DracoFighter/Secret Characters/Rin

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Rin
DracoFighterRinIdle.png
Health 100
Dash Time 9 Frames

Story

Rin is a Zap Cat born with powers of lightning. However, upon discovering martial arts, he found it much more fascinating than leveraging his natural talents over other people. He has toned his mind and body to fight at fearsome speeds with fearsome strength -- all in the name of fun!

Gameplay Overview

Rin's quirk is Zap Cancelling, a form of special cancelling which allows him to cancel any normal attack into any special attack, no matter the timing -- this includes startup, blockstun, hitlag, etc. This gives him a ridiculous number of mix-ups, whether his attacks whiff, hit, or get blocked. He is also allowed very complex combos, but in return, his range and approach options are abysmal. Rin wants to be patient and get in once, then pummel the opponent until they give up.


Strengths Weaknesses
  • Frame Data: Has arguably the best frame data in the game and minus frames are a myth
  • Pressure: Can literally loop attacks on block
  • Combos: His combo damage peaks at 54 damage, which is over half health
  • Approaches: Jump has very little horizontal momentum, and can't approach much better than just walking
  • Range: Attacks can whiff near point blank
  • Difficulty: If you don't want a frame-tight character with special cancels and a stance, please don't play him

Move List

Parry

Rin has a parry with a 1-frame window performed by tapping forward on the first frame he comes in contact with a hitbox. This ignores whatever hitbox Rin is hit by and is accompanied by a visual and sound effect.

Standing Normals

N-Attack
5A
DracoFighterRinJab.png
Damage Startup Active FAF Adv on Hit Adv on Block
5 6 4 28 +0 -7

Rin does a paw-lm strike. I actually lied about BiOS having the fastest move in the game, because this is 1 frame faster. N-Attack is Rin's basic offense starter, and can link into either his N-Special (generally reactable) or his B-Special (very strict timing).

F-Attack
6A
DracoFighterRinBAttack1.png
Damage Startup Active FAF Adv on Hit Adv on Block
10 35 4 60 +11 -8

Rin does a jumping 360 roundhouse kick, leaving himself very vulnerable during the long start-up. This move is mainly to bait out a response from the opponent -- it can be cancelled into B-Special to cancel all the momentum, F-Special to dodge a grounded move, or N-Special to interrupt an opponent's move. If the move hits then it guarantees an N-Attack or B-Special cancel. Notably, if it gets blocked, then it guarantees a grab(!!! Do this by cancelling it into a special, then holding attack so it's an A+B grab. Holding both also works). Despite the move being -8 on block, the hitlag (10 frames) combined with the blockstun (15 frames) allows for a 5 frame window where the opponent is stuck in block that allows you to grab them. All other moves have been carefully configured to avoid the possibility outside of F-Attack.

B-Attack
4A
DracoFighterRinBAttack1.png
Damage Startup Active FAF Adv on Hit Adv on Block
10 20 8 58 -1 (Launcher) -23

Rin turns and kicks skyward, launching the opponent. While technically a slight disjoint, the hitbox isn't very generous and may be unreliable as an anti-air. It's very effective for close range mix-ups, where it can be special cancelled on block to give it relative safety. On hit, it leads to some of his better combos.

Specials

N-Special
5B
DracoFighterRinNSpecial.png
the stuff of nightmares
the stuff of nightmares
Damage Startup Active FAF Adv on Hit Adv on Block
10 6 16 40 +0 -20

Rin shoots forward with a kick. This is Rin's fastest special move, and can be used as a punish option for anyone that dares to try to punish you for landing an unsafe normal attack. It can also be used as a mid-range whiff punish, but be careful with it as it's launch punishable.

F-Special
6B
DracoFighterRinFSpecial1.png
DracoFighterFSpecial2.png
Damage Startup Active FAF Adv on Hit Adv on Block
10 40 4 70 +8 +4

Rin jumps up and lands with an overhead kick. This is Rin's only safe special option, and in exchange, it has a large amount of startup. It can dodge some grounded moves and is also plus on block, allowing Rin to continue his offense. On hit, he has a guaranteed N-Attack, which can combo further.

B-Special
4B
DracoFighterRinBSpecial.png
DracoFighterRinFlamingo.png
oh gosh no please not the flamingo stance
oh gosh no please not the flamingo stance
Damage Startup Active FAF Adv on Hit Adv on Block
4 20 8 60 -3 (Launcher) -33

Rin raises his knee and assumes a flamingo stance. The knee has a tiny hitbox, but can be combo'd from all his normal attacks if he's close enough. Usually leads into the first hit of Stance-Attack, unless the combo has been going on for too long. Stance-Grab is just N-Grab.

Stance Moves

Stance-Attack
4B > A
DracoFighterRinStanceAttack0.png
DracoFighterRinStanceAttack1.png
this is where cat becomes monster
this is where cat becomes monster
Damage Startup Active FAF Adv on Hit Adv on Block
5, 10 20, 35 4, 4 75 +2 -14

Rin does a capoeira sweep into a second kick. Notably, without any special cancelling shenanigans, Rin's Stance-Attack can be punished: 1) before the first hit comes out, 2) before the second hit comes out, and 3) after the second hit comes out by all character N-Attacks. In exchange, his entire Stance-Attack animation can be cancelled into any special attack, INCLUDING B-Special for an infinite B-Special > Stance-Attack > B-Special > etc. loop, even if it's unsafe and doesn't actually combo for very long. The main mix-up is F-Special to avoid attacks, and N-Special to interrupt them. This is also a potent combo tool, as he can combo into cancelled specials from the first Stance-Attack.

Stance-Special
4B > B
DracoFighterRinNSpecial.png
Damage Startup Active FAF Adv on Hit Adv on Block
10 15 16 30 +1 -10

Rin spins and kicks out. His safer option out of Stance, technically unsafe but very hard to react to. In exchange, it may end his offense, usually putting him out of N-Attack range. Has very little combo potential.

Grabs

N-Grab
5C
4B > 5A+B
DracoFighterRinGrab.png
give him a hug
give him a hug
Damage Startup Active FAF Adv on Hit Adv on Block
5 20 8 40 -- --

Rin grabs the opponent and throws them skyward. Has his highest damage combo potential. Using A+B grabs allows him to replace any special cancel with a grab. Note that all of Rin's grabs have rather slow startup.

F-Grab
6C
Damage Startup Active FAF Adv on Hit Adv on Block
7 20 8 40 -- --

Rin throws the opponent forward. Essentially useless, has a slight amount of combo potential at the wall.

B-Grab
4C
Damage Startup Active FAF Adv on Hit Adv on Block
5 20 8 40 -- --

Rin grabs the opponent and spins them behind him. Has some combo potential.

Combos

Zap cancels will be marked by (ZC). For Zap Cancels to link better, it's generally recommended to cancel at the moment the normal attack hits the opponent, which can't be buffered.

N-Attack

  • N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (24)
  • N-Attack > (ZC) N-Special (15) - Easier / Reactable

F-Attack

  • F-Attack > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (34)
  • F-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - (29)
  • F-Attack > N-Attack > (ZC) N-Special - (25)

B-Attack

  • B-Attack > B-Attack > (ZC) F-Special > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (54) Only works at close range
  • B-Attack > (ZC) F-Special > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - (44)
  • B-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - (29) Only works at very close range, strict timing
  • B-Attack > N-Attack > (ZC) N-Special - (25)

N-Grab

  • N-Grab > B-Attack > (ZC) F-Special > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (49)
  • N-Grab > B-Attack > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - (39)
  • N-Grab > B-Attack > N-Attack > (ZC) N-Special (30)

F-Grab

Only possible when the opponent is pushed up against the wall. Strict timing.

  • F-Grab > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (31)
  • F-Grab > N-Attack > (ZC) N-Special - (22)

B-Grab

  • B-Grab > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (29)
  • B-Grab > N-Attack > (ZC) N-Special - (20)

F-Special

  • F-Special > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (34)
  • F-Special > N-Attack > (ZC) N-Special - (15)

B-Special

  • B-Special > Stance-Attack1 > Stance-Attack2 > (ZC) N-Special - MAX Damage (29)
  • B-Special > Stance-Attack1 > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - (28)
  • B-Special > Stance-Attack1 > (ZC) N-Special - (19)
  • B-Special > Stance-Special - (14) Only works when very close
  • B-Special > Stance-Attack1 > Stance-Attack2 - (10)

Stance-Attack1

  • Stance-Attack1 > (ZC) F-Special > N-Attack > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (39) First cancel is VERY strict
  • Stance-Attack1 > (ZC) B-Special > Stance-Attack1 > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - (33)
  • Stance-Attack1 > Stance-Attack2 > (ZC) N-Special - (15)

Stance-Attack2

Very difficult to hit raw unless opponent blocks Stance-Attack1, then lets go of block.

  • Stance-Attack2 > (ZC) B-Special > Stance-Attack1 > (ZC) N-Special - MAX Damage (29) Only works against wall
  • Stance-Attack2 > (ZC) N-Special - (15)

Strategy

At far range, Rin is useless. Your goal is to slowly push forward for an advantage. Rin can destroy many projectiles with a well-spaced N-Attack, and jump over any others. Most of his approaches will just consist of walking forward and blocking patiently. You can also go for a risky F-Attack and go for a 50/50 between a grounded approach and an F-Special cancel. As a note, cancelling F-Attack mid-air into F-Special increases your jump height.

Once Rin is in close-mid range, he can force a more powerful 50/50. His F-Special can dodge and punish grounded moves, while N-Special can whiff punish some moves with good spacing. Once you force your way in, your whole offense can kick in.

Rin's main offense starter is his N-Attack. It's very fast, relatively safe, and leads to a good number of combos. Cancelling it into B-Special and Stance-Attacks could pick up an antsy opponent, or special cancelled into a grab to get more patient opponents. Zap Cancels cause a sound cue and spawn VFX, so cancelling it into a grab can cover up the otherwise slow animation and make it harder to react to. B-Attack can bait opponents into punishing, which can get them special-cancelled to the face. Alternatively, you can assume that nobody understands your character and mash buttons until they're too afraid to press anything. And then grab them.


General
FAQ
System
Controls
Strategy
Characters
Draco
Plexie
BiOS
Cyrus
Secret Characters