP to guarantee the 2 hits.
+
  |description=Rimu's heaviest-hitting close range normal. Plus on hit but also leaves opponent far from Rimu after the hit animation. Not recommended to use to punish if you suspect a rage explosion is coming due to it being two hits.  
 
  }}
 
  }}
 
}}
 
}}
Line 343: Line 344:
 
  |active=
 
  |active=
 
  |recovery=35
 
  |recovery=35
  |hitAdv=-1
+
  |hitAdv=+2
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=-4
+
  |blockAdv=-1
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Rimu hops for a short second and dishes a standing kick. Good range (for her).
+
  |description=Rimu hops for a short second and dishes a standing kick. Good range. This move cannot be thrown out of startup since it is momentarily airborne. If this attack lands on a late frame, Rimururu has the ability to follow up with a combo.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Low hitting kick with fast startup but short horizontal reach. Special cancelleable.
+
  |description=Low hitting kick with fast startup but short horizontal reach. It can combo into 623S when special canceled, making it a candidate for a high/low mixup in tandem with her universal overhead, though it cannot be hit confirmed.
 
  }}
 
  }}
 
}}
 
}}
Line 439: Line 440:
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=-19
 
  |blockAdv=-19
  |cancel=
+
  |cancel=Yes
 
  |clash=  
 
  |clash=  
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Good reach and comes fast. Coupled with Rimu’s fast running speed, you can cover enough ground to stuff some opponent’s moves on statup.
+
  |description=This move ties with the fastest normals in the game and it is on a running normal. This allow Rimururu to use it as a poke and annoyance tool vs grounded opponent. It also has the bonus of having a combo into 623S with special cancel making it a powerful tool when combined with running normal option select to stay safe on block.  
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=SS_Rimururu_66B.png
 
|image=SS_Rimururu_66B.png
|caption=Rimu trying her hardest to stop SNK from taking the plus frames on this move</br>(2019, colorized)
+
|caption=
 
|name=66B
 
|name=66B
 
|data=
 
|data=
Line 459: Line 460:
 
  |active=
 
  |active=
 
  |recovery=29
 
  |recovery=29
  |hitAdv=+2~+6
+
  |hitAdv=+2~+10
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=-11~-7
+
  |blockAdv=-9~-1
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Shorter reach than 66A and unsafe on block now. If there's one move SNK should bring back to its 5sp glory, is this one.
+
  |description=Rimruru does a running shove. This make a great compliment to 66A when opponents start looking to deflect it as this move is not a weapon based attack. If spaced out, it is very difficult to impossible to punish, lending itself to be deflect bait for an opponent's reprisal attack. If it hits on a very late frame it can link into other buttons such as 66A, 66C, 5B, or 2B.
}}
+
}}
 
}}
 
}}
  
Line 489: Line 490:
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=Great vertical hitbox and good damage. Blows back and knock downs on hit. A great move to throw if you can predict a jump in before your opponent dishes out an air normal. Can also be combo’d from 236A/B on wakeup.
+
  |description=Great vertical hitbox and good damage. Due to its fast startup and good hitbox/hurtbox placement it makes for a strong anti-air tool against most jumps. Can also be used as a punish tool due to its speed in a pinch if you want to do upfront damage to the opponent as opposed to B button special cancels where the opponent can use rage explosion to escape the bigger portion of the damage.
 
  }}
 
  }}
 
}}
 
}}
Line 504: Line 505:
 
  |damage=40, 30
 
  |damage=40, 30
 
  |guard=Low
 
  |guard=Low
  |startup=9, 29
+
  |startup=9, 24
 
  |active=
 
  |active=
 
  |recovery=64
 
  |recovery=64
Line 510: Line 511:
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=-40, -20
 
  |blockAdv=-40, -20
  |cancel=
+
  |cancel=Yes (2nd Hit)
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Multihit move, 2nd kick grants knockdown. '''Avoid.''' Opponents can simply jump after blocking the first hit and then punish with a full combo.
+
  |description=Multihit move, 2nd kick grants knockdown. This move is a true strong so the opponent is locked down during the two hits. A decent running low check but it is punishable on block. Rimururu can cancel the recovery frames of the leap back from the 2nd attack into platform, for some characters this will disrupt their punish forcing them to guess while others still have a punish that works in both scenarios.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Downward facing slash. Probably her worst air normal, not recommended.
+
  |description=A speedy air to air button that you can use in a pinch vs an airborne opponent.
 
  }}
 
  }}
 
}}
 
}}
Line 561: Line 562:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Can be linked into 623S on landing hit but the horizontal hitbox and short active frames makes it easy to whiff.
+
  |description=Due to its speed and horizontal reach this can be used a good air to air poking tool, especially during a neutral jump.
}}
+
}}
 
}}
 
}}
  
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  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Excellent air-to-air button. Try to condition your opponent to jump 236C and hit them with this. If landed close enough to the ground, it can be linked to 623S or n.5C for big damage.
+
  |description=Excellent air-to-air button, jumping in from below opponent makes it very difficult for many members of the cast to contest. Try to condition your opponent to jump 236C and hit them with this. This will be typically also be Rimururu's jump in of choice to start combos and get deep hits.
 
  }}
 
  }}
 
}}
 
}}
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|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
  |damage=
+
  |damage=50
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=7
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=-4
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-9
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=
+
  |description=Very short range button.
 
  }}
 
  }}
 
}}
 
}}
Line 642: Line 643:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
  |damage=
+
  |damage=50
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=6
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=-4
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-9
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=
+
  |description=Faster than unarmed 5S, but shorter range.
 
  }}
 
  }}
 
}}
 
}}
Line 711: Line 712:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
  |damage=
+
  |damage=70
  |guard=
+
  |guard=Low
  |startup=
+
  |startup=7
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-5
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
Line 798: Line 799:
 
*Gives knockdown on hit
 
*Gives knockdown on hit
 
*Can be cancelled into ice platform for oki setups
 
*Can be cancelled into ice platform for oki setups
*The angle of the icicle tricks opponents into thinking it hits low
 
 
  }}
 
  }}
 
}}
 
}}
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  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=Armed
 
  |version=Armed
  |damage=  
+
  |damage=0
  |guard=
+
  |guard=N/A
  |startup=
+
  |startup=2
  |active=
+
  |active=11
  |recovery=
+
  |recovery=34
  |hitAdv=
+
  |hitAdv=+35~+59
|backhitAdv=
+
  |blockAdv=N/A
  |blockAdv=
+
  |cancel=N/A
  |cancel=
+
  |clash=N/A
  |clash=  
+
  |deflect=N/A
  |deflect=  
+
  |unarmed=No
  |unarmed=
+
  |description=Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally you counter a heavy slash or a running slash, your opponent will be disarmed.
  |description=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 deflect. If you deflect a heavy slash, your opponent will be disarmed.
 
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=Disarmed
 
  |version=Disarmed
  |damage=  
+
  |damage=0
  |guard=
+
  |guard=N/A
  |startup=
+
  |startup=2
  |active=
+
  |active=12
  |recovery=
+
  |recovery=22
  |hitAdv=
+
  |hitAdv=KD
|backhitAdv=
+
  |blockAdv=N/A
  |blockAdv=
+
  |cancel=N/A
  |cancel=
+
  |clash=N/A
  |clash=  
+
  |deflect=N/A
  |deflect=  
+
  |unarmed=Yes
  |unarmed=
+
  |description=Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
  |description=Universal counter. After a successful blade catch, regardless of slash level used, you enter a brief cinematic and your opponent is disarmed and knocked away.
 
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=Rimururu can jump off walls around to the apex of her jump, if you delay it too long it won't come out.</br>Important: you can't create an ice platform after a wall jump!
+
  |description=Rimururu can jump off walls around to the apex of her jump, if you delay it too long it won't come out. Rimuuru can also create a platform off of a wall jump. See this video for reference: [https://youtu.be/uzowm0ecJfU Video]
 
  }}
 
  }}
 
}}
 
}}
Line 962: Line 960:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=0
  |guard=
+
  |guard=Low
  |startup=
+
  |startup=52
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=73
  |hitAdv=
+
  |hitAdv=+42
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-6
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=Ground ice trap. Staggers enemies for a window big enough to 66C or WFT/SSM them. Will interrupt startup of some enemies' attacks including SSMs.
+
  |description=Ground ice trap. Staggers enemies for a window big enough to 66C or WFT/SSM them. Will interrupt startup of some enemies' attacks including SSMs. Has some utility as a ghetto unblockable setup when used in conjunction with 5B+C.
 
  }}
 
  }}
 
}}
 
}}
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  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=100
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=33
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
Line 1,016: Line 1,014:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=20, 160
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=13,52
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=85
  |hitAdv=
+
  |hitAdv=-, HKD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-34, -17
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=Ice mirror that reflects projectiles. Can work as a situational anti-air since it has active for quite long. The follow-up projectile is '''not''' guaranteed on mirror hit. Therefore, you will always get one or the other. On hit, the projectile wall-bounces the opponent to land at midscreen.
+
  |description=Ice mirror that reflects projectiles. Can work as a situational anti-air since it is active for quite long. The follow-up projectile is '''not''' guaranteed on mirror hit. Therefore, you will always get one or the other. On hit, the projectile wall-bounces the opponent to land at midscreen and causes knockdown.
 
  }}
 
  }}
 
}}
 
}}
Line 1,043: Line 1,041:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=Normal
 
  |version=Normal
  |damage=
+
  |damage=100, 4x5
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=11
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=67
  |hitAdv=
+
  |hitAdv=HKD (+114)
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-17
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=Multihit DP that blows the opponent away and your biggest source of combo damage. It is recommended to cancel a connecting B normal into this move.
+
  |description=Multihit special that blows the opponent away and your biggest source of combo damage. The crux of Rimururu's combos. 66A, n.2/5B, and f.5A are the normals you'll use to convert. You can also use it as a raw punish to avoid rage explosion due to its fast speed for a special. Can be used preemptively as an anti-air or even later but then it is prone to trading (whether it is a favorable trade depends on move the opponent uses).
 
  }}
 
  }}
 
{{AttackData-SS2019
 
{{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=Rage
 
  |version=Rage
  |damage=
+
  |damage=100, 10X5
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=11
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=67
  |hitAdv=
+
  |hitAdv=HKD (+114)
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-17
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=The only rage-enhanced move that Rimu has. It has a significantly wider hitbox to prevent jump ins at point blank. This is the move you want to land as soon as you enter Rage, not WFT due to its long startup.
+
  |description=The only rage-enhanced move that Rimu has. It has a significantly wider hitbox to prevent jump ins at point blank. This highly increases Rimururu's damage from her confirms. This version can only be done with the C version, A and B will always produce the original version even during rage state.
 
  }}
 
  }}
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">Lupu Quall</font> ======
+
====== <font style="visibility:hidden" size="0">Lupu Kuare Nishi</font> ======
 
{{MoveData
 
{{MoveData
 
|image=SS_Rimururu_236S.png
 
|image=SS_Rimururu_236S.png
Line 1,084: Line 1,082:
 
|image3=SS_Rimururu_236B.png
 
|image3=SS_Rimururu_236B.png
 
|caption3=B Tondeke
 
|caption3=B Tondeke
|image4=SS_Rimururu_236C.png
+
|name=Lupu Kuare・Nishi
|caption4=C Tondeke
+
|input=236A/B
|name=Lupu Quall
 
|input=236S
 
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
  |version=Nishi - A
+
  |version=A
  |damage=
+
  |damage=60
 
  |guard=Mid
 
  |guard=Mid
  |startup=
+
  |startup=67
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=50
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,107: Line 1,103:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
  |version=Nishi - B
+
  |version=B
  |damage=
+
  |damage=60
 
  |guard=Mid
 
  |guard=Mid
  |startup=
+
  |startup=66
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=50
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,122: Line 1,118:
 
  |description=Midscreen zoning special. Like all versions of 236S, it doesn't have a hitbox while in the air, only on contact.
 
  |description=Midscreen zoning special. Like all versions of 236S, it doesn't have a hitbox while in the air, only on contact.
 
  }}
 
  }}
 +
}}
 +
 +
====== <font style="visibility:hidden" size="0">Lupu Kuare Tu Tu</font> ======
 +
{{MoveData
 +
|image=SS_Rimururu_236C.png
 +
|caption=C Tondeke
 +
|name=Lupu Kuare・Tu Tu
 +
|input=236C
 +
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
|header=no
+
  |version=C
  |version=Tutu - C
+
  |damage=60
  |damage=
 
 
  |guard=Low
 
  |guard=Low
  |startup=
+
  |startup=28
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=77
  |hitAdv=
+
  |hitAdv=+1
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-18
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
Line 1,151: Line 1,155:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
  |version=
+
  |version=A
  |damage=
+
  |damage=115
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=26
 +
|active=
 +
|recovery=96
 +
|hitAdv=HKD
 +
|backhitAdv=
 +
|blockAdv=-5
 +
|cancel=
 +
|clash=
 +
|deflect=
 +
|unarmed=Yes
 +
|description=
 +
}}
 +
{{AttackData-SS2019
 +
|header=no
 +
|version=B
 +
|damage=145
 +
|guard=Mid
 +
|startup=26
 +
|active=
 +
|recovery=160
 +
|hitAdv=HKD
 +
|backhitAdv=
 +
|blockAdv=-7
 +
|cancel=
 +
|clash=
 +
|deflect=
 +
|unarmed=Yes
 +
|description=
 +
}}
 +
{{AttackData-SS2019
 +
|header=no
 +
|version=C
 +
|damage=175
 +
|guard=Mid
 +
|startup=26
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=160
  |hitAdv=
+
  |hitAdv=HKD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-9
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=Multihit mash special with a bigger followup projectile than 421S. Active frames depend on the slash level you used (A shortest, C longest). Avoid. The only way for 6SSSS to come in a non-telegraphed way is to very quickly mash B in neutral or during the landing frames after an air normal. The damage is mediocre and the chip is not worth it.
+
  |description=Multihit mash special. Active frames depend on the slash level you used (A shortest, C longest). Due to pushback and low disadvantage on block, it can be very difficult for most opponents to punish on block making it a tempting chip tool. Care is needed due to the long startup time but if you make the opponent block it, it will nearly always be to Rimururu's benefit.
 
  }}
 
  }}
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">Rupu Toumu</font> ======
+
====== <font style="visibility:hidden" size="0">Rupu Tum</font> ======
 
{{MoveData
 
{{MoveData
 
|image=SS_Rimururu_214A.png
 
|image=SS_Rimururu_214A.png
|caption=
+
|caption=214A
 
|image2=SS_Rimururu_214B.png
 
|image2=SS_Rimururu_214B.png
|caption2=
+
|caption2=214B
 
|image3=SS_Rimururu_214C.png
 
|image3=SS_Rimururu_214C.png
|caption3=Uhhh, can we have these as normals instead?
+
|caption3=214C
|name=Rupu Toumu
+
|name=Rupu Tum
 
|input=214S
 
|input=214S
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=A
 
  |version=A
  |damage=
+
  |damage=70
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=10
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=56
  |hitAdv=
+
  |hitAdv=0
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-7
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=No
 
  |unarmed=No
  |description=Anti air with fast startup. Will not hit standing opponents at point blank.
+
  |description=Anti air with fast startup and is fully immune to airborne attacks. This makes it one of the most potent anti-airs in the game. Requires some positioning knowledge so you don't whiff the animation but isn't too bad.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=B
 
  |version=B
  |damage=
+
  |damage=80
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=16
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=59
  |hitAdv=
+
  |hitAdv=-5
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-14
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=No
 
  |unarmed=No
  |description=Move with good horizontal reach (for Rimu at least). Stagger with 2B/5B to catch unsuspecting opponents who think it's their turn, or to squeeze some extra damage off a conversion.
+
  |description=Move with good horizontal reach. Stagger with 2B/5B to catch unsuspecting opponents who think it's their turn, or to squeeze some extra damage off a conversion.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=C
 
  |version=C
  |damage=
+
  |damage=70
  |guard=
+
  |guard=Low
  |startup=
+
  |startup=16
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=66
  |hitAdv=
+
  |hitAdv=HKD (+95)
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-19
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=No
 
  |unarmed=No
  |description=Similar animation to 2C but has better reach. Can be used for mixups after a jump in normal, or as a platform is falling on an opponent.
+
  |description=Similar animation to 2C but has better reach. When Rimururu converts into this special from her B normals, she can set up her oki which is very deadly vs opponents who forward roll.
 
  }}
 
  }}
 
}}
 
}}
Line 1,236: Line 1,274:
 
|image=SS_Rimururu_WFT.png
 
|image=SS_Rimururu_WFT.png
 
|caption=
 
|caption=
|name=Rupu Kamui Emyu</br>Tu Tu
+
|name=Rupu Kamui Emyu・Tu Tu
 
|input=236B+C
 
|input=236B+C
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=70+280 (420, 490)
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=1+18
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=HKD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-22
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen onwards. This POS doesn’t have any chip damage so only use at the beginning of an opponent jump in to take them to the corner.
+
  |description=Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen and beyond. Rimururu can convert into WFT from her B normals, especially after landing a throw. Beware if the opponent rage explosion late after a normal cancel into WFT, they can avoid the ice block and punish Rimururu heavily. In a situation where rage explosion is at play, throw into WFT would be the better bet for example. Due its speed it can also work as an excellent anti-air but some preemptive action and spacing are needed to make it go off without problems.
 
  }}
 
  }}
 
}}
 
}}
Line 1,268: Line 1,306:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=680
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=10+18
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
Line 1,281: Line 1,319:
 
  |unarmed=
 
  |unarmed=
 
  |description=Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu
 
  |description=Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu
 +
 +
Invincibility frames: 1-10
 
  }}
 
  }}
 
}}
 
}}
  
 
==Combos==
 
==Combos==
B slash into anything.
+
 
===Midscreen===
+
'''Front/Back Throw Starter'''
===Corner===
+
 
 +
-> 2C
 +
(Sub-optimal but easiest to time)
 +
 
 +
-> f.5C
 +
(Most damage if you don't want to microstep, but provides no knockdown)
 +
 
 +
-> f.5B > 214C
 +
(Sets Rimururu up for oki)
 +
 
 +
-> f.5B > 623S
 +
(If you want to land all hits then a microstep is needed for the non-rage version)
 +
 
 +
->f.5B > WFT
 +
(Best damage, can be punished by rage explosion)
 +
 
 +
->WFT
 +
(Going directly into WFT avoids being rage explosion punished but yields less damage)
 +
 
 +
'''Jump C'''
 +
 
 +
-> n.2B -> 623S
 +
(Nets a lot of damage overall without resources from a jump-in. May need to substitute far B if opponent is slightly too far)
 +
 
 +
-> n.2B -> WFT
 +
(High damage and disarm with resources)
 +
 
 +
-> n.2B -> 214C
 +
(If you want oki instead of damage)
 +
 
 +
-> 5C
 +
(if you're not confident of being in the range of your B buttons, this can be a decent alternative but not recommended for general use)
 +
 
 +
'''236 Slash'''
 +
 
 +
''Note: The ice toss you use doesn't matter, but the point is how to confirm if you see them get hit.''
 +
 
 +
-> 66C
 +
(In a pinch this is reliable due to it's speed, but not recommended when you're confident in confirming)
 +
 
 +
-> 66A > 623S
 +
(Easy followup and nets Rimururu decent damage)
 +
 
 +
-> 5B or 2B > 623S or 214C
 +
(If you can run up in time during hitstun this is ideal but requires quick reaction or prediction)
  
 
==Videos==
 
==Videos==
Line 1,305: Line 1,389:
  
 
==External Links==
 
==External Links==
*[https://twitter.com/hashtag/SS_RI?src=hash #SS_RI on Twitter]
+
<!--To make adjustments to Rimururu's hashtag go to Samurai_Shodown/FAQ-->
 +
*Twitter hashtag: {{#lst:Samurai Shodown/FAQ|Rimururu Hashtag}}
  
 
{{SS2019}}
 
{{SS2019}}

Latest revision as of 16:46, 1 June 2020

Rimururu
リムルル, Rimururu

Introduction

Nakoruru's little sister who goes on a quest, for the 7th time, to tell her she left the stove on when she left. In her transition from SamSho 5 Special, she kept her specials but lost some important aspects of her gameplan: timescamming isn't viable anymore, no more 236C crossups, pursuit combos, seizure-inducing WFT, etc. Nevertheless, she still plays a very different game compared to the rest of the cast and excels and frustrating and pissing off her opponents. And that's all that matters in the end. :)

Strengths Weaknesses
  • Solid oki and anti-air game
  • Mix-up monster in the corner
  • Vast amount of special moves with most of them available even when disarmed
  • Has the best overhead in the game
  • Cute
  • All her normals have short range and average damage
  • Shortest rage timer coupled with the highest damage modifier in the game
  • Some of her special moves are gimmicky (421S) or situational to the point of near uselessness (22S, 6SSSS)
  • 623S is her main source of big damage and the move is both unsafe and resets neutral
  • Can't join KOF because her sister is hella insecure

Data

  • Damage Taken: 105%
  • Rage Factor: 0.30
  • Rage Duration: 7 seconds

Gameplan

The main goal while playing Rimu is to score a knockdown and set up platform oki to run mixups. She is particularly effective in the corner so taking your opponents there is a big priority. The best way to do this is to always cancel any B slash into 214C which blows back on hit. Moves like 623S, 241S (1st hit) have bigger blowback but feature very long recovery as a trade off.

Neutral

Rimu is a swiss-army knife of specials but her normals lack range, so it's usually best to wait for your opponent to start making a move. If they approach from the ground, 5BC is your longest-reaching poke and has very fast startup. At fullscreen, 236C might condition opponents to jump forward which you can answer with a j.C to the face. If they're prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc.). If you want to get in, j.D has short startup and is active for a very long time. Although, it does little damage but will stuff several air normals or A/B DP startups. j.B can be linked for big damage but its horizontal hitbox can whiff easily on standing opponents, so time it properly.

A big part of Rimu's neutral is j.2S. You can jump in any direction after successfully setting up a platform. Ice platform is helpful to take some heat off from projectile spam or to force opponents to make a move. Opponents who DP, will trade with the ice block but you can pre-emptively neutral jump or approach with a well-timed forward j.D. Additionally, setting up the ice block right on top of them will force a run in any direction or to eat up a free mixup on taller characters (on wakeup). Condition your opponent into thinking you'll set up a platform on neutral and then anti-air when they guess wrong.

Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.

Okizeme

Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can:

  • Meaty with j.C (can be combo'd into 623S if landed low enough)
  • Crossup jump into B slashes or 2C
  • Overhead
  • 5B/2B into DP

Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C.

You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but it's one of the few reliable ways to land it.

Normal Moves

Far Slashes

5A
5A
SS Rimururu 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 10 - 24 -2 -5 Yes - Yes -

Good startup and range. Can be canceled into 623S for a combo, very useful for far and quick punish opportunities.

5B
5B
SS Rimururu 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 11 - 36 -5 -12 Yes - Yes -

Decent speed poke with special cancel property. It can be used to combo into WFT or 623S from a decent range. Also good for whiff punishing pokes due to its speed.

5C
5C
SS Rimururu 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
240 Mid 18 - 61 -2 -16 - - Yes -

One of the faster C buttons in the game, and it has deceptive horizontal range which allows her to whiff punish missed pokes if they are slow enough.

2A
2A
SS Rimururu 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 20 -3 -5 - - Yes -

Fast and has good recovery but can't be cancelled into anything.

2B
2B
SS Rimururu 2B.png
2A but with more ink
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 8 - 30 -2 -12 Yes - Yes -

Has more range than 2A despite the similar animation but is slightly slower. When Rimururu wants to cancel into 623S or WFT this is the preferred button since it will produce most damage. Close 5B will typically be more consistent range wise, so judgement of positioning is needed at times.

2C
2C
SS Rimururu 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 Low 15 - 42 HKD -28 - - - -

Very slow button on neutral. Can be used to contest deflect in order to gain a knockdown since it is a low.

Near Slashes

n.5A
n.5A
SS Rimururu n5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 17 0 -5 Yes - Yes -

Fast button that can be used to interrupt opponent when. Due to its speed and ability to special cancel into 623S for a combo, n5A becomes a very formidable punish tool for low disadvantage moves on block.

n.5B
n.5B
SS Rimururu n5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 7 - 29 -2 -12 Yes - Yes -

Fast startup and like all her B slashes it's special cancellable. On hit, go for 623C or 214C. On block, cancel into 214B to make a bit safer.

n.5C
n.5C
SS Rimururu u5C1.png
SS Rimururu u5C2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100, 80 Mid 13 - 42 +2 -28 - - Yes -

Rimu's heaviest-hitting close range normal. Plus on hit but also leaves opponent far from Rimu after the hit animation. Not recommended to use to punish if you suspect a rage explosion is coming due to it being two hits.

n.2A
n.2A
SS Rimururu n2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Same as 2A.

n.2B
n.2B
SS Rimururu n2B.png
M O R E I N K
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Same as 2B.

n.2C
n.2C
SS Rimururu n2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Same as 2C.

Kicks

5D
5D
SS Rimururu 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 22 - 35 +2 -1 - - - -

Rimu hops for a short second and dishes a standing kick. Good range. This move cannot be thrown out of startup since it is momentarily airborne. If this attack lands on a late frame, Rimururu has the ability to follow up with a combo.

6D
6D
SS Rimururu 6D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 12 - 29 -5 -8 Yes - - -

Low hitting kick with fast startup but short horizontal reach. It can combo into 623S when special canceled, making it a candidate for a high/low mixup in tandem with her universal overhead, though it cannot be hit confirmed.

2D
2D
SS Rimururu 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 6 - 18 0 -3 - - - -

Very fast low. A great normal to extend pressure after a j.D.

3D
3D
SS Rimururu 3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Low 14 - 35 HKD (+104) -5 Yes - - -

Grants knockdown on hit and has a huge vertical hitbox. Can even be used as an anti-air and is special cancelleable.

Dash Normals

66A
66A
SS Rimururu 66A.png
Angery 5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 18 -1 -19 Yes - Yes -

This move ties with the fastest normals in the game and it is on a running normal. This allow Rimururu to use it as a poke and annoyance tool vs grounded opponent. It also has the bonus of having a combo into 623S with special cancel making it a powerful tool when combined with running normal option select to stay safe on block.

66B
66B
SS Rimururu 66B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 11~15 - 29 +2~+10 -9~-1 - - - -

Rimruru does a running shove. This make a great compliment to 66A when opponents start looking to deflect it as this move is not a weapon based attack. If spaced out, it is very difficult to impossible to punish, lending itself to be deflect bait for an opponent's reprisal attack. If it hits on a very late frame it can link into other buttons such as 66A, 66C, 5B, or 2B.

66C
66C
SS Rimururu 66C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 Mid 7 - 46 HKD -17 - - Yes -

Great vertical hitbox and good damage. Due to its fast startup and good hitbox/hurtbox placement it makes for a strong anti-air tool against most jumps. Can also be used as a punish tool due to its speed in a pinch if you want to do upfront damage to the opponent as opposed to B button special cancels where the opponent can use rage explosion to escape the bigger portion of the damage.

66D
66D
SS Rimururu 66D1.png
SS Rimururu 66D2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40, 30 Low 9, 24 - 64 HKD (+89) -40, -20 Yes (2nd Hit) - - -

Multihit move, 2nd kick grants knockdown. This move is a true strong so the opponent is locked down during the two hits. A decent running low check but it is punishable on block. Rimururu can cancel the recovery frames of the leap back from the 2nd attack into platform, for some characters this will disrupt their punish forcing them to guess while others still have a punish that works in both scenarios.

Air Normals

j.A
j.A
SS Rimururu jA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 6 - - - - - - - -

A speedy air to air button that you can use in a pinch vs an airborne opponent.

j.B
j.B
SS Rimururu jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 7 - - - - - - - -

Due to its speed and horizontal reach this can be used a good air to air poking tool, especially during a neutral jump.

j.C
j.C
SS Rimururu jC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 High 8 - - - - - - - -

Excellent air-to-air button, jumping in from below opponent makes it very difficult for many members of the cast to contest. Try to condition your opponent to jump 236C and hit them with this. This will be typically also be Rimururu's jump in of choice to start combos and get deep hits.

j.D
j.D
SS Rimururu jD.png
More active than a gym on January 1st
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 6 - - - - - - - -

One of Rimu's best jump in tools. Very short startup and really long active window means you can throw this early in a jump and win both air-to-air or A/B DP attempts. Probably her safest way to land after leaving an ice platform.

Unarmed Normals

u.5S
u.5S
SS Rimururu u5S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 7 - - -4 -9 - - - Yes

Very short range button.

u.2S
u.2S
SS Rimururu u2S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - - -4 -9 - - - Yes

Faster than unarmed 5S, but shorter range.

ju.S
ju.S
SS Rimururu juS.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes
u.66S
u.66S
SS Rimururu u66S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes
u.66D
u.66D
SS Rimururu u66D.png
Why can't you be 66D? :PepeHands:
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 7 - - KD -5 - - - Yes

Godlike kick. Comes out very fast and gives knockdown which gives you ample time to pick up your weapon.

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS Rimururu 6CD.png
Forward Throw
SS Rimururu 4CD.png
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward x0.8 Throw 3 - 74 +20 - - - - -

Universal throw. Can be followed up with an attack.

Back x0.8 Throw 5 - 74 +25 - - - - -

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Rimururu 5BC.png
A button so good it does taxes for you
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 High 20 - 44 HKD (+78) -12 Yes - - Yes

One of the best overheads in the game, 5BC has:

  • Short startup
  • Is available disarmed
  • Gives knockdown on hit
  • Can be cancelled into ice platform for oki setups
Dodge
Dodge
5A+B
SS Rimururu 5AB.png
"Kyaa!"
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - 38 - - - - - -

Universal dodge.

  • Invincibility frames: 1-10
  • Strike invincibility frames: 11-16
Deflect / Blade Catch
Deflect / Blade Catch
236A+B
SS Rimururu 236AB.png
Deflect
SS Rimururu u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 0 N/A 2 11 34 +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 amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 22 KD N/A N/A N/A N/A Yes

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

Rage Explosion
Rage Explosion
5A+B+C
SS Rimururu 5ABC.png
(○` 3′○)
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Rimururu Issen1.png
SS Rimururu Issen2.png
"I killed a person, yay!"
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

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

Command Moves

Wall Jump
Wall Jump
9 (near wall)
SS Rimururu j9.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Rimururu can jump off walls around to the apex of her jump, if you delay it too long it won't come out. Rimuuru can also create a platform off of a wall jump. See this video for reference: Video

Special Moves

Konru Mem
Konru Mem
22S
SS Rimururu 22S.png
To MK dance your opponent
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 Low 52 - 73 +42 -6 - - - Yes

Ground ice trap. Staggers enemies for a window big enough to 66C or WFT/SSM them. Will interrupt startup of some enemies' attacks including SSMs. Has some utility as a ghetto unblockable setup when used in conjunction with 5B+C.

Konru Shiraru
Konru Shiraru
j.1/2/3S
SS Rimururu j2S1.png
Can't stay there forever...
SS Rimururu j2S2.png
[Wile E. Coyote intensifies]
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 33 - - - - - - - Yes

Ice platforms that fall on the enemy after a set time. Can only be created at the apex of her jump or shortly after starting descent. The cornerstone (ha!) of her corner mixup game by kara cancelling into them from backdash or overhead to catch any forward-rolling bastards. If you stand on the platform for too long, you'll fall alongside it which leaves you open for attacks but has extremely good meme potential.

Kamui Shtokke
Kamui Shtokke
421S
SS Rimururu 421S1.png
Magic mirror on the wall
SS Rimururu 421S2.png
Who's the unfairest of them all?
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20, 160 Mid 13,52 - 85 -, HKD -34, -17 - - - Yes

Ice mirror that reflects projectiles. Can work as a situational anti-air since it is active for quite long. The follow-up projectile is not guaranteed on mirror hit. Therefore, you will always get one or the other. On hit, the projectile wall-bounces the opponent to land at midscreen and causes knockdown.

Konril Nonril
Konril Nonril
623S / 623C (Rage)
SS Rimururu 623S1.png
Regular DP
SS Rimururu 623S2.png
Thicc Konru DP
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Normal 100, 4x5 Mid 11 - 67 HKD (+114) -17 - - - Yes

Multihit special that blows the opponent away and your biggest source of combo damage. The crux of Rimururu's combos. 66A, n.2/5B, and f.5A are the normals you'll use to convert. You can also use it as a raw punish to avoid rage explosion due to its fast speed for a special. Can be used preemptively as an anti-air or even later but then it is prone to trading (whether it is a favorable trade depends on move the opponent uses).

Rage 100, 10X5 Mid 11 - 67 HKD (+114) -17 - - - Yes

The only rage-enhanced move that Rimu has. It has a significantly wider hitbox to prevent jump ins at point blank. This highly increases Rimururu's damage from her confirms. This version can only be done with the C version, A and B will always produce the original version even during rage state.

Lupu Kuare Nishi
Lupu Kuare・Nishi
236A/B
SS Rimururu 236S.png
"Iku yo, Konru!"
SS Rimururu 236A.png
A Tondeke
SS Rimururu 236B.png
B Tondeke
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 60 Mid 67 - 50 - - - - - Yes

Better used as oki tool. Allows you to combo into SSM by landing an attack into it or from the pushback from Rage Explosion.

B 60 Mid 66 - 50 - - - - - Yes

Midscreen zoning special. Like all versions of 236S, it doesn't have a hitbox while in the air, only on contact.

Lupu Kuare Tu Tu
Lupu Kuare・Tu Tu
236C
SS Rimururu 236C.png
C Tondeke
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
C 60 Low 28 - 77 +1 -18 - - - Yes

A slow-moving, fullscreen ground projectile. Useful to bait a jump or to make approaches safer. Only use at fullscreen due to long recovery.

Upun Orb
Upun Orb
6SSSS
SS Rimururu 6SSS1.png
Say hello
SS Rimururu 6SSS2.png
To my little friend
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 115 Mid 26 - 96 HKD -5 - - - Yes
B 145 Mid 26 - 160 HKD -7 - - - Yes
C 175 Mid 26 - 160 HKD -9 - - - Yes

Multihit mash special. Active frames depend on the slash level you used (A shortest, C longest). Due to pushback and low disadvantage on block, it can be very difficult for most opponents to punish on block making it a tempting chip tool. Care is needed due to the long startup time but if you make the opponent block it, it will nearly always be to Rimururu's benefit.

Rupu Tum
Rupu Tum
214S
SS Rimururu 214A.png
214A
SS Rimururu 214B.png
214B
SS Rimururu 214C.png
214C
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 70 Mid 10 - 56 0 -7 - - - No

Anti air with fast startup and is fully immune to airborne attacks. This makes it one of the most potent anti-airs in the game. Requires some positioning knowledge so you don't whiff the animation but isn't too bad.

B 80 Mid 16 - 59 -5 -14 - - - No

Move with good horizontal reach. Stagger with 2B/5B to catch unsuspecting opponents who think it's their turn, or to squeeze some extra damage off a conversion.

C 70 Low 16 - 66 HKD (+95) -19 - - - No

Similar animation to 2C but has better reach. When Rimururu converts into this special from her B normals, she can set up her oki which is very deadly vs opponents who forward roll.

Supers

Weapon Flipping Technique

Rupu Kamui Emyu・Tu Tu
236B+C
SS Rimururu WFT.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70+280 (420, 490) Mid 1+18 - - HKD -22 - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen and beyond. Rimururu can convert into WFT from her B normals, especially after landing a throw. Beware if the opponent rage explosion late after a normal cancel into WFT, they can avoid the ice block and punish Rimururu heavily. In a situation where rage explosion is at play, throw into WFT would be the better bet for example. Due its speed it can also work as an excellent anti-air but some preemptive action and spacing are needed to make it go off without problems.

Super Special Move

Poro Konru Tursere
641236C+D
SS Rimururu SSM1.png
"People from Earth, lend me your power"
SS Rimururu SSM2.png
S̶p̶i̶r̶i̶t̶ ice bomb!
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
680 Mid 10+18 - - - - - - - -

Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu

Invincibility frames: 1-10

Combos

Front/Back Throw Starter

-> 2C (Sub-optimal but easiest to time)

-> f.5C (Most damage if you don't want to microstep, but provides no knockdown)

-> f.5B > 214C (Sets Rimururu up for oki)

-> f.5B > 623S (If you want to land all hits then a microstep is needed for the non-rage version)

->f.5B > WFT (Best damage, can be punished by rage explosion)

->WFT (Going directly into WFT avoids being rage explosion punished but yields less damage)

Jump C

-> n.2B -> 623S (Nets a lot of damage overall without resources from a jump-in. May need to substitute far B if opponent is slightly too far)

-> n.2B -> WFT (High damage and disarm with resources)

-> n.2B -> 214C (If you want oki instead of damage)

-> 5C (if you're not confident of being in the range of your B buttons, this can be a decent alternative but not recommended for general use)

236 Slash

Note: The ice toss you use doesn't matter, but the point is how to confirm if you see them get hit.

-> 66C (In a pinch this is reliable due to it's speed, but not recommended when you're confident in confirming)

-> 66A > 623S (Easy followup and nets Rimururu decent damage)

-> 5B or 2B > 623S or 214C (If you can run up in time during hitstun this is ideal but requires quick reaction or prediction)

Videos

Link to Rimururu videos and specify year it was produced or patch version in brackets.

Example: Rimururu combo video by "name of content creator" (2019).

Colors

Default

SS Rimururu 1.png
SS Rimururu 2.png
SS Rimururu 3.png
SS Rimururu 4.png

3D Retro Costume

SS Rimururu Retro 1.png
SS Rimururu Retro 2.png
SS Rimururu Retro 3.png
SS Rimururu Retro 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWardenWuYashamaruYoshitora