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- 1 Story
- 2 Playstyle
- 3 Extra Move Selection
- 4 Move List
- 4.1 Normal Moves
- 4.2 Command Moves
- 4.3 Special Moves
- 4.4 Extra Special Moves
- 4.5 Ultimate Chaos Moves
- 4.6 Extra Ultimate Chaos Moves
- 4.7 Destruction Chaos
- 5 Strategy
- 6 Combos
- 7 Colors
Rui Mishima lived her whole life trapped in the country longing for a chance to get out and make it big. After seeing the town's magical artifact up for aution Rui was overcome with a sudden surge of hometown pride and sets out to find the chaos code and use its unlimited power to destroy capitalism.
Rui's style of play is fairly straightforward, much like Hikaru's, and is well suited for new players. She excels at rushdown and functions best in the close-mid range space. Rui can be played with either a focus on shorter low damage meter building combos and high damage exceeds to seal games, or with more consistent average damage routes that use small amounts of meter.
Her only real weakness is her lack of options for dealing with characters that excel at controlling screen space, particularly Kudlak. She can't get in that easily when she's being pushed out by fireballs or traps, and she doesn't have very many answers for them, either, so knowing when to try and go in and when to wait is important as a Rui player.
Mobility (Run vs. Step)
Run: Run is better for mobility, as it is with most characters. Rui lacks a lot of safe and easy long-range options, so being able to close gaps quickly and safely to lay on pressure is especially nice for her. Having microdashes can also help out in some combos, and makes stagger pressure a bit stronger.
Step: Because Rui's air approaches are so good, she can compensate for Step's loss of ground approach and take advantage of its faster meter build for her very strong metered confirms and Exceed Combos. If meter gain is vitally important to you, then this is your bounce.
Extra Move Selection
Specials: 41236K (gut punch) and 214K (flip) are both very frightening moves in their own ways. Though 41236K's range is relatively short, it is completely unblockable and sets up a stagger on hit, allowing for a variety of conversions if it hits, ranging from corner carry to damage to Exceed Combo setups. 214K, being similar to Akuma's demon flip from Street Fighter, carries high flexibility in its followups, allows Rui to somewhat mitigate her trouble covering space and has a variety of applications both in and out of combos. In a general sense, 41236K requires a lot more ability to get and stay in for maximum effectiveness, and using 214K effectively requires knowing how to mix it into Rui's general pressure game and avoid predictability in terms of followups.
Supers: Rui's two Extra supers, 214214P and 6321463214K, are both short-range super moves, but they have wildly different applicability. 214214P is a catch counter that deals OK damage, though the counter-triggered followup can also be activated manually. It creates some space between Rui and the opponent on hit, so it can be good to disengage slightly if it catches a move, and can work well for matchups where she has to make hard call-outs at midrange. 6321463214K, on the other hand, is a souped-up version of 41236K, and with the startup of 41236B, it combos from both cl.5C(1) and cl.5D. If used in the corner, it can be used to set up some amazing Exceed loops, though this is also doable at midscreen.
When it comes down to it, Rui's Extra Moves are generally all good enough that you have your pick of the litter; generally speaking 214214P is the one with the most situational usefulness and so it tends to see less use. For stronger conversions in clinch situations, 41236K is preferred, as is 632143214K; for the ability to navigate the mid-long range game more effectively and expand pressure in a more non-linear way, 214K is the better pick.
Click on a header to expand that section of the movelist
- VS Bravo
You can whiff punish bravos 22PP with Rui's 214PP even if you're right next to him. 22PP can be called out point blank by doing dodge -> A followup as a whiff punish (timing takes some practice. If he does it at fullscreen, 214P works just like 214PP would, but this isn't that useful). Level 3 can be used similarly do 214PP.
If he's using hcb,f+P, or hcf+K command grabs, you can easily 4D them.
- VS Cerberus
You can punish Cerberus's 214PP with 214A or level 3 on block (you must hold it so that it happens first frame). From there, you can cancel into a super or exceed for more damage. You can also very easily dodge and use the A followup into a combo if you make a read.
- VS Vein
If he's using command grabs, you can easily 4D them.
all of these combos will also work in the corner
2A > 2B > 2C > (6A) > 236C×3
A pretty basic combo that leads to a midscreen knockdown and respectable damage. After the last rekka you can use a 214A to slide right up to an opponent and then use 2C to meaty. If you do both as soon as possible the 2C will be perfectly meaty. After the 2C you can hold down 2A which will catch opponents who roll out of 2C or link off of the 2C on hit.
2A > 2B > 2C > (6A) > 236C×3 > 236236D
Same as above but using a super cancel to unscale damage. This costs 2 bars but it does a lot. You want to get the super cancel before the opponent hits the ground, otherwise you won't unscale to 100% and it wont really be worth the meter.
2A > 2B > 2C > (6A) > 214C
Same as the previous combos, but uses 214C instead of the rekkas for when your confirm puts you too far away for rekkas to connect.
2A > 2B > 2C > (6A) > 214C > 214214C~C
Combo using the counter super. You need to hit C after the flash to activate the counter without taking a hit first. This wont do as much damage as the above combo, but it looks cooler.
2A > 2B > 2C > (6A) > 214AC > 6A > sjc > j.A > j.B > j.C > j.D > 623D
A basic midscreen combo using ex 214P, you can use 2363214D as the ender instead (or cancel 623D into it) if you want more damage
2A > 2B > 2C > (6A) > 214AC > jump > j.A > j.B > j.C > j.D > 623B
Easier version of the above for those who don't like super jump canceling. 623B should always get 1 hit, that's intentional to get a soft knockdown as opposed to an air tech. Substitute with 623D if you want better damage at the cost of letting them air tech.
2A > 2B > 2C > (6A) > 214AC > 6A > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j,D > double jump > j.A > j.B > j.C > j.D > 623B
Rejump combo, you need to delay the first air series such that j.C hits with rui as close to the ground as possible to have enough time to rejump. Then you want to delay the final air series just a bit such that only 1 hit of 623B connects which will force a soft knockdown for oki instead of an air tech. The timing on a 1 hit 623B is really finicky, but it's also not super important, so you can choose to not worry about if you want. If you do the full rejump it should carry corner to corner.
214K~C > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 623B
Combo off air grab
(chain until near max 2B range on a crouching opponent) > 6D > 5A > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j,D > double jump > j.A > j.B > j.C > j.D > 623B
Meterless launch from a crouch confirm
2A > 2B > 2C > 6A > BD~A > 236C×3
A variant of the first midscreen combo, with 6A > BD~A added since the extra proximity to the corner will make it easy to land.
B+D~C > otg 2B > 2C > sjc > j.A > j.B > j.C > j.D > 623D
Easy combo off of overhead starter
B+D~C > otg 2B > 5C > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 623B
Combo into rejump off of overhead starter. You have to delay the first air series just like with every rejump.
623BD > j.A > j.B > j.C > j.D > double jump (8) > j.A > j.B > j.C > j.D > 623D
Combo off of EX DP in the corner, you can also confirm into this if you want but doing a 214AC combo is usually better
These combos can be done with 41236D as well, but you will not be able to start off with a point-blank cl.C; you will have to land the 41236D raw.
2A > 2B > cl.C(1) > 41236B > cl.5D > microdash > cl.B > cl.C(1) > sjc > j.A > j.B > j.C > j.D > 623D
A fairly simple combo off of 41236B. You can super cancel the 623D at the end with 236214D. or just use 2363214D in place of the DP if you don't want to spend 2 bars.
2A > 2B > cl.C(1) > 41236B > cl.5D > microdash > cl.B > cl.C(1) > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > j.623B
Extended version, you need to delay the first air series a bit. Also you want to delay the 623B at the end a bit so that only 1 hit connects, if you don't feel like doing that just use 623D for more damage.
2A > 2B > cl.C(1) > 41236B > cl.D > iad > j.C j.D > land > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > j.623B
Alternate version of the above combo.
2A > 2B > cl.C(1) > 41236B > 2C > j.A > j.B > j.C > double jump > j.A > j.B > j.C > j.D > 623D
Easier version if you don't like super jump canceling or don't feel confident in microdashing
2A > 2B > cl.C(1) > 41236B > delay > iad j.C D > j9.A B C > air combo
Harder version for slight extra damage and meter. Delay is required to keep them low after the IAD, but not too low.
(on crouching) 2A 2B clC(2) > 2A 2C 6D > 5A > sj9.A B C > land > air combo
2A > 2B > 2C > 6A > 236Cx3 > exceed > 214A > 236236B > chaos shift > 214C > 236236B
Very simple exceed, works from anywhere. You let all the hits of 236236B hit, chaos shift at the top of the screen and then do 214C right when you land. It looks tight but is pretty easy once you find the timing.
2A > 2B > 2C > 6A > (236Cx3 or 214C) > exceed > 214C > 6321463214D > 2C > 214C > 6321463214D > 2C >214C > 6321463214D > 2C > 236A > 236C > 236C
Only works in/near corner but does a lot of damage. You need to slightly delay the first super cancel if you use 236C, but after that you want to just mash them out asap. If you use 214C instead of 236C every super cancel can be done with the same timing. You can end with a 5A > cl.C > SJC > air combo if you want, but the damage difference isn't very noticeable since everything will porate to ~10 damage by the end so taking the knockdown is generally preferable.
2A > 2B > 2C > 6A > (236Cx3 or 214C) > exceed > 214C > 6321463214D > chaos shift > 623B > 214C > 6321463214D > chaos shift > 623B > 2363214D
Midscreen exceed using guardless explosion. you want to chaos shift as soon as possible, you can hold down the AB input to help with that. Then you want to DP as soon as possible too. It doesn't do much damage but it'll help you time the slide.
Unless specified otherwise, these combos are to pick up from an opponent who's been counterhit and is lying on the ground in an OTGable state. The assumption is that you will only hit them once their face is fully on the ground. This will stabilize the height of the combo.
CH > run to point blank > 2C > cl.D > sjc > j.A > j.B > j.C > j.D > ender
(in or near corner) CH > 2C > 6A > 623BD > j.A > j.C > j.D > double jump > j.A > j.B > j.C > j.D > ender
For this combo you will have to adjust your jump directions depending on positioning. In the corner, you will have to jump back. If you carried them to the corner, you will have to jump forward. If you are somewhere inbetween, neutral jump is probably best.
(in or near corner) CH (big groundbounce) > run up point blank > BD~B > 2C > 6A > 623KK >  > j.A > j.C > j.D > double jump towards > j.A > j.B > j.C > j.D > ender
Same as the above combo, but it gives you something to do with your big groundbounce. When midscreen just skip this extension and go straight into a more basic combo. Both BD~C and the final hit of 236C rekka can cause this counterhit.
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.