Samurai Shodown/Rimururu

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SamSho Rimururu Profile.png
Rimururu
リムルル, Rimururu
  • Damage Taken: 105%
  • Rage Factor: 0.30
  • Rage Duration: 7 seconds
  • Jump: 48 frames (Slow)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.25 (Average)
  • Back Dash: 27 frames (Cancelable from frame 11)
  • Weapon Pickup / Drop: 40 / 35 frames

Introduction

In her transition from SamSho 5 Special, she kept her specials but lost some important aspects of her game plan: 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 at frustrating and pissing off her opponents.


Playstyle
SS Rimururu Icon.png Rimururu is a passive-aggressive pixie character who thrives on frustrating the opponent until they overextend.
Strengths Weaknesses
  • Solid oki and corner pressure: Her ice balls forces the opponent to block for a long time, allowing you to go for a mix or continue pressure.
  • Strong anti-airs Rimururu has arguably some of the best AA in the game with many of her options having great vertical range and active frames.
  • High damage potential: Rimu’s mixups can easily remove 40% of your life off of a setup without costing resources. She can potentially two touch if the opponent guess wrong.
  • Strong disarmed game: She keeps a vast amount of special moves with most of them available even when disarmed.
  • Timer scam: Thanks to the Ice Platforms (and Wall Jumps) she can be very hard to catch and easily stall for time.
  • Corner escape options: Rimururu has excellent corner escape and is not very disadvantaged. In some cases it is actually advantageous to be in the corner since it grants wall jump platforming options.
  • Excellent guard crush game: She gets huge rewards with setups to help build and confirm Guard Crushes.
  • Cute
  • Stubby normals All her normals have short horizontal range, making her ground game difficult in some matchups.
  • Gets zoned: She gets zoned out easily in neutral, so must take risks to get in.
  • Limit on ice specials: She can only have one active at a time, locking her out of her specials.
  • Short rage timer: It's tough to make a comeback with the second shortest rage timer in the game.

Gameplan

Overview

Rimururu's game plan is dependent on the style, screen positioning, and phase of the game. Broadly speaking, her goal is to provoke her opponent to act and punish those decisions, whether in neutral or okizeme. With each successful punish, Rimururu gains a bit of space and will eventually push her opponent to the corner where she can run her corner pressure. Observation and conditioning is key to playing Rimururu well, as she does not have particularly good mixups outside of a knockdown situation and hard reads are sometimes needed.

Her dashing normals (66A, 66B, 66C, 66D) are her main attack options:

  • 66A is your fastest and longest-reaching poke that combos into 623S on hit. Best used as a punish tool or attacking your opponent's dash.
  • 66B is a slower but more active poke that is relatively safe on block when spaced correctly, does a decent amount of damage, and cannot be deflected. It is best used as a counter poke as the active frames let you stuff your opponents' attacks. On hit it gives a very good amount of plus frames and if performed meaty against a wakeup or air reset, it lets you link into a 66A xx 623S combo.
  • 66C is your main anti-air and best punish when chasing back-dashes, it can also be used when crossing over/under your opponent's rolls and air resets for a simple left/right mix. It is also a decent option as a whiff punish tool as it is about as fast as 66A with a bigger hitbox. In fact, the hitbox is so cursed that often you will be able to anti-air someone that has already landed behind you.
  • 66D is a decent slide that grants a knockdown (being one of the few remaining knockdown 66Ds in the Season 3 patch), but mainly serves as a key move that leads to interesting mixups with its backflip and ability to cancel into a platform. It is quite punishable on block so use it with caution. Because dashing attacks are generally unsafe, it is best to use them when you anticipate an action from your opponent.

Rimururu's signature 236S (tondeke!) is used to control space on the ground, which can help her approach her opponent, mix them up, or lock them down for additional pressure. It is her primary tool for okizeme. At fullscreen, 236C can condition opponents to jump forward which you can answer with 66C, which has a great hitbox and can autocorrect if you dash under them. If they're prone to jump-ins, use any of your several anti-airs (623S, 214A, 66C, etc).

If you want to get in by air, her j.D has short startup and is active for a very long time, allowing it to stuff most air normals and even some A/B DP startups.

A big part of Rimururu's air neutral is her j.2S ice platform. You can jump in any direction after successfully setting up a platform and it is important to keep your opponent guessing. Ice platforms are helpful to take some heat off from projectile spam or to encourage opponents to make a move. Opponents who DP, will often 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 often provoke 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.

Theory

Since Rimururu's best attacks are ones that start from her dash and her arsenal of anti-airs, it is important to keep your opponents moving. This means that she works best when operating on a life lead. Once you lose the life lead, things become more difficult for her as there is no incentive for the opponent to take risks chasing after you. With this in mind, there are several rules of thumb to keep in mind when playing Rimururu:

  1. Never fight an opponent with rage. Even if they are cornered and knocked down or you have your own rage, it's best to back off and stall until their rage runs out.
  2. Chill on a life lead. Rimururu has way better defensive/evasive tools than offensive ones. Don't chase after a kill, let them come to you instead and play the clock.
  3. Fight for the corner. If you expect a burst coming from your opponent relatively soon (last round and their HP being in the orange), you should start working towards the corner where Rimururu has the best chance to survive an Issen by combining her air platform with her wall jump to make herself difficult to anti-air. You don't want to be caught in the mid-screen on a platform, as anti-air Issen is relatively easy to land here. Either back up or find a way to side-switch depending on which corner is closest. Beware of characters with extremely vertical WFTs (Hanzo, Wu, etc.), as they can completely shut down Rimu's corner air platform game with ease.

Playstyles

Rimururu can be played in several styles that provoke different responses by focusing on specific parts of her kit in neutral.

Zoning Style

Key moves: 2C, 66C, 236C, UOH, Throw

This style is the most obvious playstyle that most would likely gravitate towards when first picking up Rimururu. It involves mainly using her 236C to control ground space and running behind it to approach her opponent. This provokes her opponent to jump over the ice ball, which Rimururu can anti-air using 66C. If her opponent tries to pre-emptively jump by guessing the 236C timing, Rimururu can knock them out of the sky with her variety of anti-airs. If her opponent decides not to jump and opts to block, Rimururu can simply follow behind the ice ball and enjoy the plus frames as she goes for a 2C/UOH/Throw mix upon getting in range. A good tactic is to 5C just before the ice ball impact which creates a true block string and sets up for an easy Guard Crush. As Rimururu approaches while denying any tempts to jump, the opponent will be slowly pushed to the corner where she can run her corner pressure.

Strengths:

  • Simple and effective game plan
  • Effective against characters without a projectile or reflect, with a normal/floaty jump, and/or players that love to jump.
  • Guard Crush works well with this style as the ice ball allows Rimururu to lockdown her opponent and force them to block which reduces their GC value.

Weaknesses:

  • Predictable rhythm and sequence
  • Needs specific spacing and timing, loses to good jump ins
  • Weak against good just defense and stance breaks
  • Weak against characters with moves that either cancel out the ice ball or completely bypasses it.
  • Vulnerable to long range WFTs/SSMs, moves that hop over grounded projectiles
  • Becomes completely useless when Issen is on the table.

When to use it:
This style is effective at most points in the game but does require Rimururu to be at mid to fullscreen distance from her opponent as 236C has a long start up time, it becomes very risky if Rimururu is backed up against the wall in the corner. It could also be used defensively to zone out your opponent if you have the life lead.

Rushdown Style

Key moves: 5A, 66A, 5B, 66B, 2D, 3D, 5D, 6D, 66D, 623S, 236A/B, 214S, Throw, UOH

A very aggressive style that focuses on attacks, trades, and counters: it relies heavily on reads and exploits frame data to overwhelm the opponent. Taking advantage of Rimururu's good run speed and fast normals, the idea is to get your opponent caught up in your rhythm and provoke them into pressing buttons against your recoil and blocked attacks. Through the use of 66A, 66B, 66C, and 66D, Rimururu can often stuff her opponent's approach or whiff punish their attempts to keep you out. Dash in and out to condition and bait out reactions to be punished.

When you get in, pressure your opponent with 5A, 5B, 2D, 3D, 5D and 6D. These options are all relatively safe on block and Rimururu can also cancel into her specials to serve as traps, which is the core concept of this style. Against a Light mashing player, you can go into deflect (236A+B) for a massive punish. Against Medium/Heavy, 623S will usually stuff their attempt. Her kicks 5D, 6D, and 3D, all have cancel windows and deceptively safe animations. Her 6D in particular is a great frame trap tool as just about any special you cancel from it will trap against just about any response. Her 5D can not only be cancelled from, you can also opt not to cancel and it is only -1f on block, which is great as a tick throw tool. Tick throwing is used amidst the pressure if the opponent does not respond and chooses to continue blocking.

The trademark of this style however, is the unorthodox strategy based on trades and abare. Despite technically being minus on block for most normals, some adopters of this style will mash out normals in succession and combo off of a hit confirm. Some common strings are:

  • 5A > 5B
  • 5A > 66C
  • 5D > 66A
  • Meaty 66B > 5A
  • 66B > 66B
  • 2D > 2D > 5B

(Note none of these are true block strings, they can jab out of them but if you read the jab you can always deflect)

A crazier strategy is to cancel your pokes into a non-KD ice special, hoping that their opponent will attack and trade, get frozen by the special and allow you to combo from it. 236A/B is commonly used as it provides the most amount of hitstun and could potentially lead to an SSM. Other trade options include 214B, 22S, and 421S.

Strengths:

  • With the constant attacks, frame traps, tick throws, with added high low mixes, you can easily overwhelm your opponent.
  • This style racks up Guard Crush quickly as it is very aggressive with the constant barrage of attacks.
  • Big damage very quickly damage if things work in your favor.
  • Trade setups are very clip worthy

Weaknesses:

  • Against patient players with good reads and characters with long/fast fast, this style will find it difficult to get things done.
  • Characters with invincible reversals can blow through your offense so you can't be too aggressive.
  • Rimururu doesn't have high defense to be constantly trading hits and may find herself taking more than she can dish out.
  • The trade setups can be easily defused by knocking her down, it doesn't matter if the trade happened if Rimururu can't follow up.
  • Gimmicky and Random

When to use it:
This style is best used when your opponent is in the corner with nowhere to go but can be used anywhere as long as you manage to get in. It pairs quite well with okizeme play as you'd want to maintain pressure and get that knockdown to apply okizeme again. It is not recommended to start a round with this strategy or even when you have a life lead as you may find yourself losing the life lead right away. It may be better used as a way to amp up the pressure to try and regain a lost life lead instead. In the End Game, where Issen is usually on the table, it's generally not a good idea to be too active.

Platform Style

Key moves: j.2S "Ice platform", j.D, 2D, 3D, 66D, 623S, UOH, Throw

A very annoying, defensive, and lame style that's basically death by a thousand cuts (or kicks) that defines what makes Rimururu frustrating to play against. The concept of this style is to take advantage of Rimururu's air space control with her godly jump kick j.D and her j.2S ice platforms, and baiting your opponents into chasing her while stumbling along the way and lose more and more of their life trying. It is quite common to win just by waiting out the clock than actually killing your opponent, which adds insult to injury.

The primary objective is to gain a life lead and keep it by running away, so it is important to not overextend. There is absolutely no problem with spending half of the round time jumping around on platforms, for this style it is what neutral is suppose to look like. Change your jump trajectory and slowly creep across the screen by inching your platforms forward, you want to bait your opponent into trying to air to air only and have them crash into the ice. As you jump off the ice, use j.D to stuff any attack attempts and prepare to jump again.

If you manage to get close, consider offensive platforms by jumping over them and placing a platform directly above their head. From here you have several options:

Assuming they don't move

  • Neutral jump off and land a jump attack on top of them, which will be followed by the platform crashing down on them. This gives you plus frames to continue pressuring.
  • Neutral jump off and immediately throw them before the platform hits them.
  • Neutral jump off and go for UOH or 2C/2D. 2D will combo with the platform if it hits.

If they back-dash

  • Neutral jump off and enjoy the space gained.
  • Forward jump off and j.D (or any jump attack) to pressure.
  • Backward jump off, less space gained but safer.

If they dash forward

  • Neutral jump off and enjoy the space gained.
  • Forward jump off and side switch, sometimes preferred especially if you're looking to gain the corner.
  • Backward jump off, potentially nailing them with a j.D or an attack on landing, knocking them into the ice for a combo.

You don't exactly have a lot of time to wait and see, considering if they hit the platform with you on it, you will fall on your bum and suffer a massive counter attack. These are based on reads and information gathered from neutral. Sometimes you can just mix between the options to confused your opponent. This offensive platforming is essentially your primary mixup tool, so it's best not to repeat the same sequence for the opponent to get used to. The majority of your damage will come from either them running to the platform, or you kicking them into it.

When you have successfully gained the life lead, just run away, platform, and side switch whenever possible. You want to defensive platform and run the clock down and don't take any unnecessary risks while keeping the life lead. Use active duration of the platform to get away and plan your next move. While they are blocking the platform you can even jump over them and run to the other side of the screen. If you are cornered, combine platforms with your wall-jump for a quick escape and return to neutral. If you opponent starts to read your platform timing, mix it up by simply not platforming and stuffing their air to air with a j.D, 66C, or pre-emptively 623S their attempt. If you have your WFT, you can even use it to anti-air if they attempt to jump.

Strengths:

  • Great for time-scamming on a life lead
  • Great against characters that have relatively short or slow air to airs, works quite well against a good chunk of the cast.
  • Genuinely irritating and inflicts psychological damage, provoking more rash approaches causing even more damage
  • Relatively low risk
  • Great meme potential, especially if you win with a platform and fall on your ass

Weaknesses:

  • Ineffective in certain matchups, characters with long ranged air attacks/anti-air moves can easily knock you off/prevent the platform.
  • Strong players can space their jump attacks or time dashing attacks to catch your dismount
  • Not as effective in reclaiming the life lead, as the damage output just isn't fast enough or big enough, unless you get a wild combo off the platform.
  • If you mistime a dismount and fall from the platform, be prepared to get blown up

When to use it:
This style can be used at any place on the screen but is more effective in the midscreen at the start of the round and more effective in the corner at the end of the round. It is a great choice to go for at the beginning of the round as it is quite safe if done correctly and it can be troublesome for your opponent if you gained a life lead. Towards the end of the game, it is also the best style to survive against Issen, as Rimururu in the corner on a platform is more difficult to Issen with wall-jump being a factor. It's quite common for our opponent to miss their Issen attempt and die to your platform in the process.

Techniques

Okizeme

Rimururu's greatest asset is her ice based okizeme, as this is the source of her biggest damage. The basic concept of Rimururu setups is to either land an attack that will knock the opponent into an ice move, or have them wake up into it. Her ice specials provide additional blockstun for you to go for a mix or continue your pressure, while on hit they allow you continue or extend your combos. You can be quite creative with how you go about doing this, a lot of what Rimururu's setups are simply happy accidents. Whenever you have your opponent cornered and knocked down, it is important to setup some sort of okizeme and it should be part of your arsenal regardless of which playstyle you choose to adopt.

Rimururu has 3 ice moves used for oki:

236S (tondeke!)
This is Rimururu's main move for okizeme, it offers the most hitstun and blockstun, making it ideal for pressure and combo extensions. If it connects, the hitstun is long enough for you confirm into just about anything, including her SSM. The idea is to throw the ice for the opponent to roll into, or throw it behind them and knock them into it. The main version used is 236A, as it provides you with the spacing needed to do a left/right crossover mixup by running past the opponent's forward roll. 236B is used for pressure, as generally it is too far to do a crossover. It is typically used in the corner when you expect your opponent to neutral wake up instead of rolling forward. Against back roll, 236C is used so that it rolls into them as they get up, allowing you to continue pressure.

j.2S (ice platform)
This is Rimururu's secondary move for okizeme, it deals more damage than 236S and is used in her most damaging oki combos. The best way to apply okizeme with this move is to setup a low platform with either backdash cancel, UOH kara cancel or 66D cancel during the flip. As opponent rolls past you while you are on the platform, you can dismount and do a jump in combo off the ice hit for huge damage. If your opponent doesn't opt to forward roll, you can jump off the platform for a safe jump and use your jump attack as the okizeme. As a meme option, you can choose to stay on the platform, and it will deal double damage (you'll fall but it will also knockdown the opponent so it's even).

22S (ice puddle)
This is Rimururu's least used move overall. Theoretically you can place it on top of them as they neutral wakeup, and go for an overhead "unblockable", or place it in front of them and hope they roll into it.

Guard Crush

Rimururu is benefited the most by the newest mechanism added in season 3. She can safely work for a guard crush opportunity and deal massive damage from a successful guard crush.

Pressure a wake up with tondeke or platform, on block Rimu can hit a 5C without having to worry about deflect. For recoil cancel, DP would be the fastest option. If the opponent hits a button, they will get stuffed by it. On block, Rimu can deal an additional 20% GC damage, but she would be punished afterward and lose health. Recoiling mirror 421S is similar to DP, on hit it deals more damage than DP, on block it deals less GC damage but its two hits can catch disrespectful opponents be hit by the second hit. It would be punished the same as DP after the second hit. Another option would be 214B, it has good horizontal reach and is a bit safer on block than the previous option, and if you delay it a little, it can trade with something and leads to a combo. Last but not least is to recoil 6SSSS, its long start up making it not a good option if the opponent might be hitting a button, but on block it is virtually unpunishable and deals good GC damage depending on the strength. It can be punished hard if the opponent forward jumps over Rimu, SSM punishable. Not recoiling anything or a universal weapon deflect also works.

People can take 100 guard damage in total, when it's at 25 or below, one can be guard crushed by a standing heavy. 5C and 2C deal 25 guard damage, blocking three would put one in guard crush state and they will glow red. When the opponent is in GC state, Rimu can use tondeke to make the opponent block a 5C to trigger guard crush. Among successfully GC'd she can follow up with GC combos for massive damage. Platform pressure can go for one addtional set up. Keep track of the opponent's GC meter and put them in between 26-35. Place a platform above them and jump back or neutral jump off and don't hit anything. If they block the platform they will be in GC state and quickly follow up with a 5C is impossible to react. One can also use the fear of the opponent of being GC'd to deal more damage on their run aways.

The risk reward ratio of Rimu's GC attempts is greatly in her favor. It is highly practical with this character.

Wall Platforming

Rimururu's corner survival and time-scam capability owe largely to her ability to platform and wall jump. By timing your wall jumps, you can give yourself more height or increase the number of platforms to stay in the air longer.

Wall Jump Platform
By quickly inputting 79 while standing near the wall, you will do a quick wall jump that lets you place a platform at a near unreachable height. Another way, especially if you are further away from the wall, is to delay your wall jump until you see Rimururu's toes point down before launching off.

Double Platforming
You can set 2 platforms before touching the floor with the help of a wall jump. The trick is to delay your wall jump for as long as you can so that the first platform breaks just before you cast the second one. This requires precision and is quite difficult to do consistently. However, if you are considering wall jumping again after dismounting from the platform anyway, you might as well give it a shot.

Knowledge Traps

Rimururu has quite a lot misleading animations and frame data. They are good to trap an opponent unaware of them.

  • 5D by its animation, looks slow. It has a long start up, but on block it is -1, it's not punishable by anything. So it can set up a deflect to trap a button or use dodge to trap a grab.
  • 6D is a low that can combo into 623C. It's hard to be punished on block. Cancel into 214B is a frame trap.
  • 3D can be plus on block when spaced right. It is special cancellable, cancel into DP and 214B as frame traps. Setup for deflect or dodge.
  • 66B is -9~-1 on block, when hit from the last frame, it's also not punishable by anything. Setup for deflect or dodge.
  • UOH, despite the animation, it is not considered as airborne. It will trade or beat out a move with air invul only.
  • 6SSSS has quite a bit of push back and it has low disadvantage on block -5/-7/-9, it is very difficult to punish, trap for deflect or dodge if the opponent likes to run up grab punish.
  • WFT is not SSM punishable on block, it is -22, any attack with a longer start up than 22f will be blocked and anything longer than 24f can be trapped by a deflect.

Gimmicks

The Carpet Special
Named after the late CarpetFromAladdin who popularized this method of finishing your opponent off in a flashy unexpected way. You need to be at near fullscreen before throwing the 236C (tondeke!).

Mirror Trading
If your opponent pokes you from behind while your 421S (mirror) is active and their extended hurtbox overlaps into the mirror, you can get a combo and potentially an SSM.

Mirror Trapping
When frame trapping using 421S (mirror), you can delay it a little so that it trades and leads into a combo.

Mirror Juggling
If you opponent's air attack hits you and the mirror at the same time, you can recover in time to juggle. If done near the corner, you can potentially SSM.

Icicle Trading
When frame trapping using 214B (icicle), you can delay it a little so that it trades and leads into a combo.

5C Trading
Sometimes, a 5C trade will let you get a combo.

DP Trade Juggle
If your opponent hits you from behind while your 623S (DP) is just starting up and their extended hurtbox overlaps into the DP, you can juggle off of the launch. Earthquake can even be ssm'd off this juggle.

Tondeke Trade Burst Confirm
Bursting after getting hit out of your 236B (tondeke!) will push your opponent into it and allow you to Issen them.

KD Removal
Getting frozen will sometimes remove the knockdown property of some moves, allowing you to combo.

Neutral Crouch Low Profiling
Rimururu has a low neutral crouch hurtbox, allowing to low profile against certain attacks strangely.

Normal Moves

Far Slashes

5A
5A
SS Rimururu 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 7 - - 20 -2 -5 5 Yes - Yes No

Good startup and range. Can be canceled into 623S for a combo, very useful for far and quick punish opportunities.

5B
5B
SS Rimururu 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 10 - - 35 -5 -12 10 Yes - Yes No

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
SS Rimururu 5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
240 Mid 18 - - 59 -2 -16 25 - - Yes No

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
SS Rimururu 2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 20 -3 -5 5 No - Yes No

Fast and has good recovery but can't be cancelled into anything.

2B
2B
SS Rimururu 2B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 8 - - 30 -2 -12 10 Yes - Yes No

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
SS Rimururu 2C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Low 15 - - 42 KD -28 25 - - - No

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
SS Rimururu n5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 17 0 -5 5 Yes - Yes No

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
SS Rimururu n5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 7 - - 29 -2 -12 10 Yes - Yes No

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
SS Rimururu u5C1.png
SS Rimururu u5C2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180[100,80] Mid 13 - - 42 +2 -28 25 - - Yes No

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.


Kicks

5D
5D
SS Rimururu 5D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 22 - - 35 +2 -1 5 Yes - - Yes

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. Can be canceled to combo into 623S, 421S, and 214A.

6D
6D
SS Rimururu 6D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 12 5 13 29 -5~-1 -8~-4 5 Yes - - 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
SS Rimururu 2D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 6 - - 18 0 -3 5 - - - Yes

Very fast low. A great normal to extend pressure after a j.D.

3D
3D
SS Rimururu 3D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 14 11 11 35 KD (+104) -5~+5 5 Yes - - 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
SS Rimururu 66A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 18 -1 -19 5 Yes - Yes No

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
SS Rimururu 66B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 11 9 10~6 29 +2~+10 -9~-1 10 - - - No

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 or 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
SS Rimururu 66C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Mid 7 - - 46 KD -17 20 - - Yes No

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
SS Rimururu 66D1.png
SS Rimururu 66D2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 (40, 30) Low 9, 24 - - 59 KD (+89) -40, -20 5 (3,2) Yes (2nd Hit) - - No

Multihit move, 2nd kick grants knockdown. This move is a true string 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
SS Rimururu jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 6 - - - - - 5 - - - No

A speedy air to air button that you can use in a pinch vs an airborne opponent.

j.B
j.B
SS Rimururu jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 7 - - - - - 10 - - - No

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
SS Rimururu jC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 High 8 - - - - - 20 - - - No

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
SS Rimururu jD.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 6 - - - - - 5 - - - Yes

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
SS Rimururu u5S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 31 -4 -9 5 - - - Only

Very short range button.

u.2S
u.2S
SS Rimururu u2S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 30 -4 -9 5 - - - Only

Faster than unarmed 5S, but shorter range.

ju.S
ju.S
SS Rimururu juS.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 4 - - - - - 5 - - - Only

A short range strike, it's the only other normal you have in the air besides jump D. The main use case over jump D it has is if the opponent is above you in the air rather than at a similar level or below you.

u.66S
u.66S
SS Rimururu u66S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 27 KD -5 5 - - - Only

Running strike. A universal way for most characters to quickly vie for their weapon in a pinch. The running kick has more utility generally being a low and safer from a distance, but this is harder to punish when done up close.

u.66D
u.66D
SS Rimururu u66D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 7 6 - 32 KD -9~-4 5 - - - Only

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
SS Rimururu 6CD.png
Forward Throw
Forward Throw
SS Rimururu 4CD.png
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward x0.8 Throw 3 - 71 74 +20 N/A N/A No No No Yes

Universal throw. Can be followed up with an attack.

Back x0.8 Throw 5 - 69 74 +25 N/A N/A No No No Yes

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Rimururu 5BC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60 High 20 - - 44 KD (+78) -12 10 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
SS Rimururu 5AB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 N/A 1 16 22 38 N/A N/A - N/A - N/A Yes

Universal dodge.

  • Invincibility frames: 1-10
  • Strike invincibility frames: 11-16
Stance Break
Stance Break
A+B during Just Defense
SS Rimururu gAB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break.

Deflect / Blade Catch
Deflect / Blade Catch
236A+B
SS Rimururu 236AB.png
Deflect
Deflect
SS Rimururu u236AB.png
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 N/A 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 9 22 KD N/A N/A N/A N/A N/A Only

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
SS Rimururu 5ABC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - - - - No

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Rimururu Issen1.png
SS Rimururu Issen2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - No No No No

Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.

Command Moves

Wall Jump
Wall Jump
9 (near wall)
SS Rimururu j9.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg 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
SS Rimururu 22S.png
-
-
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Low 52 - - 73 +42 -6 0 - - - 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
SS Rimururu j2S1.png
-
-
SS Rimururu j2S2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 33 - - - - - 10 - - - 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
SS Rimururu 421S1.png
SS Rimururu 421S2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180[20,160] Mid 13,52 - - 85 -, KD -34, -17 10, 8 - - - Yes

Ice mirror that reflects projectiles. Can work as a situational anti-air since it is active for quite long. The spike will combo off the mirror if they are in range when the mirror hit occurs. On hit, the spike wall-bounces the opponent to land at midscreen and causes knockdown.

Konril Nonril
Konril Nonril
623S / 623C (Rage)
SS Rimururu 623S1.png
Regular DP
Regular DP
SS Rimururu 623S2.png
Rage DP
Rage DP
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
S 170 [130, 5x4] Mid 11 - - 62 KD (+114) -17 20 - - - 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 170 [130, 5x8] Mid 11 - - 62 KD (+114) -17 20 - - - Yes

The only rage-enhanced move that Rimu has. It has a significantly wider hitbox to prevent jump ins at point blank, and is also invulnerable against air attacks during the startup. 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. Added an air invulnerability (2.10).

Lupu Kuare Nishi
Lupu Kuare・Nishi
236A/B
SS Rimururu 236S.png
SS Rimururu 236A.png
A Tondeke
A Tondeke
SS Rimururu 236B.png
B Tondeke
B Tondeke
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 Mid 67 - - 50 - - 5 - - - 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 - - 5 - - - 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
SS Rimururu 236C.png
C Tondeke
C Tondeke
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
C 60 Low 28 - - 60 +11 -11 (point-blank) 5 - - - 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
SS Rimururu 6SSS1.png
SS Rimururu 6SSS2.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 115 Mid 26 - - 96 KD -5 1*8 - - - Yes
B 145 Mid 26 - - 160 KD -7 1*14 - - - Yes
C 175 Mid 26 - - 160 KD -9 1*20 - - - 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
SS Rimururu 214A.png
214A
214A
SS Rimururu 214B.png
214B
214B
SS Rimururu 214C.png
214C
214C
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 120 Mid 10 - - 48 0 -7 10 - - - No

Anti air with fast startup, decent active frames, and it's immune to airborne attacks on start up frames which allows it to be used as a wake-up reversal against air based okizeme. 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 100 Mid 16 - - 59 -5 -14 10 - - - 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 90 Low 16 - - 66 KD (+95) -19 10 - - - 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
SS Rimururu WFT.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70+280 (420, 490) Mid 1+18 - - - KD -22 - - - - No

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
SS Rimururu SSM1.png
SS Rimururu SSM2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
680 Mid 10+18 - - - KD - - - - - No

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)

236S (tondeke!)

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)

Meaty Links

Meaty 5D -> 2B > 623S/WFT (properly time a 66B against a waking or air reset opponent)

Meaty 66B -> 66A > 623S (properly time a 66B against a waking or air reset opponent)

Guard Crush (5C against Red GC state)

-> 236A > 2B > (236A hit) > 5C (Easy GC combo with decent damage and low risk of dropping)

-> 236A > 2B > (236A hit) > WFT (Easy WFT combo off GC)

-> 236A > SSM (Easy SSM combo off GC)

-> 236A > 2B > (236A hit) > 236C > 2B > 623S (Corner only)

-> 236A > 2B > (236A hit) > 236C > 2B > WFT (Corner only)

-> 236B > 2B > (236B hit) > Dash > 2B > 623S (Standard midscreen combo off GC)

-> 236B > 2B > (236B hit) > Dash > 2B > WFT (Standard midscreen WFT combo off GC)

-> 236B > 2B > (236B hit) > Dash > SSM (Tight midscreen SSM combo off GC)

-> 236B > 66A > (236B hit) > j.C > 2B > 623S (Tight GC jump in combo, best damage without rage/ssm but risks dropping)

-> 236B > 66A > (236B hit) > j.C > 2B > WFT (Tight GC jump in combo, best damage without ssm but risks dropping)

Character Specific Punishes

-> 236A > (walk back one step) > (236A hit) > j.C > 2B > 623S or WFT (Punish vs Jubei DP when he doesn't have rage) Demonstration

-> 236B > (dash into a jump) > (236B hit) > j.C > 2B > 623S or WFT (Punish vs Jubei DP while Raged) Demonstration

-> Dash in > nj.C > 2B > 623S or WFT (Punish vs Shizumaru Heavy DP) Demonstration

-> B+C canceled into j.2S > jump forward > (j.2S hit) > j.C > 2B > 623S or WFT (Punish vs Haohmaru Heavy DP, difficult timing but massive reward second only to SSM) Demonstration

-> 236B > 5A > (236B hit) > j.C > 2B > 623S or WFT (Punish vs Charlotte Heavy DP, tight timing) Demonstration

Videos

Colors

Default

SS Rimururu 1.png
SS Rimururu 2.png
SS Rimururu 3.png
SS Rimururu 4.png

3D Retro Costume

SS Rimururu Retro 1.png
SS Rimururu Retro 2.png
SS Rimururu Retro 3.png
SS Rimururu Retro 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora