Samurai Shodown/Wu-Ruixiang

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SamSho Wu Profile.png
Wu-Ruixiang
呉瑞香, Wú-Ruìxiāng
  • Damage Taken: 105%
  • Rage Factor: 0.20
  • Rage Duration: 16 seconds
  • Jump: 50 frames (Very Slow)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.0 (Very Slow)
  • Back Dash: 28 frames
  • Weapon Pickup / Drop: 40 / 31 frames

Introduction

Wu-Ruixiang’s most defining feature is without a doubt her ground traps, which makes her a character for lab monsters who like to find crazy setups and stylish juggles. Though she can also be played as a more traditional zoner, of which she has arguably the best projectile game out of the entire cast, with high, medium and low fireballs that become active very early in their animation. Her shield counter can also reflect projectiles, in addition to being a strong anti-aggression tool. Ruixiang’s WFT is fast and covers a huge area, making it risky for the opponent to challenge her zoning.

However, these traits come at the cost of surprisingly stubby and quite laggy normals. Her defense isn’t spotless either as she somewhat struggles with anti-airing and her damage is way below average without setups. Combined with slow movement and floaty jump, she has a hard time positioning herself properly. So it's crucial for Ruixiang to keep the opponent far away, or else she crumbles very easily.


Playstyle
SS Wu Icon.png Wu-Ruixiang is a trap-based zoner who lays mines on the ground to create opportunities for herself.
Strengths Weaknesses
  • Oppressive traps: Wu's 623S ground trap makes her neutral risky to maneuver around. Missteps into traps can be juggled off of on hit for huge damage (including SSM from close enough distance). Blocked traps can lead to unblockable setups, 50/50 mixups, and solid guard crush pressure.
  • Strong zoning: Wu's projectiles cover a lot of air space and knockdown on hit, allowing her to set up more traps.
  • Great WFT: Wu has one of the best anti-air WFTs in the game. She can also cancel into her WFT and juggle it off of trap easily.
  • Guard points: The guard points on her forward run, 66A and n.2B allow Wu unique opportunities to reverse pressure.
  • Good anti-airs: Using 2B, n.2B, 22A, and her counter, Wu can keep antsy opponents out of the air and gets good oki for doing so.
  • Bad pokes: Wu's grounded pokes have poor range, slow startup, and high recovery, making it hard to compete with other characters on the ground if she can't get her zoning game going.
  • Poor air game: Wu's jump is floaty and her short air normals make it hard for her to air-to-air or control space when off the ground.
  • Poor SSM: Wu's SSM has slow startup and short range, making SSM punishes harder for her than other characters.
  • High recovery: Wu's projectile and trap placement both have very high recovery and she can take a lot of damage off a bad read while zoning.
  • Terrible when Disarmed: She literally loses all of her specials when disarmed, which is an integral part of her whole zoning toolkit.

Gameplan

Neutral

Her neutral is mostly zone and AA opponents (22A, 236C) if they try to jump for it.

Okizeme

22C
If Wu gets a knockdown in the corner she can use 22C to be +10 to +5 depending on if they roll or not and will catch all tech rolls. If they take the hit Wu can easily convert because of how meaty the special hits. Sample idea of this would be 66D > microwalk back 22C.

  • If they get hit you can follow up with many different options
  • normal(restand) > 623A
  • 214C
  • WFT
  • Issen (it will also sometimes hit a mid screen opponent as well but you need to run)

623S

  • On hit
  • SSM
  • normal(restand) > 623A or B
  • WFT
  • 66C
  • Issen
  • Close range 623S options on block
  • B+C(overhead) is good
  • 6D, if your opponent blocks a 6D you have enough time for a free tick grab (with this setup you need to time the 6D properly because the spikes have thrown invul for a certain period. Practice this in training mode for consistency).
  • 6D if hits you can frame trap into 2A
  • Far Range 623s
  • 66D/f.2C(safer option due to pushback)
  • 661/6643 B+C for an instant running overhead

Normal Moves

Far Slashes

5A
5A
SS7 ruixiang 5A.jpg
SS7 ruixiang 5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 7 3 - 22 -3 -5 5 Yes Yes Yes No

A quick swat with the shield. Cancellable, but no real combo potential.

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5B
5B
SS7 ruixiang 5B.jpg
SS7 ruixiang 5B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 [80,20] Mid 12,22 4,3 - 46 -8 -12 10 Yes Yes Yes No

2-hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd.

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5C
5C
SS7 ruixiang 5C.jpg
SS7 ruixiang 5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
240 Mid 24 2 - 69 -5 -16 25 No Yes Disarm No

Kind of a baby hard slash with slow startup, short range and no special cancelling. It's +11 frames on recoil cancels, thus she can bait the opponent trying to punish.

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2A
2A
SS7 ruixiang 2A.jpg
SS7 ruixiang 2A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 8 3 - 24 -4 -5 5 Yes Yes Yes No

Like 5A but lower to the ground and 1 frame slower. Cancellable, but no real combo potential.

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2B
2B
SS7 ruixiang 2B.jpg
SS7 ruixiang 2B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 10 2 - 36 -2 -12 10 Yes Yes Yes No

Ruixiang's main anti-air, is decently quick and reaches far up. Can cancel into WFT in any range, cancelling into 214S would whiff at far ranges.

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2C
2C
SS7 ruixiang 2C.jpg
SS7 ruixiang 2C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Low 18 3 - 56 KD -15 25 No No No No

This is her farthest-reaching low. The startup is slow, but it knocks down, and also catches jump startup and backdash. Although pretty minus on block, the pushback makes this okay.

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Near Slashes

n.5A
n.5A
SS7 ruixiang n5A.jpg
SS7 ruixiang n5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 4 - 15 +3 0 5 Yes No No No

"Talk-to-the-hand" smack. Cancellable, but no real combo potential.

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n.5B
n.5B
SS7 ruixiang n5B.jpg
SS7 ruixiang n5B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 10 3 - 31 +3 -12 10 Yes Yes Yes No

Quick shield bash that combos into any 214S and WFT. However the proximity range is very short.

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n.5C
n.5C
SS7 ruixiang n5C.jpg
SS7 ruixiang n5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200(100) Mid 15(22) 2(1) - 48 +5(+12) -28 25 No Yes Disarm No

Another slow-ish hard slash. If the first hit whiffs, the second hit knocks down the air opponent.

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n.2A
n.2A
SS7 ruixiang n2A.jpg
SS7 ruixiang n2A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 7 4 - 16 +3 0 5 Yes No No No

Just the crouching version of n.5A, still hits mid as well. Cancellable, but no real combo potential.

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n.2B
n.2B
SS7 ruixiang n2B.jpg
SS7 ruixiang n2B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 7 3 - 29 +2 -12 10 Yes Yes Yes No

Another pretty quick upwards shield bash with anti-air potential, though struggles against big disjointed aerials. Has a guard point 4-6f. However the proximity range is very short.

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n.2C
n.2C
SS7 ruixiang n2C.jpg
SS7 ruixiang n2C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180 [150,30] Mid 16 2,1 - 51 +8 -28 25 No Yes Disarm No

More damage than far 2C but no knockdown, also hits mid instead of low. Attacks twice with the second hit pulling the opponent closer, which combos into guaranteed n.2B.

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Kicks

5D
5D
SS7 Ruixiang 5D.jpg
SS7 ruixiang 5D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 9 3 - 26 -2 -3 5 No No No Yes

Standard kick, it's ok but nothing special.

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6D
6D
SS7 ruixiang 6D.jpg
SS7 ruixiang 6D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 13 2 10 23 +2 -1 5 No No No Yes

Because of little pushback and a false animation this can be good for tick throws if the opponent isn't ready.

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2D
2D
SS7 ruixiang 2D.jpg
SS7 ruixiang 2D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 7 4 - 22 0 -6 5 No No No Yes

Lowers her hurtbox slightly, allowing her to slip under some moves and projectiles like Ruixiang's 236B.

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3D
3D
SS7 ruixiang 3D.jpg
SS7 ruixiang 3D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 15 4 - 56 KD -26 5 No No No Yes

Not very useful compared to her 66D, which is an all around better move.

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Dash Normals

66
66
SS7 ruixiang 66.png
SS7 ruixiang 66 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 15 - - - - - - - - - No

It has a guard point against air attack and overhead (but not projectile), it takes about 30% of the screen to run for GP to become active.

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66A
66A
SS7 ruixiang 66A.jpg
SS7 ruixiang 66A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 9 3 - 24 -5 -20 5 Yes Yes Yes No

Its range is short, but it has a guard point before and during the attack (GP active from frame 7~11, while attack active from frame 9~11, it even GP the special counter 421D of her own). Can be used to nullify projectiles and pokes, but can be risky. Cancellable, but no real combo potential.

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66B
66B
SS7 ruixiang 66B.jpg
SS7 ruixiang 66B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 [80,20] Mid 14,25 4,3 - 44 -3 -36 10 Yes Yes Disarm No

Great combo tool for throw and also great whiff punish tool as well. Can whiff cancel this into traps or fireballs. Cancellable at the 1st hit, but not at the 2nd hit.

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66C
66C
SS7 ruixiang 66C.jpg
SS7 ruixiang 66C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Mid 16 2 - 66 KD -15 20 No No Disarm No

Not very fast, but decent running normal.

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66D
66D
SS7 ruixiang 66D.jpg
SS7 ruixiang 66D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9 10 33 49 KD(+84) -18~-9 5 No No No Yes

Pretty useful slide, as it's her fastest knockdown move and has good range, just space it carefully to avoid punish (it keeps moving forward during active frames). Good low profile during active frames, could slip under moves like Yashamaru's 5B.

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Air Normals

j.A
j.A
SS7 ruixiang jA.jpg
SS7 ruixiang jA hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 6 5 - - - - 5 No No No No

Her fastest air normal, but pitiful range and damage.

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j.B
j.B
SS7 ruixiang jB.jpg
SS7 ruixiang jB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 7 3 - - - - 10 No No No No

Your go to air-to-air normal, only 1 frame slower than j.A but better damage and reach.

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j.C
j.C
SS7 ruixiang jC.jpg
SS7 ruixiang jC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 High 12 2 - - - - 20 No No No No

Not a move you'll use very much, considering Ruixiang's slow jump.

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j.D
j.D
SS7 ruixiang jD.jpg
SS7 ruixiang jD hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 11 7 - - - - 5 No No No Yes

Standard jumping kick.

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Unarmed Normals

u.5S
u.5S
SS7 ruixiang u5S.jpg
SS7 ruixiang u5S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 2 - 24 +3 -2 5 No No No Only

Not very fast or long reach, but it's serviceable.

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u.2S
u.2S
SS7 ruixiang u2S.jpg
SS7 ruixiang u2S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 8 2 - 26 +2 -3 5 No No No Only

Slower than u.5A, otherwise pretty much the same.

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ju.S
ju.S
SS7 ruixiang ujS.jpg
SS7 ruixiang ujS hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 5 - - - - 5 No No No Only

Fast air-to-air.

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u.66S
u.66S
SS7 ruixiang u66S.jpg
SS7 ruixiang u66S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 10 3 - 30 KD -5 5 No No No Only

Not the fastest of its kind, but gives you knockdown and time to pick up your weapon (and glasses).

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Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS7 ruixiang 6CD.jpg
SS7 ruixiang 6CD hb.png
Forward Throw
Forward Throw
SS7 ruixiang 4CD.jpg
SS7 ruixiang 4CD hb.png
Back Throw
Back Throw
SS7 ruixiang throw whiff.jpg
Throw Whiffs
Throw Whiffs
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 1 71 74 +20 N/A - No No No Yes

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 1 69 74 +25 N/A - No No No Yes

Universal throw. Can be followed up with an attack.

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Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 ruixiang 5BC.jpg
SS7 ruixiang 5BC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60 High 18 6 33 56 KD -20~-15 10 No No No Yes

Universal overhead. Decent startup with good range.

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Dodge
Dodge
5A+B
SS7 ruixiang dodge.jpg
SS7 ruixiang dodge hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 1 16 22 38 - - - - - - Yes

Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

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Stance Break
Stance Break
A+B during Just Defense
SS7 ruixiang gAB.jpg
SS7 ruixiang gAB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 10 - 52 KD -24 - No - - Yes

Universal Stance Break.

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Counter / Blade Catch
Counter / Blade Catch
236A+B
SS7 ruixiang deflect.jpg
SS7 ruixiang deflect hb.png
Counter
Counter
SS7 ruixiang blade catch1.jpg
SS7 ruixiang blade catch hb.png
SS7 ruixiang blade catch2.jpg
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 No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 9 22 KD 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 countered.

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Rage Explosion
Rage Explosion
5A+B+C
SS7 ruixiang RE.jpg
SS7 ruixiang RE hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 3 - 58 0 - - - - - No

Unblockable pushback attack.

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Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 ruixiang issen.jpg
SS7 ruixiang issen hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 8 - - KD -44 - No No No No

Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.

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Special Moves

Black Tortoise Torrent
Black Tortoise Torrent
236S
SS7 ruixiang 236S.jpg
SS7 ruixiang 236S hb.png
玄武 (Xuán​wǔ)
玄武 (Xuán​wǔ)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 Low 28 - - 60 KD -21 5 - - - No

Low projectile. Actually a low and has to be crouch blocked. All versions will come out if Ruixiang is not interrupted from frame 1 to 10.

B 60 Mid 19 - - 55 KD -25 5 - - - No

Middle projectile. Fastest startup and lowest recovery, but worst on block.

236B will miss on the following characters if they are offensively crouching (2 or 3 input): Baiken, Shizumaru, Nakoruru, Kazuki, Mina, Iroha, Rimururu, Tam Tam, Cham Cham. Wan-Fu (2 only), Kyoshiro (2 only)

C 60 Mid 28 - - 60 KD -21 5 - - - No

High projectile. Anti-air version, only hit Earthquake standing.

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Vermilion Bird Blaze
Vermilion Bird Blaze
214S
SS7 ruixiang 214S.jpg
SS7 ruixiang 214S hb.png
朱雀 (Zhū​què)
朱雀 (Zhū​què)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 75 [25*3] Mid 15 12 - 56 KD(+86) -9 12 - - - No

Destroys all projectiles but the main usage of this move is for combos.

  • Shortest range but fastest startup.
  • Best version to destroy projectiles with, due to lowest total frames.

214A will miss on Galford's 214A/B dog projectile.

B 125 [25*5] Mid 20 18 - 69 KD(+80) -15 20 - - - No
  • More range than A version, but still mainly used in combos.
C 160 [20*8] Mid 23 22 - 96 KD(+59) -36 32 - - - No
  • Longest range but slowest startup.
  • Only really used in combos, not to destroy projectiles.
Rage 264 [22*12] Mid 15 22 - 88 KD(+63) -32 48 - - - No
  • Rage enhanced version of 214C comes out much faster, deals more damage and does a lot of guard damage.
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White Tiger Fangs
White Tiger Fangs
623S
SS7 ruixiang 623S.jpg
SS7 ruixiang 623S hb.png
白虎 (Bái​hǔ)
白虎 (Bái​hǔ)
SS7 ruixiang 623S success hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
All 100 [20*5] Low 53 16 - 68 KD +15 10 - - - No

Ruixiang's trap is the defining trait and her most important tool. A version sets the trap at close range, B version at mid range and C version at far range. The trap will come out if she is not interrupted from frame 1 to 20. If she sets another trap before the first one is gone, the first one will disappear at frame 20 of the second trap setting move. If the opponent is on top of the trap any time from frame 51 to 270 (total 220 frames active), the trap will attack in the next 2 frames and hit low, therefore the opponent cannot jump or backdash to avoid the trap once he steps on it, but he could block the attacks immediately after jump landing. It's extremely difficult to spot dodge or walk back/forward into the trap then block (only one frame window, because it's active for 16 frames and startup is 2 frames). It's safe to backdash to hop over the trap, but it gives more room for her to play zoning.
This trap could be used for zoning, okizeme, and block strings. On hit it allows for massive damaging combos with WTF/SSM/Issen. It also sets up unblockable like RE/Throw > (push into trap) Trap hit > WTF/SSM/Issen, or meaty trap + overhead.

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Azure Dragon Thunderstrike
Azure Dragon Thunderstrike
22S
SS7 ruixiang 22S.jpg
SS7 ruixiang 22A hb.png
青竜 (Qīnglóng)
青竜 (Qīnglóng)
SS7 ruixiang 22B hb.png
SS7 ruixiang 22C hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 - 15 22 - 59 KD -20 10 - - - No

Like 214S it also destroys all projectiles, but the main purpose is for anti-airing and combos.

  • Best version to destroy projectiles with, as the other versions are to slow and laggy.
  • Only one worth anti-airing with, but is often a bit too slow against characters with fast jumps.
B 140 - 22 33 - 73 -5 -22~+11 20 - - - No

Unlike A and C versions, this doesn't knockdown. (It combos from B attacks, could be useful to push the opponent to the 623S trap, but doesn't recover fast enough for SSM.)

C 180 - 35 33 - 86 KD -23~+10 30 - - - No

One of the most practical tools of this is using 22C meaty in the corner to be either +10 or +5 on block (if perfectly spaced) and it converts easily on hit.

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Kirin Earthen Rampage
Kirin Earthen Rampage
421D
SS7 ruixiang 421D.jpg
SS7 ruixiang 421D hb.png
麒麟 (Qí​lín)
麒麟 (Qí​lín)
SS7 ruixiang 421D success.jpg
SS7 ruixiang 421D success hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 - 8 20 39 66 KD - - - - - No

She holds up the shield and will counterattack immediately if the opponent hits the shield with mid or high attack (any low attack or mid/high that doesn't touch her shield will beat it). It also reflects projectiles.

421D can't reflect projectiles from the following characters: Cham Cham (rage), Amakusa (rage), Charlotte (rage), Nakoruru (Mamahaha), Galford (Poppy), Kazuki (lv3), Mina (lv3), Sogetsu, Hanzo, Rimururu

421D misses projectiles from the following characters: Mina (236S>B), Tam Tam (236B), Kyoshiro

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Supers

Weapon Flipping Technique

Nine-Headed Dragon Strike
236B+C
SS7 ruixiang WFT.jpg
SS7 ruixiang WFT hb.png
九頭竜掌(Jiǔtóulóng)
九頭竜掌(Jiǔtóulóng)
SS7 ruixiang WFT2 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
420(490) Mid 1+17 3 - - KD -52 - No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit. A massive hitbox that covers both air and ground, significantly improves her offense and anti air.

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Super Special Move

Primordial Chaos of the Yellow Dragon
641236C+D
SS7 ruixiang SSM1.jpg
SS7 ruixiang SSM hb.png
SS7 ruixiang SSM2.jpg
黄竜顕現 (Huáng​lóng)
黄竜顕現 (Huáng​lóng)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
675 [80,15*38,25] Mid 10+24 2 - - KD -74 - No No No No

Available only once per match. The last hit doesn't follow regular damage scaling rules. This move is very good to use if you can hit confirm off the trap. Damage is 357 after throw (50% scale, [40,8*38,13])

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Combos

List combos, use numpad notation.

Midscreen

  • n.5B/n.2B/5B/66B
    • ...236B
    • ...214S
    • ...22A/22B
    • ...WFT
  • ... 2B xx WFT
    More damage than other mediums.
  • n.2C xx n.2B xx 214C / WFT
    New combo works in close range where near 2C would come out.
  • Close range 623S
    • ... 236B
    • ... 22C
    • ... 214C
    • ... WFT
    • ... Issen
    • ... SSM
    • ... n.5C/j.C/n.2C
  • Medium range 623S
    • ... 236B
    • ... run up 22B/22A
    • ... run up 214C
    • ... WFT
    • ... 236C xx WFT
      A little closer than mid range and character specific.
    • ... Issen
    • ... SSM
    • ... 5C/j.C/66C
  • Far range 623S
    • ... 236B
    • ...run up 214C
    • ... WFT
    • ... Issen
    • ... SSM
      Only connects when the trap hits from behind the opponent.
    • ... j.C/66C
  • 5CD / 4CD...
    • ... (5B/66B) xx 214C / WFT
    • ... 2B xx WFT
      More damage than 5B or 66B.
    • ... 66B xx 22B
      Push very far away.
    • ... mid range spikes to 236B
    • ... mid range spikes to run up 22B/22A
    • ... mid range spikes to run up 214C
    • ... mid range spikes to WFT
    • ... mid range spikes to Issen
    • ... mid range spikes to run up SSM
    • ... mid range spikes to 5C/66C/j.C
  • Deep j.C
    • ... n.5C / 5C
      Universal j.C combo.
    • ... (5B/66B) xx 214C / WFT
    • ... 2B xx WFT
      More damage than 5B or 66B.
    • ... 66B xx 22B

Corner

  • 5CD / 4CD...
  • n.2C xx n.2B xx 214C / WFT
    New combo after grab into the corner.
  • Close spikes in the corner.
    • ... 22C xx 22A/22B/n.5C
    • ... 22C xx WFT
    • ... 22C xx Issen
    • ... SSM

Anti-Air

  • 22C
    if opponent tries jumping out of the corner and if opponent jumps into late.
    • ... 214C
    • ... WFT
    • ... Issen
  • 236C
    If opponent tries jumping out of the corner.
    • ... Issen

Guard Crush

  • n.5C / 5C...
    After recovery...
    • n.2C xx n.2B xx 214C / WFT
      Optimal GC follow up, WFT route is better than rage explosion 623A Issen combo.
    • SSM
      Universal SSM follow up (only after n.5C), not optimal and the opponent can burst out.
  • n.5C / 5C...
    Cancel recovery...
    • 623A xx SSM
      Deals much bigger damage than non-rage n.2C combo.
    • 623A xx 22C xx n.5C
      Corner only, deals better damage than non-rage n.2C combo.
    • Lightning Blade
      Universal Issen follow up, not optimal and the opponent can burst out.

Videos

Colors

SS Wu 1.png
SS Wu 2.png
SS Wu 3.png
SS Wu 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