Samurai Shodown 3/Rimururu

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リムルル, Rimururu


It is customary for the priestesses in the village of Kamui Kotan to have an animal companion, as a sign of their oneness with nature. Everyone was confused and a little bit scared by the fact that Rimururu’s animal companion was actually a quasi-sentient ball of magical ice, but it doesn’t bother her too much.

Rimururu, Kamui Kotan’s second priestess, is overall a much simpler affair than her sister Nakoruru. Both Techniques share some excellent normals (albeit riddled with blind spots), her signature ice magic that can effectively lock people down, and some unorthodox movement and space control tools. When she finds the opening and scores a knockdown, she can use her effective command grab and okizeme tools to put people on the defensive. To top it all off, she has one of the simplest and most universal back hit combo loops in the game.

Slash, between the two Techniques, has to play a much more patient neutral game thanks to her severe lack of front-hitting combo tools. However, once she can force her opponent into the corner and score a knockdown, she can run some devastating setplay. Her opponent then has to deal with the somewhat counterintuitive but nevertheless terrifying mixup between Konru Memu and Konru Nonno, all sorts of pressure sequences, command grab tick throws, and aerial guard breaks.

Bust trades away the Marvel-style grime for a stronger combo game. Her tools give her a much more consistent gameplan focused on finding spots to deal damage, often with her Rupush Tum. This simpler objective and overall smaller supply of okizeme option makes Bust sound inferior, but her combination of greater damage output and more solid tools gives her all she needs to handily dominate the neutral.

Strengths Weaknesses
  • High damage and quick movement speed overall
  • Slash gets a very great command grab for setting up oki
  • Bust 3AB pretty much wins neutral by itself
  • More egregious blind spots on her normals than other characters
  • Slash has basically no front hit combos
  • Bust's command grab doesn't knock down


Damage taken Rage rate Rage duration Throw startup Deflect advantage Deflect disadvantage modifier
105% 87.5% 4 sec 14f +32 ±0

Normal Moves

Far Slashes

  • (Properties) - Air Unblockable. Deflectable.
  • (Description) - Rimururu leans forward, delivering a quick horizontal slice. While it lacks a special cancel, the range and speed more than make up for it.
  • (Properties) - Cancellable. Air unblockable. Deflectable.
  • (Description) - Rimururu steps forward and does a downward slice. Has a huge blind spot if done too close to a standing opponent, but it's still an incredibly necessary tool for her neutral and back hit combos. A funny side effect of the blind spot is that she can deliberately use it to get closer without hitting and cancel into her command grab as a pseudo-kara cancel.
  • (Properties) - Cancellable. Air Unblockable. Deflectable.
  • (Description) - Rimururu takes a step forward, putting her weight into an upward cut, from the toes to the chins. The special cancel window is a bit later than it would appear to be, but hey, a special cancellable Far Heavy Slash is nothing to complain about. This plays a bigger role in Bust Rimururu's gameplan than Slash Rimu's, which will be discussed later.
  • (Properties) - Air Unblockable. Deflectable.
  • (Description) - It's like her 5A, but she gets down on one knee and does it. But it's faster. But it also it lacks the range of 5A. Also it's still deflectable. It's like a worse, but faster 5A, but on one knee.
  • (Properties) - Cancellable. Air Unblockable. Deflectable.
  • (Description) - Imagine Rimu's 2A but a bit slower, and a bit more special cancellable.
  • (Properties) - Cancellable. Air Unblockable. Knocks Down.
  • (Description) - Okay, imagine Rimururu's 2B, but at a slight angle, so it hits the opponent's feet in such a way that it causes them to get knocked down. It's a low hitting, knock-downing 2B that's still special cancellable. Sadly, no wacky oki shenanigans are available from this. Short range, but packs the punch of a heavy slash.

Near Slashes

  • (Properties) - Air Unblockable. Deflectable.
  • (Description) - A standard close light slash. Good speed, okay damage, but be careful where you use it, as this move will whiff point blank, and you'll look a fool.
  • (Properties) - Cancellable. Air Unblockable. Deflectable.
  • (Description) - Similar to n.5A, this move will whiff at point blank range, which will have you look a buffoon. Where this move differs from n.5A, however, is like 5B, it has a special cancel window, enabling Rimu to initiate her wacky oki.
  • (Properties) - Air Unblockable. Deflectable.
  • (Description) - You'll learn to hate getting this move. It whiffs point blank, is supposed to do 2 hits, one for the initial stab, the other for the upward cut, but it requires oddly specific spacing, so you'll usually get one or the other. Expect to get this alot while going for Far 5C. Just try to play it off as intentional. I won't tell anyone.
  • (Properties) - Air Unblockable. Deflectable.
  • (Description) - It's exactly like Rimu's Far 2A but, you'll never guess the difference! (it whiffs point blank)
  • (Properties) - Cancellable. Air Unblockable. Deflectable.
  • (Description) - Oh. My. Goodness. A Rimu slash that doesn't whiff at point blank range? And it's special cancellable? It's a Christmas Miracle!
  • (Properties) - Cancellable. Air Unblockable. Knocks Down.
  • (Description) - Same as 2C, except you're using it at the range where you might run into its blind spot. Especially if you hit them with it after they step on a puddle.


  • (Properties) - Hits high.
  • (Description) - If you're coming from VSP, brace for disappointment. Rimu hops forward and does a roundhouse kick, crushing lows. Think Akatsuki's Tatsu. Really good range, mad unsafe on block.
  • (Properties) - Hits high.
  • (Description) - Deals slightly less damage. Otherwise the same.


  • (Properties) - Cancellable.
  • (Description) - Silly looking roundhouse that can be cancelled into a guaranteed command grab on block. That makes it really good.
  • (Properties) - Is Bad. Cancellable during the backflip. Hits Mid For Some Reason.
  • (Description) - Comically unsafe. You die if you use this. You should use it though. Do it for the Vine. Or the TikTok. Whichever is relevant nowadays.
  • (Properties) - Hits Low.
  • (Description) - A standard fare 2D. By that, I mean like other members of the cast, with proper timing she can combo about 3-4 of these. You have a 1f gap out of 2D to combo into n.5B, but that's really only relevant for Bust Rimu.
  • (Properties) - Knocks Down. Cancellable. Hits....Mid???????
  • (Description) - It hits......mid?????????? Knocks down on hit, though. Decent range, and fairly active, so you can just do this on oki and force a funny checkmate where they either get hit or get command thrown on block.

Jumping Normals

  • (Properties) - Hits High.
  • (Description) - Rimu slices at a 45 degree angle downward-ways. A quick air-to-air, nothing else to really say.
  • (Properties) - Hits High.
  • (Description) - It's like her j.A but instead of a 45 degree angle, it's a 90 degree angle, frontward-ways. A slightly less quick air-to-air, nothing else to really say.
  • (Properties) - Hits High.
  • (Description) - Rimu's preferred jumping slash of choice. Big damage, decent hitbox, and if you hit deep enough, you can combo into n.2C. You get a free one off Konru Memu if spaced properly.
  • (Properties) - Hits High.
  • (Description) - Very fast startup, but less damage and range than j.C, but similar to j.C, if you hit with this deep enough, you can combo into n.2C. Don't be afraid to mix this up with empty jump into command grab to keep the opponent on their toes.

Dashing Normals

  • (Properties) - Air Unblockable. Deflectable.
  • (Description) - It's like her Far 5A, but she runs and does it.
  • (Properties) - Cancellable. Air Unblockable. Deflectable.
  • (Description) - It's like her Far 5B, but she runs and does it.
  • (Properties) - Unblockable. Knocks Down (on 2nd hit)
  • (Description) - Rimu does a tumblesault, and while her opponent stands in awe at the acrobatic feat they just witnessed, she does her n.5C, much to the dismay of her and her opponent. Much like n.5C, getting both hits to connect is odd, but the second hit knocks down now.
  • (Properties) - Hits Low. Knocks Down.
  • (Description) - It's like her 2D, but she runs and does it. Also it knocks down.

Unarmed Normals

  • (Properties) - Air Unblockable.
  • (Description) - Rimu does a quick chop/jab. Nothing exemplary about this move, to be honest.
  • (Properties) - Air Unblockable.
  • (Description) - It's like her u.5S, but she gets down on one knee a- alright, this joke was only funny once.
  • (Properties) - Air Unblockable.
  • (Description) - It's a jumping unarmed attack. Nothing much to see here. Can juggle with this after Konru Nonno.
  • (Properties) - Cancellable. Air Unblockable.
  • (Description) - Now this move has some sauce to it. Outside of being special cancellable, which is all well and good, on hit and block, she continues to slide a bit afterwards. So, if you get your opponent to block one of these, wait a bit for Rimu to slide a bit closer, and command grab them while they're in blockstun for free.

Command Moves

- 「Sankaku Tobi」 - j.3/6/9 near wall
  • (Description) - Rimururu's wall jump. May be useful for escaping the corner.

Special Moves


- 「Rupush Kuare」 - 236S (can be used unarmed)
  • (Properties) - Air blockable.
  • (Description) - Muchas popsicles. Rimururu tosses a ball of ice that flowers into a lingering hitbox, with the flower's location and how fast it appears depending on what strength is used. Light takes the longest to appear, doing so at around halfscreen on the ground, medium stops short of halfscreen floating a little above the ground, and heavy stops diagonally above her head. This isn't very threatening on its own, but Rimururu can follow up thanks to the long hitstun it inflicts. If it's blocked and you're in range, your best option is to run up and command throw them.
- 「Konru Mem」 - 412A (can be used unarmed)
  • (Properties) - Hits low.
  • (Description) - The puddle that everyone fears. Rimururu leaves a patch of low-hitting ice on the ground that, if it hits, will stumble the opponent for a free followup. She can very easily combo into this on backhit, which sets up that one infinite everyone knows her for. If blocked, she's probably in range to run up and command throw them before they can escape. It also blocks ground-travelling projectiles from hitting her. Rimururu wants to force the opponent to wake up into one of these, or generally just stumble their way onto them. It won't do much good if the opponent refuses to get hit by it.
- 「Konru Shirar」 - j.632A(~7/8/9) (can be used unarmed)
  • (Properties) - Hits high. Knockdown.
  • (Description) - The ice platform double jump. Rimururu creates a platform under her feet that she can then use as a double jump of if she doesn't take too long and fall off. Only really good for runaway despite the platform hitting the opponent, because she can't get down quick enough to use it for any funky pressure scenarios. If you need to timerscam, whip this baby out.
- WFT「Rupush Kamui Emush」 - 6321463214CD (can be used unarmed)
  • (Properties) - Knockdown.
  • (Description) - Really weird one. Rimururu jumps backwards and unleashes a little ice flower that travels along the ground. If it somehow manages to hit, it'll explode into a giant iceberg and launch the opponent skyward. Does only okay damage by itself, but a proactive Rimururu can jump up and follow up with a j.C to give them some real hurt. Doesn't have any real combo setups, though, so this will only hit out of dumb luck.


- 「Rupush Tek Num: Chiu」 - 63214B (can be used unarmed)
  • (Properties) - Unblockable. Knockdown.
  • (Description) - Very good command grab that complements Slash’s gameplay quite well. It knocks down and pushes the opponent across the screen, meaning this is her primary method of corner carry if she can get in range to use it. Once you're in the corner it gives you an opportunity to possibly make people deal with your scary okizeme tools. Its active frame is throw invulnerable, ensuring it will never trade with another command throw. Having multiple kicks that can cancel into this for a guaranteed grab on block is just an added bonus.
- 「Konru Nonno」 - 623A (can be used unarmed)
  • (Properties) - Knockdown. Air blockable.
  • (Description) - The lynchpin of this Technique’s entire gameplan. What she lacks in combo damage, she (mostly) makes up for with pressure and okizeme entirely with this move. It looks like it would be a nice anti-air thanks to the angle, but it’s very slow and not suited for the job unless you use it preemptively. On hit, she can follow up with j.C for a sizeable chunk of damage. On block, she’s slightly negative. But when they crouch block it -- if they’re scared of puddle oki, for example -- she’s plus. Not only do these plus frames give her time to force a mixup, she also gets a guaranteed command grab if she’s in range! Apply this as you would an overhead on the opponent’s wakeup.
- 「Kamui Shituki」 - 2146C (can be used unarmed)
  • (Properties) - Air blockable. Stun.
  • (Description) - Projectile reflector with a bit more to it than one would think. You can obviously use it to reflect projectiles, which it does quite well. However, if you get a direct hit with this move, it’s an instant dizzy. While it’s impossible to use in normal front hit combos outside of one particular setup, in some situations it can be useful as a punish. It is also definitely usable in back hit combos.


- 「Rupush Tek Num: Yaku」 - 63214D (can be used unarmed)
  • (Properties) - Unblockable.
  • (Description) - Very strange compared to Slash's straightforward equivalent. While it deals more damage than the Slash command grab, it doesn’t knock down, and actually leaves you at negative frames (although not punishable outside of fringe cases). Still an integral part of Rimururu’s offensive game and okizeme. Similar to Slash's command throw, its active frame is throw invuln. After landing this, you can stick out a 3AB to stuff pokes and approach options.
- 「Rupush Tum」 - 6/3AB (can be used unarmed)
  • (Properties) - 6AB - Air unblockable. 3AB - Not a low. Knockdown.
  • (Description) - Rimururu’s very own version of Plasma Factor, and a large part of why this character is so strong.
6AB has decent range and is good for catching backdashes, but doesn’t knock down and has a higher up hitbox later in the attack that often won’t hit people grounded. It is air unblockable, though, and sees use in certain situational combos. 3AB is the real sauce for this Technique. It also isn't a low, despite looking like one. Deals a good chunk of damage, knocks down on hit, and combos from most pokes you’ll use as this character. It comes loaded with a lot of active frames to stuff stray pokes with.Its knockdown time is also long enough for you to set up puddle oki, even midscreen. Buffer this every time you press the B button in neutral.
Like with Plasma Factor, Rupush Tum can also be used unarmed. Unlike Plasma Factor, you don’t get to combo into it and it doesn’t have extra damage or quicker startup. It's just kind of there, though note that 6AB becomes a straightforward punch rather than an anti-air upwards swing.
- 「Upun Op」 - mash S (can be used unarmed)
  • (Properties) - Knockdown.
  • (Description) - Nothing if not strange. It deals hilarious amounts of chip damage and recovers quickly, but the oddities quickly outweigh these benefits. The spikes at the start of the move have so little range that nothing can reliably combo into them on front hit, and the hitboxes aren’t large enough that you can use it to reasonably wall people out, although they do have the curious property of being able to erase projectiles. The saving grace of the move is that the final hit, a mid-range lance hit, allows you to hit people out of the air with a jump normal, much like Slash’s Konru Nonno. However, because of the way it knocks down (up and back instead of straight up), it’s very hard to consistently get a better follow-up than j.D outside of the corner. Overall a very difficult move to use.




Konru Nonno

Putting the opponent into a position where they have to crouch block Konru Nonno is extremely advantageous for Rimururu, since you have a lot of time to react to what the opponent responds with. If they got hit, follow up with j.C. If they block, command throw. If they chicken block, you can get a guaranteed guard break with 66B or 5C, both of which can be cancelled into Konru Memu to set up a situation where Rimururu has guaranteed answers to any defensive option the opponent takes. This is particularly powerful in her corner okizeme after landing a command grab, but you do have to alter your timing based on whether you expect your opponent to tech roll or not.


WIP section.



Easy back hit loop: [5B xx 412A]xN
Rimururu is blessed enough to consistently be able to do this after a back throw, too. Walk forward between reps. This’ll take a while, but it’s consistent. They’re in enough hitstun to add a jC after the puddle if you’re thirsty for the damage. Note that if you put yourself in the corner behind a stunned Ukyo, his hurtbox will make n5B miss at point blank. Use puddle before circle stepping to avoid this.

Optimal back hit loop: [5B xx 412A, j.C]xN

Same combo as above but utilizes j.C to deal higher damage and much quicker. Not required to play Rimururu, but helps avoid any potential input errors for both techniques by adding the j.C in-between. Not much harder to learn, either.


Front hit “combo”: n5B/66B xx 623A/412A
The cancel won’t combo, but if you land either of these moves they have to hold the mixup.

Back hit quick kill: n.5B xx 2146C [stun], circle step j.C 5C xx 412A, 5C
This will kill a lot faster than the easy loop, if you care about that sort of thing. The tricky part is making sure you’re at the right spacing to get the 5C after jC. Too far away and it’ll whiff, too close and you get n5C, which doesn’t combo all the way through on back hit.

Puddle stun combo: 412S 66B xx 2146C
With proper timing, it’s actually possible to confirm into 2146C using the puddle. If the opponent doesn’t block/wakes up on the puddle, you can followup with 66B xx 2146C for a guaranteed dizzy. If they block 412S, run up and command throw them. This has something to do with the opponent already being in hitstun/blockstun from the puddle prior to 66B connecting, and SS3 dealing with it in a weird way.


Back hit quick kill: n.5B xx 412A, 5C xx 3AB [stun], 5C
Walk forward just a little after 412A to ensure you’re at the right spacing for 5C. The rest is easy.

Front hit stun combo: 2D 2D 2D n5B xx 6AB
2D n5B link is frame perfect but allows Rimururu an attack that will either tick into a command throw or lead to a stun and thus a kill combo.

Front hit Zankuro ToD: 2D 2D 2D n.5B xx 6AB [stun] 412A [run forward] 2D 2D 2D 2D n.5B xx 6AB
Two frame perfect 2D n.5B links are required, but Zankuro’s immunity to backhit combos necessitates it if you want to put him down in one opening.

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