Vanguard Princess/Kurumi Mirumati

From Mizuumi Wiki
Jump to navigation Jump to search

Profile

Kurumi Mirumati appeared in the wreckage of a plane crash without any answers as to how or why. She lacks basic fighting skills, but is said to hold a massive amount of hidden power.

Kurumi fights in support of the assist characters.


Base Health: 900

Guts Threshold: 40%

Guts Factor: 33.3%

Total Effective Health: 1020

Move List

Note: Kurumi's assist meter will freeze if she is a fullscreen away from the opponent and has at least 4 levels except when in the corner. Kurumi will need to move forward to restart assist meter regen. Returning to neutral, neutral jumping, and performing most attacks in place will not restart the assist meter regen.

Movement

66: Short dash.

44: Short back hop.

Throws

6C/4C
Kurumi throw.png Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
110 Knockdown +0%
Kurumi grabs the opponent and slams them into the ground and rolls over to the other side.


214+B with Kanae
Kurumi kanae.png Guard Air Guard Support
Throw - No
Damage Hit / Counter Hit Counter Scale
0 - / - +0%
Kurumi will hug onto opponent while Kanae will grab the opponent's assist via UFO Catcher and render them useless for 10 seconds. The opponent's assist meter will drop to 0 and will not regen until the assist is released. This move will be auto-teched while the assist is still captured.


Normal Moves

5A
Kurumi 5a.png Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
5 - / Increased Hitstun +20%
Standard standing jab. Can chain into her 2A, 6A, 5B, 5C or 2C.


5B
Kurumi 5b.png Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
64 - / Butt Plant +20%
Upwards palm strike, good for stuffing standing pokes and jump ins. Can chain into her 6B or 2C, can link into 6A or 214B+C when close.


5C
Kurumi 5c.png Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
80 - / Butt Plant +20%
High spin kick, useful as an anti-air but not so great for footsies.


2A
Kurumi 2a.png Guard Air Guard Support
Mid Yes Yes
Damage Hit / Counter Hit Counter Scale
5 - / Increased Hitstun +0%
Same as 5A. Can chain into itself. Doesn't hit low.


2B
Kurumi 2b.png Guard Air Guard Support
Low - Yes
Damage Hit / Counter Hit Counter Scale
36 - / Butt Plant +20%
Throws out a mid range kick on her knees. Good for footsies.


2C
Kurumi 2c.png Guard Air Guard Support
Low - Yes
Damage Hit / Counter Hit Counter Scale
60 Knockdown +20%
Sliding kick, has a bit of startup and recovery. Not too great outside of chaining from 5B.


j.A
Kurumi ja.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
25 - / Increased Hitstun +15%
Weird midair split kick, the hit box is too high up to be used as a jump in. Awful, don't use this normal. Can link into 5A, 2A, or 6A if it actually lands.


j.B
Kurumi jb.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
55 - / Increased Hitstun +15%
Aerial punch angled 45 degrees downward. Jump in of choice, and has active frames.


j.C
Kurumi jc.png Guard Air Guard Support
High Yes Yes
Damage Hit / Counter Hit Counter Scale
83 - / Increased Hitstun +15%
Aerial roundhouse kick. Decent for air to air, sucks as a jump in because of its high hitbox, and can be used as a cross up but timing is strict.


Command Normals

6A
Kurumi 6a.png Guard Air Guard Support
Low No Yes
Damage Hit / Counter Hit Counter Scale
35 - / Increased Hitstun +20%
Shin kick, can be chained into 5B, 5C, 2C, or 6B. Hits low.


6B
Kurumi 6b.png Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
72 - / Knockdown +20%
Hop spin kick. Kurumi is airborne and puts opponent in airborne state on hit, can be chained off of 5B. Useful for linking assists.


Special Moves

623+A/B/C: Pour-On Kick
Kurumi axekick.png Guard Air Guard Support
High No Yes
Damage Hit / Counter Hit Counter Scale
120 Knockdown +50%
Overhead axe kick. Launches opponent on hit. Opponent can air tech just before they hit the ground but the move is still useful for combos.


214+C: Forward Roll
Kurumi roll.png Guard Air Guard Support
- - Yes
Damage Hit / Counter Hit Counter Scale
- - / - +0%
A roll, possesses upper body invincibility, but can be grabbed. Useful for ambiguous crossups with assists.


j.22: Sudden Descent
Kurumi faceplant.png Guard Air Guard Support
Low No Yes
Damage Hit / Counter Hit Counter Scale
75 Knockdown +20%
Kurumi face-plants into the ground. Increases Kurumi's stun meter. Can crossup during opponent's wakeup. It's possible for this to crossup the same way even if the opponent is in the corner.


22+B with Eko
Kurumi eko1.pngKurumi eko2.png Guard Air Guard Support
Mid No -> Yes No
Damage Hit / Counter Hit Counter Scale
40 +60 (2Hits 128) Butt Plant with 2Hits +20%
Eko will trip Kurumi and pony over her to kick the opponent. Kurumi's trip will hit the opponent and lock them in place, creating a 2-hit combo. Is very fast. The 2nd hit does more damage if the first hit lands. Kurumi can complete the combo with a 623X, 2C, or Super. (Consumes 1 Level)


22+B with Juliet
Kurumi juliet.png Guard Air Guard Support
Mid Yes No
Damage Hit / Counter Hit Counter Scale
181 Knockdown / Spinning Wall-Bounce +40%
Juliet will hurl Kurumi at the opponent. (Consumes 2 levels)


22+B with Sierra
Kurumi shiera.png Guard Air Guard Support
Low - No
Damage Hit / Counter Hit Counter Scale
85 Knockdown -
Sierra will lift up Kurumi and let go. Then Kurumi can do any aerial attack; otherwise, she will do a slide kick on landing. Whiffing near the ground will go to neutral state. Basically a mixup attempt.


Liberty Arts

214+BC: Super {Something about destruction} Boisterous Dance
Kurumi super1.png Guard Air Guard Support
Mid Yes No
Damage Hit / Counter Hit Counter Scale
256 Knockdown +20%
Starting with the 5B palm strike animation Kurumi goes into a series of attacks and ends with her 623A/B/C kick. Can be linked into from a close 5B. Does about 25-30% and has a nearly instant startup (cannot be guarded on reaction), but very poor range.


236+BC: Union Arts
Kurumi super2eko.pngKurumi super2juliet.png
Kurumi super2shiera.pngKurumi super2kanae.png
Guard Air Guard Support
Mid Yes No
Assist Damage Recovery Hit / Counter Hit Counter Scale
Eko 336 136 Knockdown -
Juliet 469 (when close) 56
Sierra 372 56
Kanae 296 56 or 150
Kurumi fuses with her assist and unleashes an instant, full-screen attack. Invincible startup. Needs full assist meter to activate and consumes all 5 afterwards. Effects vary depending on the assist. The move itself has a slight startup but once the super pause activates, the opponent is unable to move or block until the attack initiates (even if they were in a neutral position when the hitpause activated). It recovers a bit of Kurumi's life whether it hits or not.

Eko: Somewhat like Kos-Mos, proton cannon laser, 10 hits.
Juliet: Turns into a super Knight, does Lightning Storm. Damage depends on how close you are, at throw range it does 12 hits.
Sierra: Massive screen filling mech girl, shoots lasers, 19 hits.
Kanae: Some Touhou looking shit, shoots fireworks/Jubilee glitter, 12 hits. Drains a little more than half of the opponent's special bar.
Hilda: Does absolutely nothing. Super does not even work.



Strategy

At first Kurumi seems like a flawed character, having only one special move and fairly weak normals. However, her strength lies in the fact that her assist gauge fills very fast up until it hits 4. Kurumi is able to use assists much more frequently than other characters. As well as this, her normals are all very fast and she can chain them together into natural combos which deal substantial damage with only minor support.


Anti Air

5B and 5C are your best friends, especially 5B. When timed correctly 5B will beat out most jump ins if not trade. Opponents should have a real hard time jumping in on Kurumi when you're being cautious of it.


Dead Body Cross Up

Kurumi's 6B can be used to cross up a knocked down opponent. Timing 6B just before the opponent wakes up, you'll land on the opposite side, add assist to make it more effective.


Corner Throw

In the p1 corner. If you throw into the corner then walk back, you will crossup your opponent and be in the corner. if you dont walk back, you wont crossup. Possible 3/4 way mixups. In p2 corner if you throw into the corner, even if you walk back you wont crossup, but if you immediately jump your sprite will looked to have crossed up. A meaty air attack will hit crossup (need verification) and you will land out of the corner even though your sprite was turned around in the air. More 3/4 way mixup possibilities.

Matchups

Yui

Haruka

Lilith

Luna

Kurumi

Saki

Kaede

Natalia

Eri

Ayane

Combos

Note: Kurumi can replace most 6A>5C and 5B>6B enders with 214B+C

Without Assist

6A > 6B / 2C / 5C (10%)
   6B will whiff on crouchers and Lilith

6A > 5B > 2C (14%-16%) / 6B (13%-15%)

  • 6A combos can start off of 5A if you are really close

j.B > 214BC (30%-38%) / 6A > 5B > 6B (19%-20%) / 2C (18%-20%)

j.C > 214BC (32%-41%) / 6A > 5B > 6B (21%-24%) / 2C (20%-23%)

  • The 5B in 6A > 5B combos is optional, but it'll do less damage and it will cause 6B to wiff against Lilith

j.22 > 214BC (30%-40%) / 6A > 6B (16%)

CH 2B > 6A > 6B (13%-15%)
   Replace 6B with 5B when against Lilith

CH 5B > 214BC (31%-40%) / 2C (13%-15%) / 6A > 6B (16%-18%)
   Against Kurumi walk forward then attack after CH 5B

CH 5C > 214BC (32%-41%) / 6A > 6B (18-20%)
   214BC does not work against Kurumi

Corner: j.B > 5B > 214BC (33%-41%)
   This combo can be used midscreen against Kurumi only

Corner: j.C > 5B > 214BC (38%-45%)
   This combo can be used midscreen if you cross-up with j.C

Corner: 623X > 214BC (36%-45%) / 6A > 6B (21%-23%)

Eko

22B > 623X or 214B+C or walk 6A > 5B > 2C

6A+D > 5B > (6D hits) > 623X

6A+D > 5C > (6D hits) > 6A > 5B > 2C

6A+D > 5C > (6D hits) > 5B > 6B

6A+D > 2C > (6D hits) > 5B > 6B

  • Useful against Lilith, who can crouch under 5B.

6A > 2C > 2D > 6A > 5C

j.22 > 6A+D > 6B > 5B > 6B

Corner: 6A~5D~5B > (dash 6A~5D~5B)xN

Corner: 6A > 5B > 2C > 2D > 6A > 5C

Corner: 6A+D > 5B > (6D hits) > 623X > 6A > 6C+D > [6]9 (walk then jump) > j.B > 214B+C

  • Harder to do than in previous versions due to increased pushback and 5C possibly being nerfed

Corner: 6A+6D > 5B > (6D hits) > 623X > 6A > 6B > 2D > [6]9 (walk then jump) > j.B > 214B+C

  • Alternate version of above combo, tiny bit more damage

Corner: 6A+D > 5B > (6D hits) > 623X > 6A+D > 6B > 6A > 5C

Corner: 6A > 5B > 6D~6B > 6A+D > 5C > (6D hits) j.B > 214B+C

Sierra

6A > 5B~5D > 623X

j.22 > 6D > 6A > 6B > (6D hits) > 5B > 6B

Corner: 6A+D > 5B > 6B > (6D hits) > dash up 5B > 6B

Corner: 623X > 6D > 5A > (6D hits) > 5B > 6B

Corner: 6A > 5B+D > 623X~6D > 2A > j.B > 5C/214B+C

Corner: 6A > 5B+D > 623X~3D > 6B > j.B > 5C/214B+C

Juliet

6A~6D > 5B > 2C > 6D hits

  • Can end with 214B+C, 6D needs to be done as late as possible before 5B, 5B>2C needs to be chained immediately

6A > 5B > 2D~2C > (2D hits) > 5C (or 214B+C)

6A > 5B > 3D+2C > (3D hits) > delay 6A > 5C

Corner: CH 22B > 6A > 5C

Corner: 6A > 5B~5D > (5D hits) > j.B > 6A > 5B > 2C+3D > 6A > 5C

  • Pretty hard to do, use combo below instead unless you really wish to preserve support meter

Corner: 6A > 5B~3D > (3D hits twice) j.C > 6A > 5B > 2C+3D > 6A > 5C

  • Can replace first 5B with 5C for more damage, though you will have to walk a forward a bit during 3D's pushback before jumping into j.C

Kanae

Note: All 623X enders can be replaced with j.B > 5C/214B+C

623X~6D > 6A > 5C

5A+5D > 5B > 2C > 5C

2D > 623X

  • Timing for 623X is right when the dog spits them out

2D > 6A > 5B > (2D dog eats/spits) > 2D~623X > (opponent grabbed by dog) > 623X

  • Requires nearly full support meter
  • Low start

2D~623X > 2D~623X > (2D dog eats/spits) > 623X

  • Requires nearly full support meter
  • Overhead start

3D > 6A > 5B > 2D > 5B > (2D dog eats/spits) > 6D > dash 5B > (6D ghost hits) > 6A > 5C

  • Requires nearly full support meter
  • Unfortunately doesn't do much damage for the work put in it (even ending with Liberty Art still does only about 49%) but it at least lands a free ghost and looks cool

6A+6D > 5B > 2C > 3D > 623X

  • This is a reset. On wakeup, the opponent will be forced to take either the ghost or the manhole either way. Some characters can escape the follow up by doing a backdash but will still be tagged by the ghost.

Hilda

3D > 5B > 6B

j.22 > 2D > 6A > 6B > 5B > 6B

Corner: j.22~5D > 6A > 6B > (5D hits) > 214B+C

Corner: 623X > delayed 5D > 6A > 6B > (5D hits) > 214B+C

Frame Data

Move Start-up Duration Recovery Total On Hit On Block
66 - - - 34 - -
44 - - - 32 - -
Jump 7 - 3 - - -
Reflect 1 10 29 40 - -
Throw 8 1 31 40 Down -
5A 7 4 21 32 -3 -4
5B 11 5 22 38 +9 +4
5C 13 7 25 45 +1 -6
2A 9 2 15 26 -1 -1
2B 9 5 20 34 +4 +3
2C 26 19 32 77 Down -21
j.A 1 Landing 7 - [29] [32]
j.B 14 24 9 - [35] [44]
j.C 12 12 9 - [47] [38]
6A 5 5 22 32 -7 -8
6B 24 7 30 61 +14 -7
623X 34 9 36 79 Down -12
214C - - - 73 - -
j.22 Landing 5 45 - Down -22
Eko 22B: 1st Hit
2nd Hit
10
52
4
9
26 101 +48
+33
-12
-8
Jul. 22B 34 17 58 109 Down -85
Sie. 22B[1] 44 (+32) 17 32 125 Down -22
Kan. 214B 13 1 32 46 0 -
214BC 1 6 43 50 Down -17
236BC 22 120 49 191 Down -25
  1. Assumes default slide kick. There are 44 frames until Sierra lets go and 32 frames after that until the slide comes out.


Vanguard Princess
General

BlogChangelogFAQHUDLinksMechanicsNetplaySupport Regen

Characters

YuiHarukaLilithLunaKurumiSakiKaedeNataliaEriAyaneHilda

Assists