|Revision 2004.05.17 Updated description of Disarm.|
|Revision 2004.05.15 First post.|
|Revision 2004.04.06 Document start.|
Copyright (C) 2004 Frederick Lee <email@example.com>. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled “GNU Free Documentation License” .
LyX document processor, used in preparing this document
GNU Project for too much stuff to list.
The SS5 Movelist by Kao Megura, obtained via GameFAQs, from which the names of Rimururu's techniques were taken (I would include a direct URI if it weren't so ridiculously long and apparently anti-deep-linking scrambled; search GameFAQs for “Samurai Shodown V” for first hit, “FAQ” link).
SNK Playmore and/or Yuki Enterprises, the copyright holder(s?) of Samurai Shodown 5 (someone needs to explain their relationships to me; I lost track after Playmore merged SNK).
This document's original source format is a LyX file, exported to DocBook SGML, then converted to HTML (chunked and unchunked) with docbook-utils.
The canonical URI (“original publishing”) for this document is http://www.icculus.org/~phaethon/ss5/rimururu.html.
Most descriptions are in the format of the joystick input, a visual description of what Rimururu does, description/discussion of effects upon the opponent (damage, stun time, etc.), description/discussion of effects upon Rimururu (lag, range, etc.), and description/discussion of application (“how to use”).
back, forward. Forward is towards your opponent, back is away from opponent.
joystick in the up, down position.
joystick in the neutral position.
weak, medium, and strong slash (from the button names).
the C button, for kick.
the D button, for extra movement.
(vertical bar) alternative. “A|B” means either A or B.
(comma) a sequence. “A, B” means A then B.
(plus) combined. “f + A” means forward and A together. “AB” is a shorthand for “A + B”
The character rotates parallel to the ground.
The character rotates perpendicular to the ground, parallel with the screen surface.
The stun animation as a result of slashing at a blocking opponent (the sword bounces off due to reversed momentum).
The stun animation as a result of blocking a hit.
the stun animation as a result of being hit.
(from “combination”) A sequence of attacks where the opponent does not have a chance to block nor evade between hits. Some combos are canned (multiple hits are “automatic”), as such the Upun Opu (icicle barrage). Other combos are the result of interrupting or stun followup (e.g. medium slash followed by Konru Nonno).
A sequence of attacks in quick succession which rewards you with a count of form “X Slashes”, where X is the number of rush hits. Rush hits and combos are not the same thing (you can get rush hits even if you pause long enough to let your opponent start blocking, but doesn't).
To introduce another move before the prior one finishes properly. Also known as “cancelling”.
When both fighters successfully hit each other simultaneously (both fighters take damage).
To successfully attack your opponent before he/she/it finishes an attack. May also result in hit-trading.
When a character is knocked horizontally across the screen until he/she/it hits the screen edge and bounces off to the ground.
An attack that must be blocked low (crouching), or avoided by hopping.
An attack that may be blocked low (crouching) or high (standing), and may be avoided by laying down.
An attack that must be blocked high (standing), or avoided by laying down.
An attack that must be blocked high (standing), typically cannot be avoided by laying down (sometimes hopping works).
An attack that involves close proximity, grabbing opponents, and manipulating their momentum (shoving, pulling, throwing, dropping, etc.).
A long distance, beyond about a character's width.
A short distance, within about a character's width.
Right next to each other.
Damage done while blocking.
“Exempli Gratia” (Latin), meaning “for example”.
“Id Est” (Latin), literally “that is”; synonymously “in other words”, “to be exact”, “literally”, “specifically”, “what I mean is”.
either far edge of the stage, where the screen can no longer scroll horizontally.
Rimururu (Rimnerel) wears a loose long-sleeved blouse with a sash around the waist (which also holds her sword sheath?), shorts, and fluffy (snow?) boots. On each hand she wears some kind of gloves (gauntlets?) which leave her fingers exposed. She still has her hair cloth (what is it called? It's not a bandana) tied over her head. This outfit is similar to what she had in Samurai Shodown 64 (and 64-2?). Her prior outfit was a thick robe/kimono type outfit, similar to Nakoruru's.
Konru (Konril) is a diamond-shaped ice entity that hovers behind Rimururu and assists in creating the ice in many of Rimururu's attacks.
"The Fighter's Generation" page on Rimururu has images of Rimururu in her old and new outfits, animated images of some of her attacks, and images of Konru.
There is no combat without movement. --Ender Wiggins, “Ender's Game” by Orson Scott Card
Rimururu stands with her fore arm straight ahead, rear arm ready at the sword. Her sword's sheath is tied to her back, hilt pointing towards her rear [arm].
(f) Rimururu marches forward.
(b) Rimururu marches backward.
(d) Rimururu crouches.
(d + D) Rimururu lies close to the ground. This move can avoid most air, high, and middle hits, but not low/ground attacks.
(db + D) Rimururu tucks into a backward roll. This move can be interrupted by a special technique.
(df + D) Rimururu tucks into a forward roll. The very beginning has some invulnerability (“dodging”) properties (but not against grapples?). This move can be interrupted by a special technique.
(b + D) Rimururu hops in place, about half her height. Avoids most low/ground attacks, but not higher attacks.
(f + D) The forward counterpart to the backstep, Rimururu leaps forward. This move can send Rimururu to the other side of her opponent (a mix of the Hop (b + D) in this game and the Turn (close f + AB) in SS3/SS4).
(b, b) Rimururu hops backward quickly and backflips. During this move, Rimururu can invoke Konru Shiraru (ice platform) while still off the ground.
(f, f-) Rimururu runs forward. This move can lead into a running slash, running kick, a special technique, a Guard Crush, or revoked by letting go of forward (Rimururu skids to a stop).
(dash: n | b) Rimururu skids to a stop, spreading and swinging her arms for balance.
(u | ub | uf) Rimururu jumps into the air. This move can lead into Wall Jump (off the edge of the screen).
(dash: ub | u | uf) Rimururu jumps into the air. (extra horizontal speed?)
(screen edge, air: f | b (joystick away from screen edge)) Rimururu jumps off the edge of the screen while still airborne.
(b|n|f + A) Rimururu quickly slashes her sword forward with her forward arm at about neck height
Short lead-in, short recovery.
This attack is quick enough to counter many opponent attacks.
(b|n|f + B) Rimururu takes a step forward, with a backside spin, as her sword arm (which would be her rear arm, but now becomes forward due to the backside spin) swings overhead and down forward.
Long lead-in, short recovery. Interruptible.
This move has considerable delay as a forward attack, limiting it's usability in combos. On the other hand, this attack can be interrupted at any time from start to finish -- you can even interrupt before the sword strikes.
(b|n|f + AB) Rimururu grabs her sword with both hands and steps into a deep horizontal lunging two-handed sword thrust.
Long lead-in, long recovery.
This attack is horizontally forward at about belly level.
(b|n|f + A) Rimururu slashes inward at about chest height with her rear arm.
Quick lead-in, quick recovery.
(b|n|f + B) Rimururu slashes at about chest height with her rear arm as she finishes a complete turn.
Quick lead-in, slow recovery. Interruptible.
The short distance of this attack limits the ability to combo into and out of this attack (e.g. jump AB, B, f, d, df + A (jump strong slash, medium slash (miss), K. Nonno)).
(b|n|f + AB) Rimururu takes a step forward as she uses both hands to swing her sword upward. (two hits?)
Slow lead-in, slow recovery.
The upward arc of this attack permits hitting airborne opponents, but the long lead-in time and very short distance requirement severely restricts use as an anti-air attack.
(d + A) Rimururu slashes horizontally with her rear arm.
Quick lead-in, quick recovery.
(d + B) Rimururu slashes down diagonally towards the ground with her rear arm.
Quick lead-in, moderate recovery. Interruptible.
(d + AB) Rimururu spins around with a ground-hugging sword slash, knocking down her opponent.
Quick lead-in, slow recovery. Knocks down.
(dash: A) Rimururu quickly slashes horizontally with her forward arm (much like standing far A).
Short lead-in, short recovery.
(dash: B) Rimururu delivers a chest-height double-palm strike.
Moderate lead-in, moderate recovery.
Since this attack does not involve the sword, Rimururu does not enter rebound stun if the opponent is blocking.
(dash: AB) Two-handed upward swing for knockdown damage (similar to standing near AB).
Moderate lead-in, moderate recovery. Knockdown.
(dash: C) A shin kick (similar to f+C), followed by a crouching kick (similar to df+C), then Rimururu flips away backward. During the backward flip, Rimururu can invoke Konru Shiraru (d + A | B | AB).
(air: A) Diagonally downward short-range rear arm sword slash.
(air: B) Horizontal short-range rear arm sword slash.
(air: AB) Large one-handed upward swing.
(d, db, b, f + D) Rimururu makes a wide sideways swing with her sword pointing upwards. If the opponent slashes Rimururu during her swing, the opponent is stunned.
The strength of the opponent's attack determines the type of stun. Attacks with Weak Slash (A) induce a short stun. Attacks with Medium Slash (B) induce a long stun. Attacks with Strong Slash (AB) induce a long stun and a weapon disarm (opponent loses sword).
The long stun animation last long enough to invoke Emushi (d, df, f + CD), which also means you can use any combo of your choice instead.
(b|n + C) Rimururu hops forward and delivers a side kick.
Long lead in, quick recovery.
The little hop in the kick may help avoid low attacks.
If your opponent has stepped forward deeply for an attack, this move can actually put you on the other side of your opponent. Although this attack cannot be interrupted, the recovery is quick enough to land a combo.
(f + C) Rimururu kicks with her rear leg to shin height (low roundhouse?).
Hits low, quick lead-in, quick recovery. Interruptible.
Since this kick hits low and does not suffer from rebound stun, it becomes the preferred leading attack into a combo when unarmed. The opponent does not suffer as much hit stun as with a B slash, making combos a tad more difficult. Also with misjudged distance, this attack may inadvertently transform into a (whiffed) Guard Crush.
(air: C) Rimururu sticks her forward leg diagonally down and forward at an angle.
(d|db + C) Quick kick along the ground.
(df + C) Rimururu swings forward a bit as her rear leg strikes out for knockdown damage.
Moderate lead-in, moderate recovery. Interruptible. Knocks down.
Her foot sticks upwards diagonally, so this attack can be used against airborne opponents that are close to the ground (however, most other fighters have swords longer than her leg).
This attack can be interrupted by a pursuit (u + B+C or df + B+C), which makes up for the fact the kick does next to no damage.
(A | B | AB) Rimururu jabs with her forward first (see a pattern yet?).
(dash: A | B | AB) Rimururu punches with her forward fist.
(dash: C) Rimururu slides along the ground a short distance, with her forward leg extended, for knockdown damage.
(dash: A+C) Rimururu stumbles face-forward (face-plant) for an overhead attack.
This attack does negligible (very small) damage. This attack must be blocked high (overhead attack). If hit, the opponent is slammed into the ground face-first. This attack can hit airborne (but close to the ground) opponents.
Once Rimururu lands on the ground, she can't roll away. But at least her recovery is while she's supine (avoids high/middle attacks, including most grapples).
For such a quick and mild attack, it sure has a long name.
This attack changes if POW is maxed.
Great for humor value, especially as the final blow.
(dash: B+C) Rimururu slips with both feet flying forward and up, for a middle attack.
This attack does negligible (very small) damage. This attack is not an overhead, nor is it a low attack. If hit, the opponent is slammed into the ground face-first. This attack can hit airborne opponents.
Once Rimururu lands on the ground, she can't roll away. Her recovery time is spent prone (avoids high/middle attacks).
This attack changes if POW is maxed.
(d, db, b, f + D) Rimururu holds her hands up to chest level. When hit with a sword, Rimururu grabs the opponent's sword with her hands(!) and pulls it out of her opponent's hands for a disarm, then shoves (double-palm strike?) the opponent away for knockdown.
The timing is similar to that of the Deflect.
(air, screen edge: b + A | B | AB | C) Rimururu cancels a wall jump with an attack.
This move is probably one of the more disorienting obscure moves in the game available to any wall-jumper. Rimururu must be facing towards the screen edge off which she is wall-jumping (typically by jumping over a cornered opponent). Just as soon as the wall jump starts (as she “sticks” to the screen edge), invoke an attack. Instead of a wall jump, Rimururu continues dropping down, as if merely bouncing horizontally off the screen edge. This move is the closest you'll get to a midair about-turn.
(close, b|f + C) Rimururu grabs her opponent and shoves.
(after Guard Crush, A|B|AB) Rimururu follows up a Guard Crush with an upward two-handed slash (near standing AB), or two handed deep lunge (far standing AB), depending on distance. When unarmed, a sweep kick. All these follow-ups knock down the opponent.
(armed: Start, Start, Start) Rimururu abandons her sword with an underhand toss. The dropped sword does (tiny) damage when it lands on a downed opponent (pursuit attack). All of Rimururu's specials and her super are usable without her sword (Rimururu's true weapon is Konru!).
(unarmed, close to sword: A) Rimururu picks up her sword with a sideways swing (the way she swings when Deflecting, but doesn't actually deflect swords).
(u + B+C) Rimururu jumps high into the air, falling with Konru underneath (as an ice platform; as in the Shiraru) onto the enemy. Maximum forward distance is about one or two character widths (but otherwise Rimururu homes in on the downed opponent).
Slow lead-in, slow recovery.
(df + B+C) Rimururu drops to a crouch as she puts her weight into a two-handed downward stab (not the wimpy-looking bend-over stab in SS3/SS4). When unarmed, Rimururu flips forward, landing on the opponent with a two-foot stomp, then bounces back.
Moderate lead-in, moderate recovery.
(BC) Rimururu hops and thrusts Konru diagonally down and forward. This attack cannot be blocked low. This attack can also avoid low attacks (it's a hop).
Slow lead-in, slow recovery.
(partial POW: n + hold/tap D) Rimururu pauses (almost as if praying) as she drains her POW meter to raise her life triangle.
Meditation only works if the POW meter is partially filled. This move doesn't work if the POW meter is empty, full, or sacrificed for a different meter.
Raising the life triangle helps reach the ability to use Enlightenment (Bullet Time) sooner and longer.
(armed: A+B+C) Rimururu strikes a pose (not sure how to describe that...) as a large semicircle (hemisphere) explodes around her. The explosion is unblockable, but does no damage. The POW meter sacrifices itself for a red-gradient RAGE meter, and the timer suspends.
This move can be invoked while Rimururu's feet are on the ground; the upshot is that many opponent combos can be interrupted if Rimururu remains on the ground.
While the RAGE meter is not empty, the timer stops counting down (but the chronometer/total-time-elapsed continues), the Kenki Meter (Damage Meter, just under life bar) enlarges (extra damage bonus), you have all capabilities of a full POW meter (Rimururu's stumbles and Super attacks), and the RAGE meter continually decreases with [real] time. If the Super connects, the RAGE meter drops to zero (empties immediately) (read: don't use with 1 second on the timer if you want to connect with the Super -- the round ends before the Super can deal any damage), but otherwise a missed Super does not empty the RAGE meter.
Must be armed to invoke.
(flashing blue life: d, db, b + C+D) A profile image of Rimururu scrolls across the screen. The background turns whitish as the POW meter sacrifices itself for a blue-gradient meter. The opponent slows down.
This move can only be invoked after losing one round (or when your opponent is one round away from Conclusion?), and when the lifebar falls past the small white life triangle (which coincides with the lifebar flashing blue). The life triangle can be raised by Meditation (n + D with partial POW meter).
This move sacrifices the POW meter for a blue Enlightenment Meter. The size of the new meter is proportional to the distance of the life meter, so meditating after your lifebar turns blue is still productive.
While the Enlightenment Meter is not empty, your opponent moves very slowly, you have the Issen move at your disposal, and the meter continually decreases with time. The meter drops to zero (empties immediately) when you get hit or use Issen.
The timer does not stop nor slow down.
You can invoke this move even after your opponent has, too. In this case, both of you move just as slowly (i.e. the slowness is not cancelled) until someone runs out of meter (the one with remaining meter moves faster).
Can be invoked armed or unarmed.
(armed, enlightenment: B+C+D) Rimururu suddenly slides across the screen. If Rimururu hits a non-blocking opponent, she lands a slash for extreme damage, and the blue Enlightenment Meter drops to zero as the opponent collapses to the ground. If the opponent blocks, Rimururu flips away for no damage as the blue Enlightenment Meter drops to zero. If Rimururu completely misses the opponent, she slides all the way to the other side of the arena, then the blue Enlightenment Meter drops to zero. Basically this move is a double-or-nothing gambit.
(armed: b, f, df, d + Start) The screen darkens as Rimururu summons Konru overhead to form a giant ice boulder. Then the ice boulder lands on Rimururu, crushing her.
I have not managed to invoke this while unarmed, although one would think doing so is possible.
Techniques available to Rimururu. Rimururu can invoke these techniques whether or not she is armed. Techniques are invoked with a specific sequence of input, and most of them cause damage even if blocked. Rimururu cannot invoke a special unless Konru returns and is ready at her side. To an extent, this prevents spamming, but also means her techniques have lingering effects (Rimururu can move before her technique has technically finished).
(d, df, f + A | B) With Konru's help, Rimururu heaves an iceball arcing forward through the air. The iceball billows into an ice flower, for ice damage, upon touching the ground.
Slow lead-in, moderate recovery (or negative-time recovery, relative to when the ice actually billows and can actually cause damage).
The weaker technique (+ A) sends Konru about one character's width. The stronger technique (+ B) sends Konru about four character's widths (the distance between the players at round start). The technique does no damage while airborne. Once the iceball connects, the opponent is stunned long enough for Rimururu to follow up with a decent combo. In fact, the stun time is long enough for Rimururu to follow up with the Super, Emushi (d, df, f + CD).
In either case, Rimururu can move again a fraction of a second before the iceball billows.
(d, df, f + AB) Rimururu hurls Konru along the ground (“bowling” comes to mind). Konru slides all the way across the screen, doing damage on impact at any time (even when fresh out of Rimururu's hands).
Slow lead-in, moderate recovery.
As a Kuare attack, when the iceball connects, the opponent is stunned with ice damage.
Early in the path, the iceball can be blocked high (middle attack). Later, the iceball must be blocked low (low attack). The exact point of transition is not clear, but I'm guessing it's around when Rimururu can move again (about four character widths out).
When Konru reaches a full screen's width, it billows into an ice flower on the ground. In a long-distance projectiles war, this means an opponent trying to avoid the Kuare by jumping upwards lands on a damaging ice flower.
(f, d, df + A | B | AB) Rimururu drops to a crouch while slamming Konru into the ground, forming an ice flower that rises straight up into the air for knockdown damage.
Short lead-in, slow recovery.
This technique has a deceptively long range. Even the very edge of the ice flower can knock down, though for minor damage. Catching the opponent in the middle of the ice flower delivers additional rush hits (up to 7) and consequently more damage.
This technique is useful as an anti-air attack: Rimururu heads for the ground as Konru heads for the sky. However, if Rimururu whiffs (misses), her recovery time is long enough to suffer a hard slash counterattack (otherwise, a hit results in a knockdown, rendering the recovery time moot). In SS4, the recovery time wasn't too much of a concern with max POW, as the powered-up Nonno came out triple in size, and pushed a blocking opponent farther away accordingly, but not in SS5.
(d, db, b + A | B | AB) Rimururu hurls Konru over her head at the ground, forming an ice puddle.
Low attack, (almost?) no damage. Long lead-in, moderate recovery.
If the opponent does not block low, the opponent slips and loses balance, opening a combo opportunity. If the opponent blocks, the ice puddle no longer has any effect. Rimururu cannot invoke another technique until Konru returns to ready position.
(b, d, db + A | B | AB) Rimururu thrusts Konru forward, forming a large flat ice mirror, then shooting a large horizontal icicle for Wire-Effect Knockdown.
Short lead-in, short recovery (or very slow, depending on how you look at it).
This technique is extremely versatile (for Rimururu) and annoying (for the opponent).
While the mirror is still forming, the mirror can reflect projectiles. Once the mirror finishes forming, projectiles are merely cancelled. A short while later, a large horizontal icicle shoots out for Wire-Effect Knockdown.
This technique cannot hit twice. If the opponent was hit by the mirror, they either fall (if airborne) or stun for ice damage (on ground), and the icicle does not hit. Or if the mirror misses, the icicle can hit. If the mirror is cancelled by a projectile, the icicle does not hit (although you still see a large icicle shoot out). If the mirror reflected a projectile, neither the mirror stuns, nor cancels, nor stuns, and the icicle has no effect (i.e. reflecting counts as cancelling the projectile). In short, Rimururu only has one chance to hit with this technique.
This mirror blocks middle and high sword slashes and some low slashes, and is not cancelled by such. The upshot is that an opponent attempting to slash through the mirror ends up hitting a sword obstacle, and goes into block stun, just in time for the icicle to send them across the screen.
The size of the mirror makes this an excellent anti-air attack, especially since the input starts from the defensive position (b, ...). Hitting with the mirror does very tiny damage, but causes knockdown. The recovery is quick enough to permit Rimururu to follow with a Big Pursuit (u + BC).
The button used does not appear to alter this technique in any noticeable manner.
(f + tap A | B | AB) Rimururu thrusts Konru forward, creating a barrage of jabbing icicles for rush hits, followed by a large horizontal icicle for Wire-Effect Knockdown.
Long lead-in, moderate recovery.
The second phase of this technique (icicle) sends the opponent flying backwards, bouncing off the far edge of the screen (Wire-Effect Knockdown).
The attack strength changes the duration of the rush hits (and thus the number of rush hits) before the large icicle shoots out. The weak attack has the shortest time (least hits), the strong attack has the longest time (most hits).
(air: d + A | B | AB) Konru creates a floating ice platform for Rimururu to sit on for up to three or four seconds. After a short while, Konru stops supporing the ice platform, which soon after shakes then falls on its own. This technique is easiest to invoke at the peak of a jump.
Short lead-in, quick recovery.
Once invoked, Rimururu has four followups: jump forward, jump up, jump backwards, or sit until the ice platform falls. Regardless of the followup, the (falling) ice platform always remains underneath Rimururu; she can't touch the ground before the ice platform. In the final case (sitting until falling), Rimururu ends up knocking herself down (no damage), vulnerable to attack.
If the opponent runs into (jumps into) the ice platform, the ice platform drops immediately. If Rimururu hasn't jumped off in this event, she falls to the ground, knocked down (i.e. she stayed on the ice platform until it fell).
This technique can also be invoked during the backstep (b, b), before Rimururu touches the ground. Useful against deep-diving attackers (e.g. Rera, Genjuro).
This technique can also be invoked at the end of a running kick (dash + C), during the peak of the backflip (but the timing is more difficult than with the backstep).
Combined with wall jumps, this technique can be used as an annoying delaying tactic. Proper abuse of wall-jumping permits Rimururu to remain off the top of the screen for the better part of seven-second flight (jump back, wall jump, Shiraru, pause, jump backwards (offscreen), late wall jump.
Techniques available to Rimururu only after a full POW meter or a non-empty red RAGE meter.
(d, df, f + CD) Rimururu summons Konru overhead, creating a giant ice boulder. Then the ice boulder slams down in front of Rimururu. Then Rimururu shoves the giant ice boulder, sending it sliding across the ground, violently shaking the screen.
In the first phase, as Rimururu summons Konru, Rimururu is invulnerable until the ice boulder solidifies.
In the second phase, the grounded ice boulder can catch opponents as if flypaper. Since SS5 has no air blocking, a well-timed backward roll cancelled into this technique against an airborne opponent can lead to a decisive turn of events. However, the ice boulder here only gets once chance to hit during this phase. If the (grounded) opponent blocks the ice boulder, the ice boulder is moot until the third phase. In the meantime, Rimururu is open to attacks; any hits suffered cancels the ice boulder (no third phase, ice boulder disappears).
In the third phase, Rimururu pushes the boulder after a short pause. The boulder slides across the screen, like a grossly enlarged version of the Kuare Toitoi. The ice boulder can still catch airborne opponents, and deal damage to opponents that blocked the second phase (when the ice boulder was not moving). An opponent caught by the ice boulder, in either the second or third phase, is dragged across the screen by the ice boulder until the edge of the screen, where the ice boulder shatters, dealing severe ice damage and shaking the screen violently for a few seconds afterwards. The opponent loses his/her/its sword if caught by the ice boulder at any time (but the sword goes flying after the boulder shatters).
Hit or miss, the screen continues shaking for a while afterward (more violent and longer shaking if the ice boulder connects). You can utilize the ensuing confusion to your advantage. If you intend to follow with a Pursuit Attack (big or small), I recommend you time your attack based on the time passed since the ice boulder shattered (the sound of it), since the screen shakes so much that at times the falling and flipping opponent can appear to be standing on solid ground.
(unarmed, dash: A+C) Rimururu stumbles face-forward for a middle attack. Rimururu continues tumbling forward four times, for up to nine non-combo hits total (one on the initial face-plant, two per tumble). The final hit knocks down (is it an overhead?).
At the end, Rimururu recovers while supine.
Despite being a Max POW attack, this technique does not disarm the opponent.
(unarmed, dash: B+C) Rimururu slips with both feet flying forward and up for a middle attack. Rimururu continues stumbling forward (but “facing” backwards) four times, for up to nine non-combo hits total. Final hit knocks down.
At the end, Rimururu recovers while prone.
Despite being a Max POW attack, this technique does not disarm the opponent.
qcf + A | B
qcf + AB
f, d, df + A | B | AB
rising ice flower
qcb + A | B |AB
b, d, db + A | B | AB
f + tap A | B | AB
(air) d + A | B | AB
(POW) qcf + CD
(unarmed) dash + AC
(unarmed) dash + BC
In SS64, Rimururu.Shura had an attack that froze her opponent and sent them sliding away, far away; it wasn't exactly a command throw (it was blockable), but it was an excellent technique for shoving your opponent over the arena edge and winning with a Ring-Out. In SS3, Rimururu.Rasetsu had a similar attack, as a command throw.
In SS3, SS4, and SS64, Rimururu.Rasetsu had Konru Nonno replaced with Rupushi Tomu, where Rimururu slashes forward and upward as Konru creates protruding icicles for multiple hits. This move had better tactical applications (pushes back, hits high, quick recovery), however, the K. Nonno is a far more defining technique (a better “trademark move”) for Rimururu. I think it would be nice to see Rimururu re-equipped with this technique as perhaps a C attack, or, like the Kuare (A|B = Shura, AB = Rasetsu), as the AB version of the K. Nonno.
Apparently http://www.samurai-zero.jp/ is the official home page for SS5 (Samurai Spirits Zero), and all in Japanese. Generic/common movelist is http://www.samurai-zero.jp/sousa.html (in Japanese). Rimururu's movelist is http://www.samurai-zero.jp/chara/02.html (also in Japanese). Most of Rimururu's techniques are spelled out in katakana, so I may dig up a pronunciation chart and romanization rules from some place and straighten out the spellings one day.
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