6. Techniques (Special Assaults)

6.1. un-POWed

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).

6.1.1. Rupushi Kuare/Quall, Nishi (arcing iceball)

(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.

6.1.2. Rupushi Kuare/Quall, Toitoi (sliding iceball)

(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.

6.1.3. Konru Nonno/Nono (rising 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.

6.1.4. Konru Memu/Myu (ice puddle)

(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.

6.1.5. Kamui Shitouki (ice mirror)

(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.

6.1.6. Upun Opu (icicle barrage)

(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).

6.1.7. Konru Shiraru (ice platform)

(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.

6.2. Max POW

Techniques available to Rimururu only after a full POW meter or a non-empty red RAGE meter.

6.2.1. Rupushi Kamui Emushi, Toitoi (sliding ice boulder)

(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.

6.2.2. Rupushi Kamui Weisanpekoru Ruyanpe, Head (enraged head stumble)

(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.

6.2.3. Rupushi Kamui Weisanpekoru Ruyanpe, Foot (enraged foot stumble)

(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.