Chaos Code/NSC/Rui
Story
Rui
『ルイ』
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.
Playstyle
Health: 30000
Stun: 100
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
Guardless Disruption (41236K) is completely unblockable and leads to a combo on hit. It has fairly slow start-up and short range tho it can be comboed into in the right situation. You use it basically as a command grab and can either be useful for more mix-up opportunities or as a combo tool to extend damage, but it doesn't have much utility if you aren't able to get in and stay in.
Rising Orbit (214K) is similar to Akuma's demon flip from Street Fighter. It 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. Using 214K effectively requires knowing how to mix it into Rui's general pressure game and avoid predictability in terms of followups.
Counter Crush: Code C (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.
Guardless Explosion (6321463214K) Is a command grab super, basically the super version of 41236K. It can be comboed into in the same situations as 41236B but also can be special canceled into, and can be comboed out of as well. It makes for very good exceed combos either in the corner or midscreen.
Recommended Sets
When it comes down to it, Rui's Extra Moves are generally all good enough that you have your pick of the litter. 41236K and 6321463214K are both good ways to get more damage out of combos, while 214K can make pressure less linear. 214214P has the most situational uses and is probably Rui's worst extra move, tho it's not useless.
Guardless Disruption (41236K) & Rising Orbit (214K)
This set maximizes offensive options at the cost of less metered options. A good choice if you want to use your meter more on special > super cancels or ex moves.
Guardless Disruption( 41236K) & Guardless Explosion (6321463214K)
A more damaging set, trading in the pressure options of Rising Orbit for the damaging Exceed loop that 6321463214K gives.
Move List
Click on a header to expand that section of the movelist
Normal Moves
5A
5A
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clB
close B
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5B
5B
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5C
5C
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cl.5C
close C
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5D
5D
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cl.5D
close D
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2A
2A
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2B
2B
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2C
2C
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2D
2D
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.D
j.D
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Command Moves
6A
6A
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6D/4D
6D
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6D/4D
4D
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j.4B
j.4B
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Universal Mechanics
Throw
Throw
4/5/6AC |
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Guard Break
Guard Break
6CD |
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C+D
Tactical Guard
CD |
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A+B
Roll
AB |
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Special Moves
236A
Mega Swing Attack
236P EX OK |
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623K
Fighting Gear Kick
623K or j.623K EX OK |
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214P
Titanic Star Slide
214P EX OK |
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BD
Dodge and Bullet
BD |
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Extra Special Moves
41236K
Guardless Disruption
41236K |
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214K
Rising Orbit
214K |
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Ultimate Chaos Moves
236214K
Rainbow Drop Combination
236214K Air OK |
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236236K
Fighting Gear Special
236236K |
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Extra Ultimate Chaos Moves
214214P
Counter Crush: Code C
214214P |
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6321463214K
Guardless Explosion
6321463214K |
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Strategy
Matchups
- 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.
Combos
Beginner Combos
These routes are repeated in their proper sections below, but highlighted here for newer players. These are the basic routes, there may be more optimal ones but as a new player familiarize yourself with these. They are listed in the order that it's recommended you learn them:
5A > 5B > 2C > (6A) > 236Cx3
Basic chain into Rekka. You want to go for 2C rather than close C for consistence because far C isn't cancelable. After the Rekka knockdown you can get a meaty setup by doing 214A right after to framekill and close the distance, then buffer a 2C to meaty (or don't to bait a reversal). Canceling the final rekka into 236236K is also Rui's go to super cancel, if you are going to super cancel make sure you do it before the opponent hits the ground for better scaling.
5A > 5B > 2C > 214C > exceed > 214C > 6321463214D > 2C > 214C > 6321463214D > 2C >214C > 6321463214D > 2C > 236A > 236C > 236C
Basic chain into exceed. This requires taking Guardless Explosion (6321463214D) and only works in the corner. You want to do everything here as quickly as possible. At the end you can super jump cancel the 2C and go into an air combo if you want, but the damage scaling will be so high that all you'll really be doing is wasting time for overheat and getting a different knockdown. It's recommended you learn the corner route first both because it's a bit easier and because it's a bit more damaging than the midscreen variant.
2A > 2B > 2C > 6A > 214C > exceed > 214C > 6321463214D > chaos shift > 623B > 214C > 6321463214D > chaos shift > 623B > 2363214D
Midscreen variation of the above. A bit harder but the same basic idea. Having both exceed routes down makes Rui very scary anytime she has 3 bars, as a random slide could lead to huge damage.
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 > j.623B(1)
Ex slide rejump 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 a huge loss if you miss it, so just go for it. If you do the full rejump it should carry corner to corner and it builds back a lot of the meter that you spent on it. If you have trouble with the rejump or super jump cancel you can always omit them, skipping the 6A and jumping straight up after the EX slide works for starting the air combo, and you can get the DP ender off any air chain.
Midscreen
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
Corner
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
41236K Combos
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 > j.D > land > j.A > j.B > j.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 > super jump cancel > j.A > j.B > j.C > land > air combo
Crouch confirm into air combo
Exceed
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.
Counterhit OTGs
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 > [7] > 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.
Colors
- 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.
Makoto Nanaya
(BlazBlue)
Cute
(Queen's Blade: Spiral Chaos)
Lunamaria Hawke
(Gundam Seed Destiny)
Hatsune Miku
(Vocaloid 2)
Motoko Kusanagi
(Ghost in the Shell)
Ranka
(Macross Frontier)