Eternal Fighter Zero/Rumi Nanase

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Nanase Rumi

Introduction

Nanase Rumi (七瀬 留美) is a character inspired by the Samurai Spirits and Last Blade series, with big, slow normals that do huge damage and the ability to lose her weapon. Many of her specials and normals have armor, allowing her to just bully her way through the opponent’s pokes. Her defining special move is her command throw, inspired by Juzoh of the Last Blade 2. It is composed of two parts: the grab itself, and the swing follow up. Depending on the accuracy of the follow up’s timing, the swing may go from completely missing to hitting a homerun for a good 40% of the opponent’s health. Her dragon punch is also noteworthy, as it is huge, hits on both sides and does good damage, but if it is not IC’d she throws her shinai away and is left barehanded. While barehanded she easily becomes the worst character in the game, losing almost all of her specials as well as armor, damage, and range on her normals until she fetches her shinai again. As a grappler, her gameplay style when on the offense is very much rock paper scissors, with some very good damage when she guesses right.

Rumi is one of the heroines of ONE, a visual novel produced by Tactics in 1998. She is a student who recently transfered into Kouhei's school. She met Kouhei on her first day, when they crashed into each other at a turn in the sidewalk. She dreams of becoming a proper "maiden" and tries to act cute and kind, but her acts always fall apart due to Kouhei's tricks. During ONE, Rumi hires Kouhei to act as a bodyguard.

Rumi was part of EFZ's original cast.

Stage: Park on the Path to School (Night) (通学路の公園(夜))

BGM: A Would-Be Maiden (乙女希望)

Character-Specific Notes

  • Some of Rumi's moves involve her throwing away her shinai, leaving her in barehanded mode. Once the shinai has landed in the ground, she can pick it back up by standing next to it and pressing 5S. Barehanded Rumi moves slightly faster than normal Rumi and has a slightly lower jump.
  • If Rumi uses her "Enduring Maiden's Aesthetic" move, a "Kimuchi" gauge appears below her life gauge, indicating the time left before the install ends. While Rumi has Kimuchi, she gains constant recoil armor and receives half the damage than usual. However, she cannot guard or recoil guard during this time.




EFZ Rumi Shinai Movelist Icon.png Shinai
EFZ Rumi No Shinai Movelist Icon.png Barehanded

Normal Moves (With Shinai)

Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Grab: Cannot be blocked, grab type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

I: Full Invincibility
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

N: Normals
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

5A
5A
EFZ Rumi Nanase 5A.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Active Frame 1 300 Ground 4 1 10 +4 +3 N SP J IC
Active Frames 2 - 4 350 Low 5 3 7 +2 +1 N SP J IC
  • Mostly used for staggers during pressure.
  • This move can be used to beat most characters reversals that are only high or low invulnerable.
  • The combined range and speed of both hitboxes makes it a solid move to use after Recoil Guarding.
c5B
c5B
EFZ Rumi Nanase (c)5B.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
560 Ground A: 1 - 3 8 2 16 -1 -2 N SP J IC
  • Fairly useful move after Recoil Guarding a close attack, even including some multi-hit or self-cancelable air normals thanks to its early armored frames.
f5B
f5B
EFZ Rumi Nanase (f)5B.png
EFZ Rumi f5B 1.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Active Frames 1 - 2 700 Ground A: 3 - 12.66 13 2 22 -5.33 -7.33 N SP JH IC
Active Frames 3 - 4 600 Ground / 15 2 20 +2.66 - N SP JH IC
  • Highly versatile move with many applications.
  • In neutral it provides a good range attack that can beat most grounded enemy approaches (especially dash attacks).
  • Against opponents who attempt a jump-in it can function as an anti-air move as long as they do not land too close to Rumi.
  • In pressure it can be used to catch an opponent trying to jump out and can beat enemy pokes and many reversals by its decent vertical range or by its long armor duration.
  • While on the defense, it can function as a poke against untight medium ranged pressure by using its armor.
5C
5C
EFZ Rumi Nanase 5C.png
The reason you play Rumi.
The reason you play Rumi.
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
2200 Ground A: 10 - 24 26 2 30 -7 -9 IC
  • Not only the highest damaging normal in the game, but also has one of the longest horizontal reaches and many armored frames on startup.
  • Mostly used in neutral at longer ranges to trade with opponent's projectiles or high commitment moves. At its maximum range it is difficult to punish even on block and can also serve as an anti-air move against jumping or air-dashing opponents.
  • This move has one unarmored frame before the hitbox becomes active, making it unreliable against multi-hit moves.

Crouching

2A
2A
EFZ Rumi Nanase 2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
240 Low 7 4 6 +1 0 N SP J IC R
  • Exceptional range for a 2A at the cost of speed.
  • Mostly used for staggers during pressure.
2B
2B
EFZ Rumi Nanase 2B.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Active Frame 1 600 Ground A: 2 - 9 13 1 30 -14 -16 N SP JH IC
Active Frames 2 - 3 700 Ground / 14 2 29 / / N SP JH IC
  • Despite its good hitboxes, this move is a terrible anti-air option when trying to react to opponents attacking from above due to its extended hurtboxes, slow startup time and suboptimal armor frames.
  • It should rather be used preemptively against enemy airdashes and jump-outs during pressure.
  • Since the armor starts one frame earlier than f5B while also having a sizable horizontal range, it can open up blockstrings that are more difficult for the opponent to disrespect. This also means it can disrespect opponent blockstrings where f5B cannot.
2C
2C
EFZ Rumi Nanase 2C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1100 Ground A: 2 - 16 19 2 35.66 -12.66 -14.66 SP IC
  • Mostly used outside of combos to catch opponents at medium ranges.
  • With its armor starting on the second frame and lasting throughout the majority of its startup it can also serve as a tool for disrespecting the opponent's pressure.
  • It is very risky to use for various reasons:
    • It has barely any vertical reach making it very unlikely to catch jumping opponents.
    • It has a massive amount of recovery frames, basically guaranteeing the highest possible damage punish by the opponent on whiff.
    • Even on hit, this move provides a huge frame disadvantage, forcing the player to always cancel it into a special (which mitigates risks only slightly).
    • This issue is further worsened by the move having a very awkward cancel point.
  • Despite these disadvantages the player might prefer using 2C over 5C for it having a faster startup time with earlier armored frames and being cancelable without IC.

Jumping

j5A
j5A
EFZ Rumi Nanase j5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
280 High 8 10 14 / / N Sp J IC
  • Its many active frames make it a great move for deterring the opponent from jumping while grounded, or from airdashing into Rumi as long as they are not above her.
  • It also serves as a solid tech-trap
j5B
j5B
EFZ Rumi Nanase j5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 High 8 2 + 2 + 2 30 / / N Sp J IC
  • A very versatile move that serves as a good air-to-air attack, combo tool, tech-trap and cross-up tool due to it its many active frames and hit boxes in almost all directions.
j5C
j5C
EFZ Rumi Nanase j5C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
900 High A: 1 - 4 18 2 26 / / Sp J IC
  • In neutral this move functions as a bigger, stronger, but slower alternative to j5A.
  • It is very poorly armored which can only rarely be used for air-to-air situations or against opponents anti-air attacks when approaching them from above.

Dashing

66A
66A
EFZ Rumi Nanase 66A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 Low 8 3 8 +2 +1 SP IC
  • Dashing version of 5A.
  • Mostly used for resetting pressure.
  • It does not have the first hitbox of 5A causing it to whiff when used point blank.
  • This can be potentially used to set up grabs.
66B
66B
EFZ Rumi Nanase (f)5B.png
EFZ Rumi f5B 1.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Active Frames 1 - 2 900 Ground A: 3 - 10.66 13 2 22.33 0 -2 SP IC
Active Frames 3 - 4 800 Ground / 15 2 20.33 - - SP IC
  • Dashing version of f5B. Has similar uses, but since it has fewer armor frames and cancel options, it should only be used when the enemy is outside of f5B range and 2C/5C seem too slow.
66C
66C
EFZ Rumi Nanase 66C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
900 Ground A: 6 - 11 14 2 34 / -13 IC
  • This move offers more horizontal momentum and range over Rumi's other dashing moves.
  • Since this move the longest startup and fewest armored frames out of her dashing moves, it is rather used as a combo tool than a means of approaching the opponent.
  • Wallbounces on hit.
662A
662A
EFZ Rumi Nanase 2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
240 Low 7 4 9 +1 0 SP IC
  • Dashing version of 2A.
662B
662B
EFZ Rumi Nanase 2B.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Active Frame 1 600 Ground A: 2 - 9 13 1 30 -14 -16 SP IC
Active Frames 2 - 3 700 Ground / 14 2 29 / / SP IC
  • Dashing version of 2B.
  • Its nearly identical startup time and armor frames compared to 2B allows it to be used in neutral or pressure against opponents awaiting/baiting 2B to make them misjudge Rumi's attack range.
  • As it cannot be jump-canceled, combo options on hit are somewhat limited.
662C
662C
EFZ Rumi Nanase 662C.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1500 Ground A: 1 - 7 10 2 37 / -16 IC
  • Excellent anti-air move due to its relatively fast startup while being well armored.
  • The hitbox reaching behind Rumi also allows it to counter cross-up attempts.
  • Due to its armor starting on the first frame and lasting through most of the move's startup, it makes for a very strong disrespect option as it can be used even in the tiniest gaps of the opponents pressure (sometimes even on wake-up).
  • This move does come with downsides as it has high recovery, and offers worse horizontal range and momentum than 66B or 66C.


Grabs

Ground Grab
Ground Grab
Close 6C/4C
EFZ Rumi Nanase Grab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 Grab 5.33 1 23 / / None
  • Regular grab.
  • Because its range is shorter than her command grab while having the same startup time, it should be only used when the player lacks IC meter and desires a higher guaranteed damage output than the bunt.
Air Grab
Air Grab
Close j6C
EFZ Rumi Nanase Airgrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 Grab 2 1 / / / None
  • Regular air-grab.
  • Mainly used for tech-traps.

Special Moves (With Shinai)

Specials

236*
Maiden's Fang Assault
乙女牙突

236*
EFZ Rumi Nanase 236x.png
Rumi charges towards the opponent. After hitting a grounded opponent, Rumi will do a followup hit which knocks down and switches sides. This followup is not done on airborne opponents so the damage is pitiful if not cancelled. ※ Can only be special canceled into Maiden Cherry Blossom.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 100+1200 Ground / 16 24 40 / -4.33 ※ IC
  • Can be used to frametrap when the opponent is outside of 214A range.
  • Minus on block but has significant pushback, making it safe.
  • Goes about half screen.
B 100+1750 Ground A: 25 - 73.66 25 48 75 / +0.66 ※ IC
  • Slower startup than 236A, but is armored all throughout the active frames while travelling faster and further. If this move whiffs, Rumi can run from one corner to the other!
  • Can be used to plow through and potentially punish projectiles.
  • Plus on block.
C 100+800+800 Ground A: 0.33 - 15.66 16 24 41 / +0.66 ※ IC
  • Similar to 236A but has a two-hit followup that will wallbounce the opponent if they're close enough to the corner.
  • Armored through almost the entire startup making it an excellent move to be used when on the defense (even on wakeup).
  • Travels almost a whole screen.
214*
Blasting Iron Fist
爆砕鉄拳

214*
EFZ Rumi Nanase 214a.png
EFZ Rumi Nanase 214b.png
EFZ Rumi Nanase 214c.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 700 Low / 16 2 37 / -6 IC
  • Used either as frame-trap after c5B and f5B or as combo tool as it knocks down or allows for extending the current combo after IC canceling it.
  • Armor breaking.
  • When blocked by a cornered opponent, Player 2 Rumi will receive significantly greater pushback.
B 850 Low A: 4-32 35 2 33 / -2 IC
  • This move is extremely slow and can be used at most against enemy slide attacks or as a very risky anti-crossup tool.
  • When blocked by a cornered opponent, Player 2 Rumi will receive significantly greater pushback.
C 250 * N Any / 23 28~40 * N 45 / / /
  • Randomly spawns rocks from the ground across one screen's length.
  • Used in neutral to force the enemy to block at long ranges. Has virtually no use in combos.
  • The rocks cancel out nearly all other projectiles in the game on collision.
  • Due to its random nature, the opponent will not be able to Recoil Guard the rocks consistently.
623*
Blood-Red Shinai
紅蓮竹刀

(j)623*
EFZ Rumi Nanase 623x.png
EFZ Rumi Nanase j623x.png
Rumi's DP. A great move to be used in pressure, combos and defense alike. After the rising hit, Rumi will throw her shinai and enter bare-handed mode. Rumi can keep the shinai by ICing the first hit. When used in the air, Rumi only does the shinai throw. After the shinai makes contact with the ground, it will fly through the air for 103.66 frames before Rumi can pick it up again. ※ All grounded versions can be IC'd on the physical hit. After throwing the shinai, they may be FIC'd only if the rising attack hit or was blocked.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 + 100 * N + 450 Any I: 1-8 11 2 45 / -4.33 IC FIC ※
  • Allows for consistent Quake super (214214*) combos on IC.
  • When this move gets IC canceled, Rumi is only allowed to airdash backwards. However, she may air jump after which she is also allowed to airdash forwards.
B 800 + 100 * N + 450 Any I: 1-11 11 2 76 / -7.33 IC FIC ※
  • Rises higher than 623A and has fully invincible startup, making it a preferred defensive version.
  • Has different combo routes from 623A.
  • Rumi is also allowed to airdash forwards after IC canceling it.
C 800 + 100 * N + (450 + 250) * 4 Any I: 1-29 10 2 76 / - IC FIC ※
  • Almost identical to 623B.
  • Since the startup is faster by one frame over the other two versions, all of Rumi's A normals can combo into it.
jA 100 * N + 450 Any / 10 2 * N Until landing + 34 / / FIC
  • A strong projectile that is able to catch opponents off-guard, even from long range.
  • Good for finishing off low health opponents due to its great startup and the extreme speed it travels at. The risk of losing your shinai doesn't matter as much if the projectile wins the game.
jB 100 * N + 450 Any / 10 2 * N Until landing + 34 / / FIC
  • Similar to j623A, but with a slightly later FIC window.
jC 100 * N + (450 + 250) * 4 Any I: 1-10 12 2 * N Until landing + 34 / / FIC
  • As the hitbox of her shinai appears relatively far away from Rumi, this move should not be used as a reversal when the opponent is at point blank range.
  • Upon impact with the ground, the shinai will spawn 4 random 2-hit explosions over a wide area around it.
41236*
Happy Hell Maiden
乙女富嶽

41236*
EFZ Rumi Nanase 41236x.png
A, B, and C versions respectively
A, B, and C versions respectively
EFZ Rumi Toss.png
Rumi tossing the opponent up for a follow-up.
Rumi tossing the opponent up for a follow-up.
Rumi grabs the opponent and tosses them high into the air behind her.
※Rumi can then input one of three 236* followups (including a FM) to hit the opponent.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 0 Grab I: 0.33 - 2.66, 5 - 5.66 5 1 28 / /

The best meterless grab in the game with its combination of great speed, range and reward. Crucial to Rumi's gameplan.
An extremely strong option out of RG as it can be guaranteed in situations where the opponent can't jump cancel, such as RGing IAD pressure. Even in normal RG scenarios, it has almost the same speed as 5A with the advantage of being bufferable.

B 0 Grab I: 0.33 - 2.66, 20 - 20.66 20 1 28 / /

Has the longest range out of the three versions but is very slow as a trade-off.
Mainly used as a gimmick to catch opponents off guard after a blockstring.

C 0 Grab I: 0.33 - 2.66, 29 - 29.66, A: 3 - 28.66 29 1 44 / /

Although slower and shorter than the B version, this version is fully armored during startup. It is reactable if used offensively but is useful after an RG to punish multihit attacks or armor through a grounded DP.

  • Does not require RF to use.
41236*_236A
Happy Hell Maiden
Follow-ups
EFZ Rumi BATTING.png
Rumi's "batting" pose.
Rumi's "batting" pose.
EFZ Rumi 41236X 236A.png
41236*~236A (Bunt)
41236*~236A (Bunt)
EFZ Rumi 41236X A.png
41236*~236B (Swing)
41236*~236B (Swing)
Although Rumi technically switches sides with the opponent during the throw, the follow-up inputs are written as if she doesn't.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
41236*~236A
Maiden Bunt
乙女バント
300 Unblockable I: All※ 8.33 0.33 ~ 100※2 36 / 12※3 -25 / IC

Rumi holds out her shinai for a low damage "bunt".
While less rewarding than the swing followup in most situations, bunting requires no timing which makes it extremely stable for finishing off a 1-health opponent or getting a small IC combo if you aren't comfortable with swing timing. Bunting may actually be preferred to swinging if Rumi is in the corner, as she can easily walk under the opponent to switch sides. If you misinput a swing follow-up and get nothing (usually due to inputting 41236), you can salvage some damage by bunting after the opponent has landed to set up reversal-safe unblockable oki into an even smaller IC combo. If you don't have IC ready, however, the 300 damage is probably not worth it as it's extremely minus on hit.

  • Can be input between 36.66 and 186.66 frames into the throw animation.
  • Applies 25% scaling on hit.

※This move does not possess the Invincible property but lacks a hurtbox and collision box instead. Because of this, Rumi does not receive the post-invincibility throw invulnerability, leaving her vulnerable to grabs during her block-only frame. Bunt can technically be punished because of this, but not really.
2Rumi will instantly enter recovery upon hitting the opponent.
3Recovery on hit / recovery on whiff.

41236*~236B
Rapture Full Swing
爆裂フルスイング
0 ~ 4627/4300※45 / / 7.66 5 / 4.66※56 69 total※6 / / None

Rumi swings her shinai like a baseball bat, dealing massive damage and sending the opponent flying for a "home run" if timed properly.
Extremely easy to whiff as you must wait roughly 2 seconds with no visual cue to react to while the opponent falls from off-screen.
Thankfully, swing timing is always the same against all characters, so practicing home runs can really pay off.

  • Can be input between 36.66 and 176.33 frames into the throw animation.
  • The swing will hit if B is pressed between 129.33 and 134 frames after the initial grab connects, only a 5 frame window.

4Even within the 4-5 frame window, damage varies greatly depending on what subframe the swing hits on. The closer the hit is to the end of the window, the higher its damage and launch. Check the table below for full damage values against a full health opponent with full RF Factor. You can also employ buffering techniques to increase your damage.
5Player 2 Rumi will whiff on the first subframe of the swing window and will always do less damage than Player 1 Rumi even when the swing does hit. This is thanks to the way Tasofro hardcoded the swing's hit detection, which gets messed up by the fact that the opponent is thrown into the air for one extra subframe by Player 2 Rumi.
6As the swing's hit is hardcoded rather than relying on hitboxes, it doesn't technically have "active frames".

Full Damage Table
Frame P1 0/3f P1 1/3f P1 2/3f P2 0/3f P2 1/3f P2 2/3f
1 240 541 843 0 240 541
2 1148 1454 1762 843 1148 1454
3 2073 2385 2699 1762 2073 2385
4 3016 3333 3654 2699 3016 3333
5 3976 4300 4627 3654 3976 4300

Eternity Specials

214214*
Quit sneaking around!
ちょこまかすん

214214*
EFZ Rumi Nanase 214214x.png
AKA Quake
AKA Quake
A fully armored earthquake whose hitbox spans the entire screen. All versions break armor.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2500 Low A: 1-21 22 2 58 / -37 IC
  • Outside of combos, it can be used to snipe opponents trying to use projectiles or other moves at long range.
  • Untechably launches the opponent on hit, can be IC'd to combo after up close.
B 2650 Low A: 1-21 22 2 58 / -27 IC
  • Similar to 214214B but the opponent is launched higher and falls slower, allowing combos after without IC if Rumi is close.
C 2800 Low A: 1-21 22 2 58 / -27 IC
  • If it hits on the first frame, freezes the opponent in place for 100 frames providing enough time to combo afterwards even when the opponent is far away from Rumi. If it hits on the second frame, the opponent falls to the ground very quickly and will not provide such a followup.
4123641236*
Maiden Cherry Blossom
乙女桜

4123641236*
EFZ Rumi Nanase 4123641236x.png
A multihit projectile that creates an explosion upon touching the ground. Rumi's shinai goes flying into the air for 234 frames after it touches the ground, so Rumi is left to play Bare-Handed for a bit. With such a large drawback, this move is almost exclusively useful for finishing off an opponent in max damage corner combos. This super may be tempting to use as a long range callout, but 214214* is vastly superior in that regard due to the slow speed of the shinai and the extremely limited range on the level 1 and 2 versions. All versions untechably launch the opponent on hit, leading to a knockdown.
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 300 x 3 High 14 10.33 / / / /
- 1400 Any 27 1 / / -32.33 /
Rumi / / 13.33 / 67.66 / / None
  • Extremely short range. Rumi's 5C reaches farther than this.
B 300 x 4 High 14 16 / / / /
- 2200 Any 32.66 1 / / -31.66 /
Rumi / / 13.33 / 72.66 / / None
  • Travels about half of the screen and has a bigger, more damaging explosion.
C 300 x 9 High 14 32.66 / / / /
- 2500 Any 49.33 1 / / -20 /
Rumi / / 13.33 / 77.66 / / None
  • Goes fullscreen and the explosion is upgraded again.
  • The explosion launches the opponent higher, so in the corner Rumi can combo out of it with her Bare-Handed moveset, doing more damage and giving the shinai more time to fall.

Final Memories

FM
Enduring Maiden's Aesthetic
耐える乙女の美学

4123641236S
EFZ Rumi Nanase 4123641236S.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1500 Any I: 1-10 10.33 6 72.66 / -52.33 None
  • Can be used any time during pressure or defense or as anti-crossup tool.
  • After the hitbox becomes active Rumi enters a state where she has constant recoil armor and takes halved damage from opponent attacks, but is not allowed to guard any of them.
  • A “Kimuchi” gauge will appear below her health bar indicating how much time is left until she reverts to her normal state.
  • Very difficult to make use of as most characters in the game can easily stay away from Rumi or have armor breaking moves.
41236X_236C
Big Bang Home Run
ビッグバン打法

41236*~236C
EFZ Rumi Nanase fm swing.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 ~ 6683 ※ / 10.66 5 72 total / / None

Rumi swings her shinai in a huge fiery arc, dealing massive damage with proper timing.
A more damaging version of the 41236*~236B swing that has a different timing to hit (swing 3 frames earlier), making it even more dangerous (and impressive) to attempt under FM conditions.
This move has the same quirks as the normal swing. Subframe damage variation, subframe buffering, decreased strength for player 2 Rumi, etc. You can read the damage variance in the table below.

Full Damage Table
Frame P1 0/3f P1 1/3f P1 2/3f P2 0/3f P2 1/3f P2 2/3f
1 347 782 1218 2 433 867
2 1658 2100 2546 1304 1744 2186
3 2994 3446 3899 2632 3079 3531
4 4356 4816 5278 3985 4442 4902
5 5743 6212 6683 5364 5829 6298

Normal Moves (Bare-Handed)

Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Grab: Cannot be blocked, grab type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

I: Full Invincibility
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

N: Normals
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

NS_5A
5A
EFZ Rumi Nanase (no shinai) 5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 Ground 4 4 9 +1 0 N SP J IC R
  • A standard jab that can cancel into itself.
  • Used as poke or for staggers during pressure.
NS_c5B
c5B
EFZ Rumi Nanase (no shinai) (c)5B.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 Ground A: 1-3 7 2 13 +3 +1 N f5B 2B SP J IC
  • Rumi's only armored normal in her bare-handed state.
  • Since its startup is one frame faster than her regular c5B she can use it it in a few more situations after Recoil Guarding.
  • It also cannot be poked out of when canceled from 5A.
NS_f5B
f5B
EFZ Rumi Nanase (no shinai) (f)5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 Ground 11 1 15 +1 -1 N SP JH IC
  • Knocks down airborne opponents.
  • Can be used to beat some characters' reversals which are only high or low invulnerable due to its hitbox placement.
NS_5C
5C
EFZ Rumi Nanase (no shinai) 5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
650 Ground 13 2 23 -2 0 SP IC
  • Knocks down airborne opponents.
  • Moves Rumi slightly forwards, increasing its effective range.
NS_5S
Shinai Recovery
竹刀回収

5S
EFZ Rumi Nanase (no shinai) 5S.png
maximum range for the shinai recovery
maximum range for the shinai recovery
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / 1 / 16 / / None
  • Rumi picks up her shinai and returns to her normal state.
  • This move will not be executed when used within 6 frames after wake-up.
  • This move behaves like a standing normal, so it will not come out if 2 or 8 are held and it cannot be special cancelled into or buffered.

Crouching

NS_2A
2A
EFZ Rumi Nanase (no shinai) 2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 Low 5 4 9 +1 0 N SP J IC R
  • Can cancel into itself.
  • Only used for staggers during pressure.
NS_2B
2B
EFZ Rumi Nanase (no shinai) 2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Low 9 2 18 -2 -4 N SP J IC
  • A low hitting move with good priority and decent range. Used to beat enemy pokes that hit low when not at point blank range during pressure.
NS_2C
2C
EFZ Rumi Nanase (no shinai) 2C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 Ground 10 2 24 -1 -3 SP JH IC
450 Ground 12 2 22 +1 -1 SP JH IC
  • A relatively weak anti-air move.
  • Due to its second hitbox it can be used in pressure against opponents expecting to Recoil Guard a 5C and trying to poke out after it.

Jumping

NS_j5A
j5A
EFZ Rumi Nanase (no shinai) j5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 High 6 10 11 / / N J AD IC R
  • Best used in Pressure against opponents that lack a fast poke with decent vertical reach.
  • Can also deter opponents in neutral from jumping or airdashing into Rumi.
NS_j5B
j5B
EFZ Rumi Nanase (no shinai) j5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
480 High 9 10 19 / / N J AD IC
  • Used to hit airborne opponents above Rumi.
NS_j5C
j5C
EFZ Rumi Nanase (no shinai) j5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 High 10 15 26 / / J AD IC
  • The hitbox on this move makes it an excellent air-to-ground move.
  • Very good for okizeme as it can cross-up opponents while beating most high-invulnerable moves and safejump when properly spaced.
  • Applies downwards momentum on airborne opponents on hit which can knock them down.

Dashing

NS_66A
66A
EFZ Rumi Nanase (no shinai) 5A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 Ground 8 4 9 +1 0 SP IC
  • Dashing version of 5a.
  • When correctly timed, this move allows for a tick-throw set-up.
NS_66B
66B
EFZ Rumi Nanase (no shinai) (f)5B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
545 Ground 11 1 12 +4 +2 SP IC
  • Dashing version of f5B.
  • Does not knock down airborne targets, but offers a decent frame advantage on block or hit.
NS_66C
66C
EFZ Rumi Nanase (no shinai) 5C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
700 Ground 13 5 23 0 -2 SP IC
  • Dashing version of 5C.
  • Mostly a combo tool.
  • Can be used at best to catch opponents trying to jump when outside the range of Rumis other bare-handed moves.
NS_662A
662A
EFZ Rumi Nanase (no shinai) 2A.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 Low 4 4 9 +1 0 SP IC
  • Dashing version of 2A.
  • Its extremely fast startup time makes it a great tool to reset pressure.
NS_662B
662B
EFZ Rumi Nanase (no shinai) 2B.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Low 9 2 18 -2 -4 SP IC
  • Dashing version of 2B.
  • An excellent move to approach the opponent with in neutral.
NS_662C
662C
EFZ Rumi Nanase (no shinai) 662C.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Ground 10 2 28 / -7 SP J IC
  • Relatively fast anti-air move.
  • Launches the opponent on hit making it a great tool to start or continue combos.

Grabs

NS_Ground Grab
Ground Grab
Close 6C/4C
EFZ Rumi Nanase (no shinai) Grab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 Grab 5.33 1 23 / / None
  • Identical to her regular grab with the shinai held.
NS_Air Grab
Air Grab
Close j6C
EFZ Rumi Nanase (no shinai) Airgrab.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1400 Grab 2 1 / / / None
  • Identical to her regular grab with the shinai held.

Special Moves (Bare Handed)

NS_41236*
Happy Hell Maiden (Bare handed)
乙女富嶽

41236*
EFZ Rumi Nanase (no shinai) 41236x.png
No difference between A, B, and C versions.
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
0 Grab I: 1-2 & 4-5 5 1 / / / None
  • Throws the opponent behind her into the air.
  • This allows her to start a combo which can offer a chance at recovering her shinai

Eternity Special

NS_236236*
True Maiden's Fist
真の乙女の拳

236236*
EFZ Rumi Nanase 236236x.png
Rumi zips forwards and delivers a risky but powerful punch. Breaks armor and has armor throughout its full startup and even a little bit after. Primarily used to catch opponents attempting to throw projectiles or jump, but the armor sometimes makes it useful to beat a counterpoke in pressure or to reversal when under pressure. Hits overhead but will never catch a savvy opponent due to superflash.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2300 High A: 1-32 26 7 62 / -20.33 IC
B 3200 High A: 1-32 26 7 62 / -20.33 IC
  • Does more damage and nothing else.
C 4000 High A: 1-32 26 7 62 / -20.33 IC
  • Wallbounces the opponent, allowing for further combos.

Strategy

Neutral

Rumi's main plan in neutral is to patiently wait for her IC meter to charge up while deterring her opponent from approaching.

Once she has IC meter ready she can make efficient use of her 623* Series allowing her to go on the offensive.

She can choose to approach the opponent on the ground by dashing close up to them and use 5A/2A/66A/662A to start pressure.

If the opponent seems to use attacks to stop her from getting closer, she can attempt to punish those with using the armored frames on f5B, 66B, 2C, 5C or 623*.

If the opponent tries to jump out of her approach, she can try to counter that with the use of 2B, 662B and 662C.

Rumi in general should not attempt to approach the opponent from the air unless heavy reads are involved.

Jumping in neutral should only be considered when projectiles can be avoided with it or to deter opponents from jumping/airdashing into her by making use of the long active frames of j5A.


Pressure

Rumi's pressure follows a basic Rock-Papers-Scissors principle, the basic outline would be following:

  • Grabs beat an opponent blocking, but lose to pokes and reversals.
  • Blocking beats an opponent reversal, but loses to pokes.
  • Reversal (623A/B) beats an opponent poking, but loses to blocking.

She can get the most damage out of grabbing her opponent, however no half-decent player would ever allow this to happen constantly and will start poking and jumping while in pressure. To discourage this, Rumi can punish those attempts with her 623B. But 623B will require IC meter to start a high damaging combo as well as let Rumi keep her shinai and avoid a potential punish. Therefore her pressure can be broken down into two phases:

Without IC meter

During this phase the player should mainly focus on staggering moves like 5A, 2A, c5B and f5B until IC meter gets charged up sufficiently or the opponent gets hitconfirmed into a combo. As 66A is plus Rumi can use it to close in on the opponent and reset the pressure. It is advised to be wary of enemy reversals and Recoil Guards during this phase. With proper timing of armored moves these two threats can be dealt with. The first hitbox of 5A offers enough frameadvantage to make 41236A a considerable cancel option as the opponent will not be able to poke out of it.

With IC meter

Once the player has built up enough IC meter it is time to decide between attempting a grab or executing 623B IC depending on what action they expect from the opponent. To ensure maximum efficiency during this step, You should be at least within 41236B range of the opponent after the previous phase. Otherwise you will have to dash in prior attempting to grab / 623B, giving the opponent extra time to react. Rumi's pressure is very prone to enemies jumping out due to relying on slow normals and grabs. Her only anti-jump moves are 2B, f5B and 662B which are often too slow as well as 662C which carries a lot of risk for very little reward. When an opponent attempts to jumping out of Rumis pressure they will either attempt to attack her while falling down, or double jump / airdash away from her to reset back to neutral. If you expect the first option, it is recommended to prepare for the attack by buffering 623B or RG. If you expect the latter, you can attempt to catch them with j5B for a little damage.


Being consistent in landing Homeruns, conversions of most grounded moves and 623* combos is key to get the most out of Rumi's pressure.

For additional information about Rumis pressure see Tony's Theory of Rumi RPS

Defense

Against untight pressure

Due to being fully invulnerable, 623B can be always used against frametraps with little risk. Her recoil armor allows her to disrespect untight pressure. Which armoured move should be used depends on range and what armoured frames are available.

Especially against longer ranged pressure Rumi can shine with 5C and 2C as options which can lead into high damage combos with a little meter.

Against tight pressure

The only way to deal with tight pressure is to Recoil Guard a move and force a Rock-Paper-Scissors situation by following this principle:

  • Blocking beats an opponent using a reversal, but loses to attacks
  • 623B (IC) beats an opponent using an attack, but loses to blocking
  • Attacking beats an opponent blocking, but loses to reversals

Both players using the same option can have various results depending on matchup, distance, meter, etc.

Having access to Recoil Armor may allow Rumi to attack at otherwise undisrespectable spots, this will most likely lead into a Recoil Counter resetting the situation.

Against jump-ins

Rumi has got 4 main options against opponents trying to attack her from the air:

  • Recoil Guard the last hit of the enemy aerial attacks into command grab. If the opponent rejumps to avoid the grab, she can try to use the air-unblockable 5A instead
  • When it is unclear how many aerial attacks the enemy is going to execute, Recoil Guard into c5B can armor through one attack
  • 623B if IC is available
  • 662C if the opponent is close to the ground

Against airdash resets

While she does not have a fast jab with good vertical range, she can still beat airdash resets with her 623B, or when IC meter is not available, 662C.

Subframe Buffering

EFZ runs at 1/3 frame steps. This directly affects Rumi's homerun swings as their damage varies depending on exact "subframes". Although EfzRevival does not allow subframe inputs, there are still some techniques that allow these slightly later hits.

To guarantee a higher damage output from the swings, the player can delay their swings by less than a frame with these actions:

  • Buffering the 41236* input during a jump with dash momentum delays the swing by 0.33 frames.
  • Buffering the 41236* input during a jump without dash momentum delays the swing by 0.66 frames.
  • Tricking the buffer by inputting the swing as 63236B/C delays it by 0.66 frames.

For further reference, see Rumi's Delayed Home Run - A Lecture by @Tony_EFZ

When in bare-handed mode

Rumi is essentially crippled when in bare-handed mode due to losing access to most of her recoil armor, combo potential and cancel options.

The main priority therefore is to recover the shinai at all costs.

With a self cancelable j5A and a strong j5C she gains easier access to jump-ins in neutral which allows her to start pressuring the opponent more frequently.

Her bare-handed pressure revolves around staggering with 5A, 2A and resetting with 662A until she gets an opportunity to grab the opponent with her 41236* which gives her enough time to land a combo and/or recover her shinai.

A potent, but difficult way to land the command grab is to set it up by hitting the opponent with 66A and canceling it into 41236A. If timed correctly, the grab cannot be jumped out of.

Combos

For a comprehensive video about Rumi combos see Tony's Rumi Bread and Butter Combos

  • An input in (brackets) indicates it requires Rumi to be closer or farther from the opponent, otherwise it can be skipped.
  • Due to the nature of EFZ combos the following list below is far from complete (or even optimized) and has room for many different starters or routes off various hitconfirms.
  • Accuracy of damage numbers varies.
Notation Help
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.

For more information, see Controls

IC Input Instant Charge (22C) when you have the right amount of RF Meter.
FIC Input Flicker Instant Charge (22C) when you have the right amount of RF Meter.
{X/Y/Z} Move X or Y or Z can be used.
#* Indicates that any of A, B and C may be used with #. Example: 214*.
[<- X] [-> X] Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however.
[X]xN Loop the inputs in the square brackets as many times as N.
c5B Proximity normal only usable while close.
f5B Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B.
jX Button X is input during your first jump.
djX Button X is input during your double jump.
X(whiff) Indicates that X is intended to whiff.
X(tech trap) Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose.
~ Indicates a followup for moves which have them. Example: 236A~236A.
.. Indicates a short delay.
IAD Indicates an Instant Air Dash.
IABD Indicates an Instant Air Back Dash.
(X) X move is omittable from the combo.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

Without IC

Anywhere

5A c5B (f5B) 214A ~ 2000 Damage

Corner

66C 5A 5B 5C ~ 3000 Damage


2B(anti-air) j9 j5C j66 j5C [4] 5AB 5AB 5Ax5 c5B f5B jA(tech trap) ~ 4500 Damage3

Tech Trap

Tech Trap: (c5B f5B ender) jA .. dj8 jA jC [4] 5A c5B 5A 5A 5A c5B f5B jA(tech trap)
  • If you have difficulty with this combo, you can try a simpler trap by whiffing j6C instead of jA. Almost no one should try to tech from f5B anyway.

With Red IC

Without Super Meter

5A c5B (f5B) 214A IC 5A 5B 5C ~ 3800 Damage
  • 214A can whiff if not close enough.


5A c5B f5B IC 662C ~ 2600 Damage
  • More consistent version of the previous combo.


623B IC j66 j5A 5A 5B 5C ~ 3000 Damage


5C IC 662C ~ 3500 Damage
  • IC 662C also works from f5B and 66B, but the damage without 5C (~2000) makes the return to neutral less appealing.


5C IC 2C 236A ~ 4000 Damage
  • Only works when close.


41236* 236A IC 5A 5B 5C ~ 3000 Damage

Near Corner

623B IC j66 j5C (4 or 6) 5AB 5AB 5Ax5 c5B f5B jA(tech trap) ~ 3700 Damage3


662C IC j8 dj9 j5C j66 j5C (4) 5AB 5AB 5Ax5 c5B f5B jA(tech trap) ~ 5000 Damage3


(j5A) j5C(air-to-air) j66 j5C 5AB 5AB 5AB 623A IC 5C ~ 4600 Damage

With Super Meter

2C 214214A IC (6) 5A 5B 5C ~ 5100 Damage


f5B/66B/5C IC 66B 214214* ... ~ 3500/4400/4900+ Damage
  • Damage values are off of f5B.


5C IC 2C 214214* ... ~ 4900/5700/6100 Damage
  • 2C can't connect after the max range of 5C.


5A c5B (f5B) 214A IC 214214B/C ... ~ 4500/5000 Damage
  • 214214A route is weaker than the meterless one, avoid it.


5A c5B 236A IC 2C 214214* ... ~ 4200/4900/5200 Damage


623A IC 214214* ... ~ 2800/3700/4200 Damage1
  • 214214C needs to hit on the first frame to be able to combo into 5C. 214214B is much more consistent from this starter.


... 214214B 662C


... 214214C 5C


623B IC j66 j5C 5AB 5AB 5AB 2C 4123641236A/B ~ 4200/4600 Damage2


623B IC j66 j5C 5AB 5AB 5AB 2C 4123641236C 66C j9 j5C ~ 5200 Damage2

With Blue IC

Without Super Meter

Midscreen

66B/f5B IC 66C 66j9 j5C (j9 j5C) j66 j5C [4] 5AB 5AB 5Ax5 c5B f5B jA(tech trap) ~ 5400 Damage3 4

Far from the corner

5A 5B (f5B) 214A BIC j9 j5B j66 j5A j9 j5A j66 5A 5B 5C ~ 5300 Damage


623B BIC j66 j5B j9 j5A j66 j5A 5A j9 j5A j66 5A 5B 5C ~ 4500 Damage

Near corner

5A c5B (f5B) 214A BIC 2B j9 j5C j66 j5C 5AB 5A 5B 5C ~ 6300 Damage


2B(anti-air) j9 j5C j66 j5C 5A 5B 5C BIC 5A 2B j8 j5C j66 j5C 5A 5B 5C ~ 7500 Damage

Corner

Corner: 5A c5B 214A BIC 662C j9 j5A j5C j9 j5A j5C 5AB 5AB 5Ax5 c5B 2B 623A IC 5C ~ 7200 Damage


Corner: 623A BIC 662C j9 j5A j5C j9 j5A j5C 5AB 5AB 5Ax5 c5B 2B 623A IC 5C ~ 6800 Damage

Cornered

41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C [4] 5AB 5AB 5Ax5 c5B f5B jA(tech trap) ~ 4900 Damage3

With Super Meter

Midscreen

66B/f5B IC 66C 66j9 j5C (j9 j5C) j66 j5C 5AB 5AB 5AB 2C 4123641236A/B ~ 6200/6600 Damage2 4


66B/f5B IC 66C 66j9 j5C (j9 j5C) j66 j5C 5AB 5AB 5AB 2C 4123641236C 66C j9 j5C ~ 7300 Damage2 4

Near Corner

2B(anti-air) j9 j5C j66 j5C 5A 5B 5C BIC 5A 2B j9 j5C j66 j5C 5AB 5AB 2C 4123641236* ~ 8200+ Damage2
  • Does up to around 9000 depending on 4123641236* version.

Cornered

41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C 5AB 5AB 5AB 2C 4123641236A ~ 5600 Damage2
  • 4123641236B has a pathetic damage increase, avoid it.


41236* 236A IC (662A whiff) 5A 2B j9 j5C j66 j5C 5AB 5AB 5AB 2C 4123641236C 66C j9 j5C ~ 6800 Damage2

Bare-Handed Combos

  • Note: Prioritize picking up your shinai over optimizing damage in bare-handed mode. Any launcher into jC is all you need. Consider cutting a combo short if it would leave you far away from it.

No IC

41236* [<-] 664 5A c5B IAD jA jB (land) j9 jA jB dj9 djB djC ~ 2500 Damage


Red IC

Anywhere

5A c5B (f5B) 5C IC 662C j9 jA jB dj9 djB djC ~ 3000 Damage
  • Sadly Rumi doesn't have a sweep while bare-handed.


41236* [<- j669 jA jA jC IC jA 5A c5B 236236A/B] ~ 3000/3600 Damage


41236* [<- j669 jA jA jC IC jA 5A c5B 236236C j9 (jB dj9 d)jC] ~ 4500 Damage

Blue IC

With convenient shinai placement

41236* [<- j669 jA jA jC BIC jA 5A c5B 236236C 5S 5A c5B 5C] ~ 6800 Damage
  • 1 Quake confirms during juggles do not work against these Characters: Akiko, Kanna, Kaori, Mai, Nayuki(asleep), Sayuri
  • 2 2C can work against the above mentioned characters, but the window at which it can work is significantly smaller compared to other characters and is therefore advised to be skipped against them.
  • 3 Using 2B instead of f5B at the end is far easier and does the same damage. However, 2B launches the opponent higher so that Rumi can't properly tech trap.
  • 4 Omit the double jump jC when farther than about 50% of the stage from the corner. Doesn't work when cornered.

Okizeme

Rumi does not have access to strong and safe jump-in options for okizeme as all her air normals will lose easily to Recoil Guards.

In order to retain her Rock-Papers-Scissors aspect of her Pressure, it is recommended to stay as close as possible to the opponent and attempt a tick throw set-up using 5A 41236A. To prevent opponents from using RG against the 5A to gain Grab invulnerability, Rumi can start with 2A instead and still be close enough to make the cancel into 5A 41236A work. If opponents attempts to jump, canceling into c5B or 2B can catch them.

On a midscreen knockdown that leaves the opponent close to Rumi, 668 j5B 5A is a decent left/right mixup.

A third, but very risky okizeme option is the use of j623* to beat Recoil Guard attempts against aerial attacks or using FIC during it to attempt a high/low mixup with j5A or 2A in bare-handed mode. When done while the opponent is near the corner it may even cross the opponent up and allow a combo which gives you enough time to recover the shinai.

Win Quotes

Japanese English

ぐあッ!?

こ、腰がぁ…

Gwaaah?!

M, my back...

ナメないでよね…

七瀬なのよ!
アタシ!!

Don't underestimate me…

It's Nanase!
That's me!!

一撃必殺ッ!

乙女にしか
なせない業よっ!

Kill in a Single Blow!

A technique
only maidens can use!

タダでさえ加減が
わからないんだから

余計な手間は
取らせないで
くれないかしら

I already have enough trouble
trying to hold back.

Don't make me
have to work even
harder for this.

参考までに
言っとくけど

本調子なら
アンタくらい
3秒で沈めるわ

Just for reference
I'll let you know.
If I was using my full power,
I'd beat you down
in 3 seconds flat.

切れ味よりも
破壊力ッ!!

型にはまってるようじゃ
アタシを
退かせられないわよ

I choose raw power
over technical skill!!

You won't make me concede
if you're stuck using
unoriginal moves!

(To Mizuka)
はぁ…
アタシも瑞佳みたく

乙女らしく
戦えないかしら…

(To Mizuka)
Sigh...
I wish I could be like Mizuka,

and fight like
a maiden.

(To Mayu)
でぇい!
寄るなぁッ!!

トホホ…
アタシやっぱり
コイツ苦手よぉ…

(To Mayu)
Hrah!
Get away from me!!

Boo-hoo…
I really don't
like this girl…

(To Doppel Nanase)
ただの猿真似とは
一味違うみたいね

悪のライバル現る
って所かしら

もちろん悪はアンタよ

(To Doppel Nanase)
You're a bit different
than the usual riffraff.

I guess this is the appearance
of the evil rival?

You're the evil one, of course.

(To Rumi)
アタシを真似したい気持ちは
わかるけど

本家の評判に関わる
偽者には
星になってもらうわね

(To Rumi)
I understand your feelings
wanting to copy me.

But any fakes who
sully the reputation of the original
will be sent to the stars by me.

Colors

EFZ-rumi-colors.png

In-game References

External References

  • Rumi's ability to lose her weapon is reminiscent of the Samurai Shodown series' disarm mechanic.
  • Rumi's 5C is based on Haohmaru's Heavy Slash from the Samurai Shodown series.
  • Rumi's 236* is based on Amano's "Piercing Sparrow" from The Last Blade series.
  • Rumi's 41236* and its followups are based on Juzoh's "Hammer Whop" grab from The Last Blade series.

ONE References

  • The "Kimuchi" ramen that Rumi eats during her "Enduring Maiden's Aesthetic" move is a reference to the meal that Kouhei ate with her on a Christmas date.
  • Rumi's sword is a reference to how she is a master of kendo.


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Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
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