Nitroplus Blasterz: Heroines Infinite Duel/Ruili
Profile
Name: Ruili
Debuted in: Kikokugai: The Cyber Slayer
Voice Actor: Yukari Tamura
Introduction: A female gynoid who was born from Cybernetics technology. The younger sister of Kong Taoluo, Kong Ruili's seperated soul was fused back together with an installed program and learned the Chinese art of Kenpo.
Summary
Ruili is a close-range focused character who has access to a ton of frame traps, a DP, and a very far-reaching 5D to give zoners trouble, as well as the second highest HP in the game.
Command List
If you are having trouble reading inputs, check out the Notation section!
Movement
Ruili is equipped with a step dash instead of a run, but its a fairly fast and far reaching one, and her 5D covers about half the screen, so she doesn't really have much trouble closing space. Her j.D has a very upwards arc, keeping her safe from anti-airs, so it can be good for feinting air approaches.
5D: Dash forward that can go through projectiles (like Saya's 236X mines)
Normals
5A 2A [6A / cl.B] st.B 2B 5C 2C [5E/2E] is basic chain route. Any deviations from that route will be noted as an additional or limited.
- Limited: Ruili cannot chain 2C > 5C or 5C > 2C.
- Additional: Ruili can chain cl.B > 6A.
5A
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6A
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c.5B
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f.5B
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5C
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5E / 5[E]
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2A
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2B
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2C
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2E
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jA
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jB
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jC
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jE
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BC
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j.BC
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Specials
Tie shān kào
236A/B/C |
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Wòlóng wěi
214A |
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Hǔyá zhǒng
214B |
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Shé jiǎo
214C |
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Xuàn fēng diǎo cù
623X / j.623X |
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Supers
Shuāng hǔ kào huàshān
214AB |
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Fēixiáng lóng jiǎo
236AB |
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Xuànfēng shénniǎo cù
623AB / j.623AB |
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Variable Rush
All Variable Rushes allow you to do a sequence of attacks depending on if you hit the A, B, or C button. If you press nothing, the VR will end. If your VR is blocked, you have the option to press nothing, or keep attacking. Even if you keep attacking, you could still stop at any time, assuming you don't execute the final attack.
Depending on what combination of buttons you use, you can come up with some useful strings.
CE
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Lethal Blaze
Lán líng wáng
236236BC |
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Combos
Please check out the Notation section, for help on understanding how to read and write combos!
Meterless
Midscreen:
2A > 5B > 5C > 236A > 214A > 214C or 236AB
236A has short range
j.C > cl.B > 6A > f.B > 5C > 236A > 214A > 214C
Throw (first hit only) >2D > j.C > 6A > j.B > j.C > double jump > j.B > j.E (3650)
(crouching hit) 5C>236C, dash 6A>air combo.
Standard crouching confirm, also works from 5C CH.
5A > 5B > 5C > 236C > 5B > 2C > j.B > j.C > djc > dj.C > dj.E
Crouching opponents only
(crouching/counter hit) 5C. 236C, dash 5E>5D, dash 5B>236A>214A>B>C.
5A > 5B > 5C > 236C > max charged 5E > 5D > 5B > j.B > j.C > djc > dj.C > dj.E
Al and Anna only, crouching.
Good corner carry confirm for when you're nearby enough.
Normal Chain > 236A > 214A > 214C
Note: 236A will whiff if the target is too far out. Go directly into 214A in this case.
6A>j.C>j.D, j.C>6A>air combo.
Confirm you can hit if you 6A someone fairly close.
Variable Rush (ACBACA), dash 6A>air combo
Ruili can actually put the opponent in a crumple state from this specific Variable combination, letting you combo after. Also goes into corner routes if you're close enough.
Corner:
(crouching/counter hit) ...5C>236C, 5E>214A>B, 5B>236A>214A>B>C.
Corner crouching route. You can go into 6A>air combo from the 5B to trade damage for a better knockdown.
214B>C>A, 5A>5B>236B>214A>B, 6A>j.B>j.C>jc>j.E.
Unlike midscreen, you can get actual damage without resources off the rekka overhead in the corner provided you don't cancel it from the other 214Xs. The 5B>236B can be inconsistent, just go into an air combo from the 5B if you're not confident.
Throw>2D, (delay) j.C, 236B>214A>delay B, 6A>j.C>j.C>j.E.
Assist Extensions
...236B>236AB>Franco, dash 214B>623AB/Variable.
Franco lets Ruili reset into another of her trap-filled strings, so she's a common pick.
...623AB>Althea, 236AB.
A few assists let you combo from 623AB, but Althea's one that, like Franco, also lets you enable you pressure game. You need to delay the assist cancel slightly, otherwise Althea will appear on the wrong side.
5A > 5B > 5C > 236A > 214A > Kaigen > 236C > max charged 5E > 236AB or 5D > 6A > j.B > j.C > dj.C > dj.E
(anti-air) cl.B or 6A > j.B > j.C > djc > dj.C > dj.E > Kaigen > j.C > 236C > max charged 5E > 236AB or cl.B > 6A > f.B > 5C > 236A > 214A > 214C
cl.B or 6A > j.B > j.C > djc > dj.C > dj.E > Dragon > j.C > j.623C > 623AB
5A > 5B > 5C > 236A > 214A > Kaigen > 236C > max charged 5E > 236AB (non locking version) > Dragon > j.C > j.623C
5A > 5B > 5C > 214A > Kaigen > 236C > 236236BC > stepdash 5B > 5C > 236A > 214A > 214AB > On the second hit, call dragon > stepdash > 236AB > 623AB
5A > 5B > 5C > (236A) > 214A > 214C > 236AB > Franco > f.B > stepdash 5B > 6A > Aerial Requires Franco and 1 stock of meter.
5A > 5B > 5C > (236A) > 214A > 214C > 236AB > Franco > f.B > stepdash 5B > 6A > Aerial Requires Franco and 1 stock of meter.
5A > 5B > 5C > (236A) > 214A > 214C > 236AB > delayed Althea > 236B (Place between the 3rd and 4th hits from Althea) > 623AB or 236AB
5A > 5B > 5C > (236A) > 214A > 214C > 236AB > Franco > stepdash 5B > 6A > 623C > Althea > 236B (Place between the 3rd and 4th hits from Althea) > 623AB or 236AB
5A > 5B > combo blast > 214C > 214A > 5D > 5B > 236B > 5D > cl.B > f.B > 236B > 5D > cl.B > f.B> 236B > 5D > 5B > 2C > 214B > 214C > 214A > 236AB > Franco > stepdash 5B > 6A > 623AB or 236AB
5A >5B > combo blast > 214C > 214A > 5D > 5B > 236B > 5D > cl.B > f.B > 236B > 5D > cl.B > f.B > 236B > 5D > 5B > 2C > 214B > 214C > 214A > 236AB > delayed Althea > 236B (Place between the3rd and 4th hits from Althea) > 623AB or 236AB
5A >5B > combo blast > 214C > 214A > 5D > 5B > 236B > 5D > cl.B > f.B > 236B > 5D > cl.B > f.B > 236B > 5D > 5B > 2C > 214B > 214C > 214A > 236AB > Franco > 236B > 623AB > Althea > 236B (Place between the 3rd and 4th hits from Althea) > 236AB
5A > 5B > combo blast > 214C > 214A > 5D > 5B > 236B > 5D > cl.B > f.B > 236B > 5D > cl.B > f.B> 236B > 5D > 5B > 2C > 214B > 214C > 214A > 236AB > Franco > stepdash 5B > 6A > 623C > Althea > 236B (Place between the 3rd and 4th hits from Althea) > Variable Rush
Extend Blast Routes
Standing Confirm>EB, 214C>A>5D, 5BB>236B>5D, 5BB>236B>5D, 5BB>236B>236AB
Tie shian loop, core of Ruili's blast combos. Drops on Homura during the second loop, you may need to delay the first 5B depending on the character. Is good both midscreen and in corner.
Standing Confirm>EB, 214C>A>5D, 5B>236B>5D, 5A>5B>236B>5D, 5BB>236B>236AB
Homura route. The first 5B has no delay whatsoever.
6A>j.C>EB, j.623C(1)>j.D, delay j.C,dash 5B>236B, [5BB>236B]x2, 5B>2C>214A>B>236AB
Anti-air Tie shan confirm. The first 236 won't connect if you hit Saya at the top of one of her hideously floaty jumps.
6A>j.C>j.D, j.C>623C(3)>EB, 236B>5D, 5A>5B>236B, 5BB>236B, 5B>2C>214A>B>236AB.
For the aformentioned flesh-monster jumps. Can be kind of finnicky. If you're near enough to the corner you can instead EB on the first hit of 623C into 5B>236B for something more consistent.
6A>EB, j.C>j.D, j.C, dash cl.B>236B>5D, 5BB>236B etc.
Insta-EB confirm for when you want them to have literally no opportunity to burst well.
variable rush modes
A > C > B > A > C > B > A Emphasis on damage
C > A > A > C > C > A Emphasis on low risk, guaranteed damage
C > A > B > B > B (double overhead into launcher.)
C > A > B> A > B (overhead > low into launcher)
C > A > B > C > B (overhead > crossup overhead into launcher)
Strategy
Frame Traps
Ruili's good frame traps are the core of her offense: Her normals have healthy cancel windows on them, her strings can be very long, and 2B, while not actually plus, has small enough recovery for the gap to be deceiving. 5C is the button you ideally want to catch them with, since it'll combo into 236C on counterhit for real big damage, but other normals and 236C itself work well too.
Safejumps
If you cancel j.E into air roll after a corner knockdown, you can neutral jump immediately after and get a safejump if the opponent does not ground tech (try option selecting a jump cancel on j.E if you think they're going to high Vanish>jab).
Okizeme
Neutral jump, forward jump, or low airdash.Air to ground chain > low chain for corner carry > 236BAerial combo > j.E for knockdown. Neutral or forward jump j.E immediately following 2E or 236BRepeatedly attack the opponent with j.B or j.C as they rise, followed by 2A into either a throw or forward jump.Likewise, you can forward jump and immediately airdash in between your landings.After conditioning your opponent with IAD j.B and j.C on their wakeup, you should do an empty IAD 2A during your lands. If you jump over the opponent during these jumps on their wakeup, you can air backdash into j.B or j.C for a crossup.
214B
Ground chain combo > 214B > 214CIf you use a brake to cancel the 214B while it’s still starting up, you can attack using the small gap created.After knocking down the opponent with a low, use your 214B overhead repeatedly on their wakeup.Adjust your timing of this attack, then wait for the opponent to guess your next attack.After 214B, can follow up with 2A or B+C for a low/throw mixup. Of course, there is a gap.Even if it works repeatedly, it is not advised to use this on every wakeup.Not a terribly risky option for opening up opponents.
Neutral
You will want to approach the opponent with techniques like dash-up f.B or j.C. Once you’re in, use partners to keep your opponent under pressure or force the opponent to guess between your high/low mixup with 214B or 214C, then use a partner to keep these moves safe. While Ruili’s moves have good frame data, the range is short on them, so it is important to be aware of your spacing and the range of your opponent’s moves. If you don’t currently have a partner available, it is effective to try to get a life lead, then hang back while baiting attacks, waiting until your partner recovers and you can safely continue attacking.
Recommended Partners
Franco (Recommendation level: ★★★★★) A partner that is good for both beginners and advanced players. A simple but effective strategy is to dash up into f.B, then cancel into Franco whether the opponent was hit or they blocked, then forcing a 50/50 between 214B and 214C. It is also possible to make your 623x moves safe by canceling into Franco. This character is useful for various situations such as scoring a knockdown, extending blockstrings, and combo extension.
Kaigen (Recommendation level: ★★★★ ☆) The startup is a bit high, but the good thing about this partner is that she can lead to damage output that is comparable to other partners that seem stronger at first glance. This partner also very good at catching the opponent’s infinite blast and punishing it. When incorporating Kaigen into a combo, keep in mind that using her early in said combo will lead to better proration.
Henri (Recommendation level: ★★★★ ☆) The startup is not too high, and since the opponent's is stuck in place for a good bit of time, it is easy to force high/low 50/50s with this partner. She can also be used like Franco to help increase combo damage. Unlike Franco, it's hard to hit an opponent with a super, then have Henri continue the combo, although you can use an infinite blast if you want a similar effect. Keeping mind that Henri recovers faster when used raw than when she’s canceled into and the fact that she keeps the opponent blocking for a good amount of time it’s a good idea to use her on okizeme instead of always after an attack for a combo. That way, you’ll have more chances to use her in a single round.
Dragon (Recommendation level: ★★★ ☆☆) An exciting partner who can easily produce high damage. Cancel into dragon from 623AB, followed by a 5E to hit the opponent while they’re falling in order to get a high damage metered combo. If you want to use Dragon on the ground and have meter to spend, the easiest thing to do is to summon her raw, then do a variable rush (a fast route such as AACA) and forcing them to block it.
Links
JP: Ruili page on the Japanese NPB wiki
Ruili writeup with general info, combos, and matchup specific information
Colors
Click the pictures to see the full resolution.