Nitroplus Blasterz: Heroines Infinite Duel/Ruili

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Ruili
Ruili wants to stay with her brother.

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
NPB Ruili 5A.png
Damage Guard Startup Active Recovery Frame Adv
400 HLA 5 - - -

Hits crouching opponents (although it can be low profiled), and is whiff-cancellable into both itself and 2A. One of the best jabs in the game, with a very good speed/range ratio. There are ranges after a blocked 2B where you can use it and still hit the opposing jab despite being minus

6A
NPB Ruili 6A.png
Damage Guard Startup Active Recovery Frame Adv
900 HLA 8 - - -

Universal anti air with head invul. Jump cancellable

c.5B
NPB Ruili 5B C.png
Damage Guard Startup Active Recovery Frame Adv
900 HLA 7 - - -

Jump cancellable, can kind of be used as an anti-air, but 6A is much more reliable. Has a decent cancel window on it

f.5B
NPB Ruili 5B F.png
Damage Guard Startup Active Recovery Frame Adv
1000 HLA 7 - - -

Jump cancellable. Good range for how quick it is, and has a fairly large cancel window

5C
NPB Ruili 5C.png
Damage Guard Startup Active Recovery Frame Adv
1300 HLA 14 - - -

Farthest-reaching normal, but kind of slow. Is good for frame traps because it combos into 236C on counterhit (this also works if they're crouching)

5E / 5[E]
NPB Ruili 5E.png
5[E] values in ()
5[E] values in ()
Damage Guard Startup Active Recovery Frame Adv
2000 (3000) HLA (VG) 22 (44) - - -

Another frame trap tool, letting you score 236C counterhits

2A
NPB Ruili 2A.png
Damage Guard Startup Active Recovery Frame Adv
600 L 6 - - -

Hits low, doesn't chain into itself

2B
NPB Ruili 2B.png
Damage Guard Startup Active Recovery Frame Adv
1000 HLA 11 - - -

Jump cancellable. Very low recovery; still minus, but the gap between the block and you doing a 5A/B can still be hard to see

2C
NPB Ruili 2C.png
Damage Guard Startup Active Recovery Frame Adv
1200 HLA 9 - - -

Another anti-air option, will low-profile some moves

2E
NPB Ruili 2E.png
Damage Guard Startup Active Recovery Frame Adv
1400 L 16 - - -

Sweep, has a decent low profile and a cancel widow about as large as f.5B

jA
NPB Ruili jA.png
Damage Guard Startup Active Recovery Frame Adv
500 HA 6 - - -

Whiff-cancellable into itself. Very good air jab, usable for both air-to-air and air-to-ground situations

jB
NPB Ruili jB.png
Damage Guard Startup Active Recovery Frame Adv
800 HA 10 - - -

More range than j.A, but significantly slower

jC
NPB Ruili jC.png
Damage Guard Startup Active Recovery Frame Adv
1200 HA 9 - - -

Like j.A, this is strong regardless of whether the opponent is grounded or airborne

jE
NPB Ruili jE.png
Damage Guard Startup Active Recovery Frame Adv
1500 HA 12 - - -

Good downward reach and blockstun; roll-cancel it to get another overhead

BC
NPB Ruili Ground Throw.png
Ground Throw
Ground Throw
Damage Guard Startup Active Recovery Frame Adv
2800 UNB 4? - - -

Cancel with 2D to continue combo

j.BC
NPB Ruili Air Throw.png
Air Throw
Air Throw
Damage Guard Startup Active Recovery Frame Adv
2400 UNB 4? - - -

Blowback into wallbounce

Specials

Tie shān kào
236A/B/C
NPB Ruili 236X.png
Iron Mountain Lean
Iron Mountain Lean
Version Damage Guard Startup Active Recovery Frame Adv
A 1500 HLA 9 - - -

Shoulder tackle

  • All version safe on block
  • All versions cancellable in 214X
Version Damage Guard Startup Active Recovery Frame Adv
B 1800 HLA 15 - - -

Shoulder tackle; knocks opponent back

Version Damage Guard Startup Active Recovery Frame Adv
C 2200 HLA 22 - - -

Shoulder tackle that crumples opponent

Wòlóng wěi
214A
NPB Ruili 214A.png
Tail of the Reclining Dragon
Tail of the Reclining Dragon
Damage Guard Startup Active Recovery Frame Adv
1200 HLA 19 (15 if done as followup) - - -

Mid kick

  • Forces standing on ground hit; blows back when hitting aerial opponent
  • Cancellable into other 214X moves (1 each per string, up to 3 max)
    • Cancelling into another 214X only requires button press (no motion)
Hǔyá zhǒng
214B
NPB Ruili 214B.png
Tiger Heel
Tiger Heel
Damage Guard Startup Active Recovery Frame Adv
1400 HA 23 (12 if done as followup) - - -

Overhead kick; utilize assist / blast to convert if chained from prior 214X rekka

  • Forces crouching on ground hit; ground bounces when hitting aerial opponent
  • Cancellable into other 214X moves (1 each per string, up to 3 max)
    • Cancelling into another 214X only requires button press (no motion)
Shé jiǎo
214C
NPB Ruili 214C.png
Snake Kick
Snake Kick
Damage Guard Startup Active Recovery Frame Adv
1300 L 22 (15 if done as followup) - - -

Low kick that knocks down

  • Cancellable into other 214X moves (1 each per string, up to 3 max)
    • Cancelling into another 214X only requires button press (no motion)
Xuàn fēng diǎo cù
623X / j.623X
NPB Ruili 623X.png
Whirlwind Bird Kick
Whirlwind Bird Kick
Version Damage Guard Startup Active Recovery Frame Adv
A / j.A 1800 HLA 6 (7) - - -

DP, but does not have full invul

  • Air version recover quick enough to allow use of remaining movement options before landing
Version Damage Guard Startup Active Recovery Frame Adv
B / j.B 2100 HLA 7 (9) - - -

DP with full invul

  • Air version recover quick enough to allow use of remaining movement options before landing
Version Damage Guard Startup Active Recovery Frame Adv
C / j.C 2400 HLA 9 (11) - - -

DP with full invul

  • Air version recover quick enough to allow use of remaining movement options before landing

Supers

Shuāng hǔ kào huàshān
214AB
NPB Ruili Ground Throw.png
Twin Tigers Leaning on Mount Hua
Twin Tigers Leaning on Mount Hua
Damage Guard Startup Active Recovery Frame Adv
4500 UNB 22 + 3 - - -

Command grab with good range if you use after a 5D. First hit crumples, then the second hit blows back

  • Can be jumped out of on reaction
    • In Lethal Blaze: The 3F of post-superflash startup is completely removed; cannot jump out
Fēixiáng lóng jiǎo
236AB
NPB Ruili 236AB.png
Flying dragon kick
Flying dragon kick
Damage Guard Startup Active Recovery Frame Adv
3000 + 1800 HLA 10 + 1 - - -

Upward kick at a 30° angle

  • If it hits earlier, you get a monochrome freeze frame and much more damage (4800), but the launcher lasts shorter, so you need an assist to continue to combo
  • If it hits later on in the move, the opponent takes a big launcher that'll probably knock down
Xuànfēng shénniǎo cù
623AB / j.623AB
NPB Ruili 623X.png
Whirlwind God Bird Kick
Whirlwind God Bird Kick
Damage Guard Startup Active Recovery Frame Adv
4300 HLA 6 + 4 (8 + 4) - - -

Super DP

  • Can combo afterwards with Althea assist

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
NPB Ruili CE.png
Damage Guard Startup Active Recovery Frame Adv
Varies HLA 7 - - -

Dashes forward into a mid tackle

  • A ender - palm thrust; highest damage
  • B ender - launcher
  • C ender - equivalent to a 236AB

Lethal Blaze

Lán líng wáng
236236BC
NPB Ruili 236236BC.png
Warrior Lanling
Warrior Lanling
Damage Guard Startup Active Recovery Frame Adv
0 HLA TODO - - -

Install super that slowly drains meter and ends when she is out of super meter

  • Applies the following buffs:
    • Increases the distance and speed covered by her ground and air forward dash
    • Slightly boosts damage
    • Changes the properties of her rekka moves to allow for unique routes such as 214C > 214B to become possible
    • Allows you to cancel supers into other supers
  • Can still activate 1 bar supers, even if meter is < 1 bar

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

Burst Loop Explanation

Ruili trial combo collection

Ruili writeup with general info, combos, and matchup specific information

Ruili video guide

Colors

Click the pictures to see the full resolution.

NPB Ruili Color 1.png
NPB Ruili Color 2.png
NPB Ruili Color 3.png
NPB Ruili Color 4.png
NPB Ruili Color 5.png
NPB Ruili Color 6.png
NPB Ruili Color 7.png
NPB Ruili Color 8.png
NPB Ruili Color 9.png
NPB Ruili Color 10.png
NPB Ruili Color 11.png
NPB Ruili Color 12.png
NPB Ruili Color 13.png
NPB Ruili Color 14.png
NPB Ruili Color 15.png
NPB Ruili Color 16.png
NPB Ruili Color 17.png
NPB Ruili Color 18.png
NPB Ruili Color 19.png
NPB Ruili Color 20.png
NPB Ruili Color 21.png


General
Controls
Notation
HUD
System
FAQ
Characters
Ein
Al Azif
Mora
Ruili
Anna
Saya
Ignis
Muramasa
Ethica
Saber
Ouka
Sonico
Heart
Homura
Partners
Natsumi
Henri
Dragon
Kaigen
Another Blood
Miyuki
Aoi
Yoishi
Mugen
Amy
Angela
Yuki
Akane
Franco
Sakura
Alushia
Spica
Carol
Sonico
Iria