リムルル, Rimururu
Colors
Introduction
"Tondeke!"
Fast and small. Bad pokes makes it hard for Rimururu to get in, but once she does she can run mixups all day. She has a wide variety of (mostly) useful projectiles that may not be the worlds greatest zoning tools, but give her some good keepaway and turtling tactics in addition to being vital to her mixup and okizeme game.
Strengths |
Weaknesses
|
- Has excellent vertical mobility, with Konru Shirar (ice platforms) effectively granting you two walljumps
- The former point allows her to be very good at timescamming on lifelead
- Rupush Kuare (Tondeke!) provides oki options from short to full range
- All of her specials can be used while unarmed
- The hitbox of her WFT is massive and has great ground coverage
- Most of her B normals are special cancelable
- Her overhead doubles as a great poke and kara cancel tool for ice platforms
- High pursuit (8BC) hurts a ton and can be easily comboed into
|
- All her normals have short range and average damage
- Frail character, her over-reliance on mixups means you cannot afford to make too many mistakes
- Can only use 1 ice special at any given time with the exception of Upon Op (mash S)
- If you're caught sitting on an ice platform during State of Nothingness, prepare to be j.AB to death
- Beginners might miss her j.2S timing and have a regular air normal come out instead
- Can't join KOF because her sister is hella insecure
|
Data
- Damage taken: 120%
- Rage duration: 7 seconds
- Amount to rage: 14
- Walk speed: 688
- Backwalk speed: 500
- Dash speed: 1664
- Jump duration: 47 frames
- Width: 12
- Throw range: 12
- Throw recovery: 46 frames
- Tier placing: B
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
14~15(2)
|
-
|
Deflectable (Weak)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
4
|
11
|
-4
|
-4
|
-3
|
Good range but not fast or cancelable.
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
11
|
Mid
|
4~34(31)
|
-
|
Deflectable (Medium), Weapon Clash 14~17(4) / 20~30(11)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
18
|
2
|
24
|
-8
|
0
|
-9
|
Slow as hell, but special cancelable during the whole thing.
|
|
5AB
5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Mid
|
-
|
-
|
Deflectable (Heavy), Weapon Clash 4
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
4
|
36
|
-3
|
+7
|
-21
|
Decent range (for Rimu), so it can be useful as a punisher.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
-
|
-
|
Deflectable (Weak)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
4
|
1
|
12
|
-2
|
-2
|
-3
|
Fast startup and good on block/hit making it the move you want to tick throw off of.
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
15~33(19)
|
-
|
Deflectable (Medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
17
|
-4
|
+4
|
-9
|
Crappy range and speed and special cancelable during the whole thing.
|
|
2AB
2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Low
|
-
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
3
|
24
|
-21
|
KD
|
KD
|
Only useful as a lazy punish, not recommended unless you have flashing sword gauge because she has better options.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
-
|
-
|
Deflectable (Weak), Weapon Clash 1~4(4)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
2
|
10
|
-2
|
-2
|
-3
|
Effectively the same as 2A.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
7~29(23)
|
-
|
Deflectable (Medium), Weapon Clash 1~46(6)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
5
|
21
|
-8
|
0
|
-9
|
Fast and special cancelable.
|
|
n.5AB
n.5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Mid
|
-
|
-
|
Deflectable (Heavy), Weapon Clash 17~18(2)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
4
|
30
|
+3
|
+13
|
-21
|
More damage than far AB but no effective use at that range unless you can't go into 623S for some reason.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
-
|
-
|
Deflectable (Weak)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
4
|
1
|
12
|
-2
|
-2
|
-3
|
Same as far 2A.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
-
|
-
|
Deflectable (Medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
17
|
-4
|
+4
|
-9
|
Same as far 2B.
|
|
n.2AB
n.2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Low
|
-
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
3
|
24
|
KD
|
KD
|
-21
|
Same as far 2AB.
|
|
Overheads
5BC
5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
14
|
High
|
-
|
-
|
Knockdown
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
4
|
16
|
KD
|
KD
|
-14
|
- One of the best overheads in the game. Has good range and speed. Like most hopping UOHs it hops over lows and knocks down.
- Cancelable into j.2S during startup.
|
|
u.5BC
u.5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
14
|
High
|
12~19(7)
|
-
|
Knockdown
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
4
|
23
|
KD
|
KD
|
-21
|
|
Kicks
5C
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
-
|
1-9f Throw Invul
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
27
|
9
|
2
|
-7
|
+15
|
-6
|
Not really good, but can be annoying because she hops forward (meaning airborne) and is pretty safe.
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Low
|
1~4(4) / 12~17(6)
|
-
|
Cancelable
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
6
|
11
|
+1
|
+9
|
-12
|
Fast hits low and special cancelable.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2
|
Low
|
1~5(5)
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
4
|
8
|
-2
|
-2
|
-7
|
Fast and hits low.
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Low
|
14~24(11)
|
14-25f Throw Invul
|
Knockdown, Cancelable
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
11
|
10
|
KD
|
KD
|
-16
|
Not fast but good range and 8BC cancelable for auto-combo. Low hit.
|
|
Jumping
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
High
|
-
|
-
|
Deep Deflectable (Weak)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
4
|
6
|
-
|
-
|
-
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
High
|
-
|
-
|
Deep Deflectable (Medium)
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
3
|
2
|
-
|
-
|
-
|
|
j.AB
j.AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
23
|
High
|
-
|
-
|
Deep Deflectable (Heavy)
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
3
|
20
|
-
|
-
|
-
|
The move you generally use. Nearly as fast as j.C, for some reason. Alright hitbox but not anything like Rera's.
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
High
|
-
|
-
|
-
|
Heavy
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
27
|
7
|
-
|
-
|
-
|
Good normal to throw early in the jump animation due to its long active frames. Also recommended to use when descending from an ice platform.
|
|
Dashing
66A
66A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
-
|
-
|
Deflectable (Weak)
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
4
|
9
|
-3
|
-3
|
-21
|
Pretty quick ranged poke in the vein of 5A. Carries the usual risk of running attacks, being that it's really unsafe on block and will get you disarmed if it's deflected.
|
|
66B
66B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
9
|
4
|
+8
|
+8
|
-8
|
Frame advantage on hit safe on block.
|
|
66AB
66AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
15
|
Mid
|
-
|
-
|
Knockdown, Weapon Clash 5~6(2)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
6
|
23
|
KD
|
KD
|
-34
|
- This knockdown slash is more or less her bread and butter attack in combination with other setups. It's fast enough and damaging enough, and has a hitbox that easily hits people well above her head. If they get frozen by ice, hit them with this.
- If they jump over an icicle, just dash under them and hit them with this on the crossup. It's almost too easy.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2,3
|
Low
|
46~68(22)
|
-
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
3
|
55
|
-20
|
-12
|
-33
|
Really weird auto combo move that isn't much of a combo and also very slow, you can j.2S after it though. Generally useless because after the incredibly weak kicks, she floats backward and some characters can punish her at that point, either with or without you using the j.2S.
|
|
Unarmed
u.5S
u.5S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
Mid
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
2
|
9
|
-1
|
-1
|
-6
|
Mid 2 finger poke.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3
|
Mid
|
-
|
-
|
-
|
Weak
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
9
|
1
|
0
|
0
|
-5
|
Low 2 finger poke, neutral on hit (!).
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2
|
High
|
-
|
-
|
-
|
Medium
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
4
|
6
|
4
|
-
|
-
|
-
|
Standard airborne jab with low active frames.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
-
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
8
|
11
|
KD
|
KD
|
-14
|
Good range and speed and also gives knockdown so you can small pursuit or retrieve your weapon.
|
|
u.66C
u.66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Low
|
14~24(10)
|
-
|
Knockdown, Cancelable
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
3
|
7
|
14
|
KD
|
KD
|
-16
|
A thousand times better than the armed version. It's fast and knocks down so you can follow up with a heavy pursuit for undeserving damage.
|
|
u.66BC
u.66BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
1~6(6)
|
-
|
Knockdown
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
16
|
46
|
KD
|
KD
|
-57
|
Butt launch to the face. Hits overhead and knocks down, doing less damage than a regular 2A. No real reason to use this instead of 5BC, except maybe for a laugh or, of course, humiliation.
|
|
r.u.66BC
Rage u.66BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
1,1,1,1,1,6
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
10
|
124
|
KD
|
KD
|
-52
|
With full rage, Rimu keeps stumbling like crazy for more damage and hits, but the move loses its "High" property, now hitting mid instead.
|
|
u.66AC
u.66AC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
8
|
39
|
KD
|
KD
|
-52
|
Kamikaze dive with pretty much the same properties as u.66BC.
|
|
r.u.66AC
Rage u.66AC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
1,1,1,1,1,6
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
12
|
7
|
149
|
KD
|
KD
|
-37
|
Kamikaze dive with pretty much the same properties as Rage u.66BC.
|
|
Pursuit
2BC
Pursuit 2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
17
|
2
|
33
|
-
|
-
|
-
|
|
u.2BC
Unarmed Pursuit 2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
63~75(13)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
28
|
10
|
37
|
-
|
-
|
-
|
|
8BC
Heavy Pursuit 8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
18
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
39
|
25
|
20
|
-
|
-
|
-
|
|
u.8BC
Unarmed Heavy Pursuit 8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
18
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
39
|
25
|
20
|
-
|
-
|
-
|
Same as 8BC
|
|
System
Deflect
Deflect 216D
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Taunt Disarm
Taunt Disarm Start x 3
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
- Occasionally used as a real tactic by people who prefer the unarmed moveset.
- The weapon can also do damage to opponents on the ground, but usually only if they don't bother to ever press a button after a knockdown.
|
|
Weapon Pickup
Weapon Pickup 5A near weapon
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Sankabu Tobi
Sankabu Tobi j.9 or j.3 near wall
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Wall jump. May be performed before or after j.2S.
|
|
Special Moves
Specials
j.2S
Konru Shirar j.2S at apex (Can be used unarmed)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
13
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
32
|
-
|
-
|
-
|
-
|
-
|
- Rimu squats on an ice platform for a period of time before it falls down. She can jump off in any direction. The icicle persists for a while after being jumped off of, before falling to the floor. Hits high regardless of position and can be used to cross up. If she doesn't jump off the platform before it falls down she will get knocked down. She is easily punished in this state after the icicle has fallen.
- The move counts as a projectile and will generally stuff attempts to jump up and hit you while you are on it automatically. It is however possible to hit her while she stands on this. This move can be performed off a regular jump, wall jump, backdash, 5BC startup, and 66C recovery.
Nidan Jump: 7 or 9
- You can still wall jump as you would normally after this jump.
|
|
6SS
Upon Op 6SS (Can be used unarmed)
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2xn(up to 8), 6
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
26
|
13
|
59
|
KD
|
KD
|
-23
|
- Extremely long startup and punishable recovery makes this move very bad. However it does do decent chip damage, and that's really its only use. You can actually use this while she has another projectile out, even though it is a projectile.
- The A version has semi-decent startup and does a very surprising amount of chip damage.
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2xn (up to 14), 6
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
26
|
13
|
83
|
KD
|
KD
|
-23
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2xn (up to 20), 6
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
26
|
13
|
106
|
KD
|
KD
|
-23
|
|
236S
Rupush Kuare 236S (Can be used unarmed) A and B Version A and B Version AB Version AB Version
|
A and B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
67
|
20
|
Total 45
|
-
|
-
|
-
|
Rimu tosses out an ice-ball that either travels a short (A version) or long (B version) distance before landing and blossoming into an ice flower. The ice flower stays around for some time, and freezes on hit for a brief moment allowing you to followup with a combo. This move is a staple in Rimus oki and very useful at neutral as well.
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Low
|
-
|
23-27f Throw Invul
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
28
|
96
|
Total 55
|
+14
|
KD
|
-15
|
Unlike the A and B ver this one will roll across the screen for a long period of time. It will blossom when it connects with something. Otherwise, it crystallize in the corner of the screen. This move is useful for providing ground pressure, and combined with the anti-air hitbox of 66AB makes for a powerful setup. Beware of characters who can hop over the ice with their ground attacks.
|
|
623S
Konru Nonno 623S (Can be used unarmed)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
1,15,1,1,1
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
16
|
45
|
6
|
KD
|
KD
|
-27
|
Rimu crouches and summons a giant ice flower in front of her that will rise vertically until it leaves the screen. This move is very strong anti air and air control (especially against an opponent jumping in the corner). If you are feeling daring you can throw it out as a "DP" because it will trade in your favor, however it's very unsafe if you fail.
|
|
214S
Konru Mem 214S (Can be used unarmed)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
0
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
51
|
56
|
Total 64
|
+56
|
+56
|
-2
|
Hits low, but terrible startup and recovery make this move virtually useless as she can't use her other ice summon moves while it is out.
|
|
421S
Kamui Shituki 421S (Can be used unarmed)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
1
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
37
|
17
|
-10
|
-10
|
-39
|
- Summons an ice mirror a short distance in front of rimu that will persist for awhile and then turn into a spike and move forward as a second attack. This is the move you want to use most of the time as a reversal as it's generally very safe, however getting it to hit right is tricky and generally it will just reset you to a neutral-ish situation.
- Touching this on the ground will freeze them for almost no damage, and resets situation to more or less neutral. However, a select number of attacks can penetrate this mirror to hit her, or trade with it, which is just as bad since it does almost no damage.
- The real motivation to use the mirror is for its anti-air properties. Touching the upper rim of the mirror will cause a knockdown that can be chained with 8BC for fantastic damage.
- More rarely, the spike that comes out of the mirror will actually hit them. This will usually happen when they are in mid-air, as the spike attack telegraphs like no other. The spike does a really good amount of damage if it actually hits.
- Even more rarely, the mirror will actually "deflect" a deflectable attack, and the spike will then hit them for high damage.
|
|
Weapon Flipping Technique
Rupush Kamui Emush (Toitoi) 236CD (Can be used unarmed)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
25, 25
|
Mid
|
-
|
1-24f Upper Body Invul
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
27
|
53
|
48
|
KD
|
KD
|
-25
|
- Summons a giant ice cube and then pushes it across the entire screen. The initial placement is an attack that freezes the opponent and the pushing part of the attack knocks down.
- Can be used to anti air terrible jump attempts, and punish highly unsafe stuff. It's terrible to have this move blocked anywhere near you but it can be safe from further out. Hitting with this shakes the screen for ten years afterwards.
|
|
Combos
Staple combos:
- [5B or c.5B or 2B or c.2B] xx 623AB 8BC
- 66B c.5B xx 623S 8BC
- 6C xx 623S 8BC
- 3C xx 8BC
- 2AB 2BC
Situational stuff that can be useful:
- Antiair [236A or 236B] [8BC or 5AB or 66AB etc...]
- Unarmed 66C xx 8BC (low)
- Fullscreen 236AB 214CD
- 236A Rage Explosion (unblockable, can't follow up)
236A Setups:
- 236A [2C or hop over or whatever] into 66B link combo
- 236A [whatever] [any B attack] 623S 8BC
- 236A [whatever] 5BC
State of Nothingness:
- Whatever into 5AB into issen generally gives you the best damage, replace 5AB with a B level attack if you don't have much meter.
- You can also combo a 236S freeze into a SoN combo.
Strategies
Neutral Game
While Rimururu has a wide variety of projectiles in her arsenal, because she has stubby limbs she generally has a hard time getting in on the opponent. You should try your best to play patiently and pester them with 236S. You can sneak in a slower 236AB here and there, meaning they will either have to jump or let you in, and you can preempt the jump with a j.AB. j.2S is useful for keeping other people out and ticking the clock, and being annoying in general. Always be watching for a jump because Rimu's 623S is a very strong anti air and can turn the tide in your favor very quickly. Using 412S at the right time can mean the difference between life and death, and avoiding any other characters close up game. But be careful because trading with heavies is almost never in your favor.
Okizeme
Midscreen you can toss a 236S (depending on how you think they will roll) and followup accordingly. If they choose not to roll midscreen you can 236A > 6D/4D crossup mixup.
In the corner the opponent is forced to either wake up into a 236A or roll just in front of it. If they roll forward the ice flower will persist for awhile so you can pressure relatively safeley until it goes away or you push them into it. If they wake up into it you can go into throw/low/overhead mixups.
Frame Data
Move
|
Damage
|
Startup
|
Active
|
Total
|
Cancel
|
Weapon Clash
|
Hit Adv.
|
Backhit Adv.
|
Block Adv.
|
Guard
|
Notes
|
5A |
6 |
10 |
4 |
25 |
x |
14~15(2) |
-4 |
-4 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
5B |
11 |
18 |
2 |
44 |
4~34(31) |
14~17(4) / 20~30(11) |
-8 |
+0 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
27 |
20 |
4 |
60 |
x |
4 |
-3 |
+7 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
5 |
4 |
1 |
17 |
x |
- |
-2 |
-2 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
2B |
7 |
15 |
5 |
37 |
15~33(19) |
- |
-4 |
+4 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
2AB |
27 |
15 |
3 |
42 |
x |
- |
KD |
KD |
-21 |
Low |
Knockdown attack
|
n.5A |
4 |
5 |
2 |
17 |
x |
1~4(4) |
-2 |
-2 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
n.5B |
7 |
7 |
5 |
33 |
7~29(23) |
1~6(6) |
-8 |
+0 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
27 |
19 |
4 |
53 |
x |
17~18(2) |
+3 |
+13 |
-21 |
Mid |
Heavy attack, Deflectable(heavy) 27f second hit
|
n.2A |
5 |
4 |
1 |
17 |
x |
- |
-2 |
-2 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
n.2B |
7 |
15 |
5 |
37 |
15~33(19) |
- |
-4 |
+4 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.2AB |
27 |
15 |
3 |
42 |
x |
- |
KD |
KD |
-21 |
Low |
Knockdown attack
|
5C |
5 |
27 |
9 |
38 |
x |
- |
-7 |
+15 |
-6 |
Mid |
Medium attack 1-9f throw invincible
|
6C |
4 |
12 |
6 |
29 |
1~4(4) / 12~17(6) |
- |
+1 |
+9 |
-12 |
Low |
Medium attack
|
2C |
2 |
6 |
4 |
18 |
1~5(5) |
- |
-2 |
-2 |
-7 |
Low |
Weak attack
|
3C |
5 |
14 |
11 |
35 |
14~24(11) |
- |
KD |
KD |
-16 |
Low |
Knockdown attack 14-25f throw invincible
|
j.A |
5 |
14 |
4 |
24 |
x |
- |
-- |
-- |
-- |
High |
Weak attack, Deflectable(weak)
|
j.B |
10 |
14 |
3 |
19 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
|
j.AB |
23 |
8 |
3 |
31 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack, Deflectable(heavy)
|
j.C |
3 |
6 |
27 |
38 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
ju.C |
3 |
6 |
27 |
38 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
5BC |
14 |
20 |
4 |
40 |
x |
- |
KD |
KD |
-14 |
High |
Medium attack Knockdown attack
|
u.5BC |
14 |
20 |
4 |
47 |
12~19(7) |
- |
KD |
KD |
-21 |
High |
Medium attack Knockdown attack
|
66A |
7 |
5 |
4 |
18 |
x |
- |
-3 |
-3 |
-21 |
Mid |
Weak attack, Deflectable(heavy)
|
66B |
4 |
11 |
9 |
24 |
x |
- |
+8 |
+8 |
-8 |
Mid |
|
66AB |
15 |
7 |
6 |
46 |
x |
5~6(2) |
KD |
KD |
-34 |
Mid |
Knockdown attack
|
66C |
2, 3 |
9 |
3 |
68 |
46~68(22) |
- |
-20 |
-12 |
-33 |
Low |
Medium attack
|
u.5S |
3 |
10 |
2 |
21 |
x |
- |
-1 |
-1 |
-6 |
Mid |
Weak attack
|
u.2S |
3 |
6 |
9 |
16 |
x |
- |
+0 |
+0 |
-5 |
Mid |
Weak attack
|
ju.S |
2 |
4 |
6 |
14 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
|
u.66S |
4 |
7 |
8 |
26 |
x |
- |
KD |
KD |
-14 |
Mid |
Knockdown attack
|
u.66C |
4 |
3 |
7 |
24 |
14~24(10) |
- |
KD |
KD |
-16 |
Low |
Knockdown attack
|
2BC |
4 |
17 |
2 |
52 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
6 |
28 |
10 |
75 |
63~75(13) |
- |
-- |
-- |
-- |
Mid |
|
8BC |
18 |
39 |
25 |
84 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
18 |
39 |
25 |
84 |
x |
- |
-- |
-- |
-- |
Mid |
|
Kamui Shituki - 421S |
1 |
13 |
37 |
67 |
x |
- |
-10 |
-10 |
-39 |
Mid |
|
Konru Mem - 214S |
0 |
51 |
56 |
64 |
x |
- |
+56 |
+56 |
-2 |
Low |
|
Rupush Kuare (Nishi) - 236A, 236B |
10 |
67 |
20 |
45 |
x |
- |
?? |
?? |
?? |
Mid |
|
Rupush Kuare (ToiToi) - 236AB |
10 |
28 |
96 |
55 |
x |
- |
+14 |
KD |
-15 |
Low |
23-27f throw invincible
|
Konru Shirar - j.2S |
13 |
32 |
x |
x |
x |
- |
?? |
?? |
?? |
High |
Heavy attack
|
Konru Nonno - 623S |
1, 15, 1, 1, 1, 1 |
16 |
45 |
67 |
x |
- |
KD |
KD |
-27 |
Mid |
Knockdown attack
|
Upon Op - 6A x2 |
2xn, 6 |
26 |
13 |
98 |
x |
- |
KD |
KD |
-23 |
Mid |
Knockdown attack Up to 8 hits
|
Upon Op - 6B x2 |
2xn, 6 |
26 |
13 |
122 |
x |
- |
KD |
KD |
-23 |
Mid |
Knockdown attack Up to 14 hits
|
Upon Op - 6AB x2 |
2xn, 6 |
26 |
13 |
146 |
x |
- |
KD |
KD |
-23 |
Mid |
Knockdown attack Up to 20 hits
|
Rupush Kamui Waysan-Pekoru - u.66AC |
4 |
7 |
8 |
64 |
1~3(3) / 59~64(6) |
- |
KD |
KD |
-52 |
High |
Medium attack Knockdown attack
|
Rupush Kamui Waysan-Pekoru - u.66BC |
4 |
7 |
16 |
69 |
1~6(6) |
- |
KD |
KD |
-57 |
High |
Medium attack Knockdown attack
|
Rupush Kamui Waysan-Pekoru - r.u.66AC |
1, 1, 1, 1, 1, 6 |
12 |
7 |
168 |
163~168(6) |
- |
KD |
KD |
-37 |
Mid |
Medium attack Knockdown attack
|
Rupush Kamui Waysan-Pekoru - r.u.66BC |
1, 1, 1, 1, 1, 6 |
15 |
10 |
149 |
1~14(14) |
- |
KD |
KD |
-52 |
Mid |
Medium attack Knockdown attack
|
Rupush Kamui Emush - 236CD |
25, 25 |
27 |
53 |
118 |
x |
- |
KD |
KD |
-25 |
Mid |
Knockdown attack 1-24f upper body invincible 80f second hit start
|