2. Presentation

2.1. Layout

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”).

2.2. Notation

b, f

back, forward. Forward is towards your opponent, back is away from opponent.

u, d

joystick in the up, down position.

n

joystick in the neutral position.

A, B, AB

weak, medium, and strong slash (from the button names).

C

the C button, for kick.

D

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”

2.3. Terminology

Spin

The character rotates parallel to the ground.

Flip

The character rotates perpendicular to the ground, parallel with the screen surface.

Rebound Stun

The stun animation as a result of slashing at a blocking opponent (the sword bounces off due to reversed momentum).

Block Stun

The stun animation as a result of blocking a hit.

Hit Stun

the stun animation as a result of being hit.

Combo

(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).

Rush Hits

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).

Interrupt

To introduce another move before the prior one finishes properly. Also known as “cancelling”.

Trade Hits (hit-trading)

When both fighters successfully hit each other simultaneously (both fighters take damage).

Counter

To successfully attack your opponent before he/she/it finishes an attack. May also result in hit-trading.

Wire-Effect Knockdown

When a character is knocked horizontally across the screen until he/she/it hits the screen edge and bounces off to the ground.

Low Hit

An attack that must be blocked low (crouching), or avoided by hopping.

Middle Hit

An attack that may be blocked low (crouching) or high (standing), and may be avoided by laying down.

High Hit

An attack that must be blocked high (standing), or avoided by laying down.

Overhead Hit

An attack that must be blocked high (standing), typically cannot be avoided by laying down (sometimes hopping works).

Grapple

An attack that involves close proximity, grabbing opponents, and manipulating their momentum (shoving, pulling, throwing, dropping, etc.).

far

A long distance, beyond about a character's width.

near

A short distance, within about a character's width.

close

Right next to each other.

Tick Damage

Damage done while blocking.

e.g.

“Exempli Gratia” (Latin), meaning “for example”.

i.e.

“Id Est” (Latin), literally “that is”; synonymously “in other words”, “to be exact”, “literally”, “specifically”, “what I mean is”.

corner

either far edge of the stage, where the screen can no longer scroll horizontally.