Introduction
Nakoruru's little sister who goes on a quest, for the 7th time, to tell her she left the stove on when she left. In her transition from SamSho 5 Special, she kept her specials but lost some important aspects of her gameplan: no more 236C crossups, pursuit combos, seizure-inducing WFT, etc. Nevertheless, she still plays a very different game compared to the rest of the cast and excels and frustrating and pissing off her opponents. And that's all that matters in the end. :)
Strengths |
Weaknesses
|
- Solid oki and anti-air game
- Mix-up monster in the corner
- Huge potential damage off of successful mix-ups
- Vast amount of special moves with most of them available even when disarmed
- Has the best overhead in the game
- Excellent ability to punish thanks to her light buttons (excluding 2A) being able to combo into her 623S
- Excellent time-scamming capability thanks to platforms and wall jumping into platforms while in the corner
- Good corner escape
- Good number of deflect traps
- Not very disadvantaged, in some cases it is actually advantageous, to be in the corner
- Challenging to issen due to wall jump and her platforms
- Cute
|
- All her normals have short range and average damage
- Gets zoned out easily
- Second shortest rage timer
- Belongs to the 105% damage modifier category
- Some of her special moves are gimmicky (421S) or situational to the point of near uselessness (22S)
- 623S is her main source of big damage and the move is both unsafe and resets neutral
- Can't join KOF because her sister is hella insecure
|
Data
- Damage Taken: 105%
- Rage Factor: 0.30
- Rage Duration: 7 seconds
- Jump: 48 frames (Slow)
- Dash Speed: Average
- Back Dash: 27 frames (Cancellable +11F to start up)
- Weapon Pickup / Drop: 40 / 35 frames
Gameplan
The main goal while playing Rimu is to score a knockdown and set up platform oki to run mixups. She is particularly effective in the corner so taking your opponents there is a big priority. The best way to do this is to always cancel any B slash into 214C which blows back on hit. Moves like 623S, 241S (1st hit) have bigger blowback but feature very long recovery as a trade off.
Neutral
Rimu is a swiss-army knife of specials but her normals lack range, so it's usually best to wait for your opponent to start making a move. If they approach from the ground, 5BC is your longest-reaching poke and has very fast startup. At fullscreen, 236C might condition opponents to jump forward which you can answer with a j.C to the face. If they're prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc.). If you want to get in, j.D has short startup and is active for a very long time. Although, it does little damage but will stuff several air normals or A/B DP startups. j.B can be linked for big damage but its horizontal hitbox can whiff easily on standing opponents, so time it properly.
A big part of Rimu's neutral is j.2S. You can jump in any direction after successfully setting up a platform. Ice platform is helpful to take some heat off from projectile spam or to force opponents to make a move. Opponents who DP, will trade with the ice block but you can pre-emptively neutral jump or approach with a well-timed forward j.D. Additionally, setting up the ice block right on top of them will force a run in any direction or to eat up a free mixup on taller characters (on wakeup). Condition your opponent into thinking you'll set up a platform on neutral and then anti-air when they guess wrong.
Important: Rimu can only use 1 ice special at any given time. So for example, if 236C is still active and the enemy jumps over it, you cannot DP immediately after.
Okizeme
Rimu mains live for corner oki. Always set up a low-profiling ice platform expecting a forward roll with either backdash or overhead kara cancel. From there you can:
- Meaty with j.C (can be combo'd into 623S if landed low enough)
- Crossup jump into B slashes or 2C
- Overhead
- 5B/2B into DP
Comboing into either 623S or 214C will push the opponent deeper into corner, allowing you to repeat the cycle. If they DP with heavy slash, bait with an air platform or wait for them to land and backthrow 2C.
You can also setup SSM from a back-hitting 236A on forward roll. This is a bit more situational but it's one of the few reliable ways to land it.
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
10
|
-
|
24
|
-
|
-2
|
-5
|
Yes
|
-
|
Yes
|
-
|
Good startup and range. Can be canceled into 623S for a combo, very useful for far and quick punish opportunities.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
11
|
-
|
36
|
-
|
-5
|
-12
|
Yes
|
-
|
Yes
|
-
|
Decent speed poke with special cancel property. It can be used to combo into WFT or 623S from a decent range, but be aware that your opponent can burst and issen punish your WFT due to the pushback on hit. Also good for whiff punishing pokes due to its speed.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
240
|
Mid
|
18
|
-
|
61
|
-
|
-2
|
-16
|
-
|
-
|
Yes
|
-
|
One of the faster C buttons in the game, and it has deceptive horizontal range which allows her to whiff punish missed pokes if they are slow enough.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
20
|
-
|
-3
|
-5
|
-
|
-
|
Yes
|
-
|
Fast and has good recovery but can't be cancelled into anything.
|
|
2B
2B 2A but with more ink
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
8
|
-
|
30
|
-
|
-2
|
-12
|
Yes
|
-
|
Yes
|
-
|
Has more range than 2A despite the similar animation but is slightly slower. When Rimururu wants to cancel into 623S or WFT this is the preferred button since it will produce most damage. Close 5B will typically be more consistent range wise, so judgement of positioning is needed at times.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
Low
|
15
|
-
|
42
|
-
|
HKD
|
-28
|
-
|
-
|
-
|
-
|
Very slow button on neutral. Can be used to contest deflect in order to gain a knockdown since it is a low.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
17
|
-
|
0
|
-5
|
Yes
|
-
|
Yes
|
-
|
Fast button that can be used to interrupt opponent when. Due to its speed and ability to special cancel into 623S for a combo, n5A becomes a very formidable punish tool for low disadvantage moves on block.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
7
|
-
|
29
|
-
|
-2
|
-12
|
Yes
|
-
|
Yes
|
-
|
Fast startup and like all her B slashes it's special cancellable. On hit, go for 623C or 214C. On block, cancel into 214B to make a bit safer.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100, 80
|
Mid
|
13
|
-
|
42
|
-
|
+2
|
-28
|
-
|
-
|
Yes
|
-
|
Rimu's heaviest-hitting close range normal. Plus on hit but also leaves opponent far from Rimu after the hit animation. Not recommended to use to punish if you suspect a rage explosion is coming due to it being two hits.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
n.2B
n.2B M O R E I N K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
n.2C
n.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
22
|
-
|
35
|
-
|
+2
|
-1
|
-
|
-
|
-
|
-
|
Rimu hops for a short second and dishes a standing kick. Good range. This move cannot be thrown out of startup since it is momentarily airborne. If this attack lands on a late frame, Rimururu has the ability to follow up with a combo.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
12
|
-
|
29
|
-
|
-5
|
-8
|
Yes
|
-
|
-
|
-
|
Low hitting kick with fast startup but short horizontal reach. It can combo into 623S when special canceled, making it a candidate for a high/low mixup in tandem with her universal overhead, though it cannot be hit confirmed.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
6
|
-
|
18
|
-
|
0
|
-3
|
-
|
-
|
-
|
-
|
Very fast low. A great normal to extend pressure after a j.D.
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
14
|
-
|
35
|
-
|
HKD (+104)
|
-5
|
Yes
|
-
|
-
|
-
|
Grants knockdown on hit and has a huge vertical hitbox. Can even be used as an anti-air and is special cancelleable.
|
|
Dash Normals
66A
66A Angery 5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
18
|
-
|
-1
|
-19
|
Yes
|
-
|
Yes
|
-
|
This move ties with the fastest normals in the game and it is on a running normal. This allow Rimururu to use it as a poke and annoyance tool vs grounded opponent. It also has the bonus of having a combo into 623S with special cancel making it a powerful tool when combined with running normal option select to stay safe on block.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
11~15
|
-
|
29
|
-
|
+2~+10
|
-9~-1
|
-
|
-
|
-
|
-
|
Rimruru does a running shove. This make a great compliment to 66A when opponents start looking to deflect it as this move is not a weapon based attack. If spaced out, it is very difficult to impossible to punish, lending itself to be deflect bait for an opponent's reprisal attack. If it hits on a very late frame it can link into other buttons such as 66A, 66C, 5B, or 2B.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Mid
|
7
|
-
|
46
|
-
|
HKD
|
-17
|
-
|
-
|
Yes
|
-
|
Great vertical hitbox and good damage. Due to its fast startup and good hitbox/hurtbox placement it makes for a strong anti-air tool against most jumps. Can also be used as a punish tool due to its speed in a pinch if you want to do upfront damage to the opponent as opposed to B button special cancels where the opponent can use rage explosion to escape the bigger portion of the damage.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40, 30
|
Low
|
9, 24
|
-
|
64
|
-
|
HKD (+89)
|
-40, -20
|
Yes (2nd Hit)
|
-
|
-
|
-
|
Multihit move, 2nd kick grants knockdown. This move is a true strong so the opponent is locked down during the two hits. A decent running low check but it is punishable on block. Rimururu can cancel the recovery frames of the leap back from the 2nd attack into platform, for some characters this will disrupt their punish forcing them to guess while others still have a punish that works in both scenarios.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A speedy air to air button that you can use in a pinch vs an airborne opponent.
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
7
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Due to its speed and horizontal reach this can be used a good air to air poking tool, especially during a neutral jump.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Excellent air-to-air button, jumping in from below opponent makes it very difficult for many members of the cast to contest. Try to condition your opponent to jump 236C and hit them with this. This will be typically also be Rimururu's jump in of choice to start combos and get deep hits.
|
|
j.D
j.D More active than a gym on January 1st
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
One of Rimu's best jump in tools. Very short startup and really long active window means you can throw this early in a jump and win both air-to-air or A/B DP attempts. Probably her safest way to land after leaving an ice platform.
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
-
|
-
|
-4
|
-9
|
-
|
-
|
-
|
Yes
|
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
-
|
-4
|
-9
|
-
|
-
|
-
|
Yes
|
Faster than unarmed 5S, but shorter range.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
u.66D
u.66D Why can't you be 66D? :PepeHands:
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
7
|
-
|
-
|
-
|
KD
|
-5
|
-
|
-
|
-
|
Yes
|
Godlike kick. Comes out very fast and gives knockdown which gives you ample time to pick up your weapon.
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Forward Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
x0.8
|
Throw
|
3
|
-
|
74
|
-
|
+20
|
-
|
-
|
-
|
-
|
-
|
Universal throw. Can be followed up with an attack.
|
Back
|
x0.8
|
Throw
|
5
|
-
|
74
|
-
|
+25
|
-
|
-
|
-
|
-
|
-
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C A button so good it does taxes for you
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
High
|
20
|
-
|
44
|
-
|
HKD (+78)
|
-12
|
Yes
|
-
|
-
|
Yes
|
One of the best overheads in the game, 5BC has:
- Short startup
- Is available disarmed
- Gives knockdown on hit
- Can be cancelled into ice platform for oki setups
|
|
Dodge
Dodge 5A+B "Kyaa!"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
38
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal dodge.
- Invincibility frames: 1-10
- Strike invincibility frames: 11-16
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
55
|
KD
|
-24
|
No
|
-
|
-
|
Yes
|
|
|
Deflect / Blade Catch
Deflect / Blade Catch 236A+B Deflect Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
-
|
+35~+59
|
N/A
|
N/A
|
N/A
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
22
|
-
|
KD
|
N/A
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
Rage Explosion
Rage Explosion 5A+B+C (○` 3′○)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable pushback attack.
|
|
Lightning Blade
Lightning Blade (Issen) 5A+B+C during Rage Explosion "I killed a person, yay!"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.
|
|
Command Moves
Wall Jump
Wall Jump 9 (near wall)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Rimururu can jump off walls around to the apex of her jump, if you delay it too long it won't come out. Rimuuru can also create a platform off of a wall jump. See this video for reference: Video
|
|
Special Moves
Konru Mem
Konru Mem 22S To MK dance your opponent
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Low
|
52
|
-
|
73
|
-
|
+42
|
-6
|
-
|
-
|
-
|
Yes
|
Ground ice trap. Staggers enemies for a window big enough to 66C or WFT/SSM them. Will interrupt startup of some enemies' attacks including SSMs. Has some utility as a ghetto unblockable setup when used in conjunction with 5B+C.
|
|
Konru Shiraru
Konru Shiraru j.1/2/3S Can't stay there forever... [Wile E. Coyote intensifies]
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
33
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Ice platforms that fall on the enemy after a set time. Can only be created at the apex of her jump or shortly after starting descent. The cornerstone (ha!) of her corner mixup game by kara cancelling into them from backdash or overhead to catch any forward-rolling bastards. If you stand on the platform for too long, you'll fall alongside it which leaves you open for attacks but has extremely good meme potential.
|
|
Kamui Shtokke
Kamui Shtokke 421S Magic mirror on the wall Who's the unfairest of them all?
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20, 160
|
Mid
|
13,52
|
-
|
85
|
-
|
-, HKD
|
-34, -17
|
-
|
-
|
-
|
Yes
|
Ice mirror that reflects projectiles. Can work as a situational anti-air since it is active for quite long. The follow-up projectile is not guaranteed on mirror hit. Therefore, you will always get one or the other. On hit, the projectile wall-bounces the opponent to land at midscreen and causes knockdown.
|
|
Konril Nonril
Konril Nonril 623S / 623C (Rage) Regular DP Thicc Konru DP
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Normal
|
100, 4x5
|
Mid
|
11
|
-
|
67
|
-
|
HKD (+114)
|
-17
|
-
|
-
|
-
|
Yes
|
Multihit special that blows the opponent away and your biggest source of combo damage. The crux of Rimururu's combos. 66A, n.2/5B, and f.5A are the normals you'll use to convert. You can also use it as a raw punish to avoid rage explosion due to its fast speed for a special. Can be used preemptively as an anti-air or even later but then it is prone to trading (whether it is a favorable trade depends on move the opponent uses).
|
Rage
|
100, 10X5
|
Mid
|
11
|
-
|
67
|
-
|
HKD (+114)
|
-17
|
-
|
-
|
-
|
Yes
|
The only rage-enhanced move that Rimu has. It has a significantly wider hitbox to prevent jump ins at point blank. This highly increases Rimururu's damage from her confirms. This version can only be done with the C version, A and B will always produce the original version even during rage state.
|
|
Lupu Kuare Nishi
Lupu Kuare・Nishi 236A/B "Iku yo, Konru!" A Tondeke B Tondeke
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Mid
|
67
|
-
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Better used as oki tool. Allows you to combo into SSM by landing an attack into it or from the pushback from Rage Explosion.
|
B
|
60
|
Mid
|
66
|
-
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Midscreen zoning special. Like the A version, it doesn't have a hitbox while in the air, only on contact.
|
|
Lupu Kuare Tu Tu
Lupu Kuare・Tu Tu 236C C Tondeke
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
C
|
60
|
Low
|
28
|
-
|
60
|
-
|
-
|
-11 (close range)
|
-
|
-
|
-
|
Yes
|
A slow-moving, fullscreen ground projectile that works as your main get in tool. Useful to bait a jump or to make approaches safer. Only use at fullscreen due to long recovery. Unlike A/B versions of 236S, it does have a hitbox for the brief moment while it's in the air and can be blocked high or low, but as soon as it starts rolling it becomes a low.
|
|
Upun Orb
Upun Orb 6SSSS Say hello To my little friend
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
115
|
Mid
|
26
|
-
|
96
|
-
|
HKD
|
-5
|
-
|
-
|
-
|
Yes
|
B
|
145
|
Mid
|
26
|
-
|
160
|
-
|
HKD
|
-7
|
-
|
-
|
-
|
Yes
|
C
|
175
|
Mid
|
26
|
-
|
160
|
-
|
HKD
|
-9
|
-
|
-
|
-
|
Yes
|
Multihit mash special. Active frames depend on the slash level you used (A shortest, C longest). Due to pushback and low disadvantage on block, it can be very difficult for most opponents to punish on block making it a tempting chip tool. Care is needed due to the long startup time but if you make the opponent block it, it will nearly always be to Rimururu's benefit.
|
|
Rupu Tum
Rupu Tum 214S 214A 214B 214C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
70
|
Mid
|
10
|
-
|
56
|
-
|
0
|
-7
|
-
|
-
|
-
|
No
|
Anti air with fast startup and is fully immune to airborne attacks. This makes it one of the most potent anti-airs in the game. Requires some positioning knowledge so you don't whiff the animation but isn't too bad. Will hit some characters during their neutral stand and during certain moves, notably Earthquake. If timed correctly (at the moment of their flip from the air reset), this move can also hit your opponent if they land standing after you air to air them.
|
B
|
80
|
Mid
|
16
|
-
|
59
|
-
|
-5
|
-14
|
-
|
-
|
-
|
No
|
Move with good horizontal reach. Stagger with 2B/5B to catch unsuspecting opponents who think it's their turn, or to squeeze some extra damage off a conversion.
|
C
|
70
|
Low
|
16
|
-
|
66
|
-
|
HKD (+95)
|
-19
|
-
|
-
|
-
|
No
|
Similar animation to 2C but has better reach. When Rimururu converts into this special from her B normals, she can set up her oki which is very deadly vs opponents who forward roll.
|
|
Supers
Weapon Flipping Technique
Rupu Kamui Emyu・Tu Tu 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70+280 (420, 490)
|
Mid
|
1+18
|
-
|
-
|
-
|
HKD
|
-22
|
-
|
-
|
-
|
-
|
Available only during Max Rage or Rage Explosion. Disarms on hit. Punishable up close but safe from midscreen and beyond. Rimururu can convert into WFT from her B normals, especially after landing a throw. Beware if the opponent rage explosion late after a normal cancel into WFT, they can avoid the ice block and punish Rimururu heavily. In a situation where rage explosion is at play, throw into WFT would be the better bet for example. Due its speed it can also work as an excellent anti-air but some preemptive action and spacing are needed to make it go off without problems.
|
|
Super Special Move
Poro Konru Tursere 641236C+D "People from Earth, lend me your power" S̶p̶i̶r̶i̶t̶ ice bomb!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
680
|
Mid
|
10+18
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Available only once per match. Rimu summons an ice spirit bomb and cheerfully celebrates as her opponent is shattered to pieces. uwu
Invincibility frames: 1-10
|
|
Combos
Front/Back Throw Starter
-> 2C
(Sub-optimal but easiest to time)
-> f.5C
(Most damage if you don't want to microstep, but provides no knockdown)
-> f.5B > 214C
(Sets Rimururu up for oki)
-> f.5B > 623S
(If you want to land all hits then a microstep is needed for the non-rage version)
->f.5B > WFT
(Best damage, can be punished by rage explosion)
->WFT
(Going directly into WFT avoids being rage explosion punished but yields less damage)
Jump C
-> n.2B -> 623S
(Nets a lot of damage overall without resources from a jump-in. May need to substitute far B if opponent is slightly too far)
-> n.2B -> WFT
(High damage and disarm with resources)
-> n.2B -> 214C
(If you want oki instead of damage)
-> 5C
(if you're not confident of being in the range of your B buttons, this can be a decent alternative but not recommended for general use)
236 Slash
Note: The ice toss you use doesn't matter, but the point is how to confirm if you see them get hit.
-> 66C
(In a pinch this is reliable due to it's speed, but not recommended when you're confident in confirming)
-> 66A > 623S
(Easy followup and nets Rimururu decent damage)
-> 5B or 2B > 623S or 214C
(If you can run up in time during hitstun this is ideal but requires quick reaction or prediction)
Videos
Colors
Default
3D Retro Costume
External Links