Rimururu(SS6): Unterschied zwischen den Versionen

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{{SS6 Character
| charname = Rimururu
| jcharname = リムルル
| portrait = [[Image:ss6_rimururu.png]]
|tier_rank = B
|
|health = ?
|rage_retention = ?
|rage_duration = ?
|dash_type = dash
}}
== Normals ==
== Normals ==
:'''x:'''  
:'''3B:''' overhead. No knockdown.
 
:'''66D:''' 2-hit kick that ends with a jump back. The jump can be cancelled into j.2S.


== Specials ==
== Specials ==
:'''Wall 3/9:''' Triangle Jump.
:'''Wall 3/9:''' Triangle Jump.


:'''XE (SS2):''' SD Transformation.
:'''236A/B:''' delayed projectile from above. Allows okizeme / mixup and can be comboed from.
 
:'''236C:''' ground travelling projectile. Not a low.
 
:'''623S:''' ice straight up. anti-air.
 
:'''214S:''' ice pokes. A anti-air, B mid, C low.
 
:'''mash 6S:''' mash attack that ends with an ice projectile.
 
:'''22S:''' delayed low that can be comboed after.
 
:'''421S:''' reflects, then fires a projectile.
 
:'''j.2S:''' creates an ice platform. Waiting a longer time or jumping makes the platform fall, which has a hitbox.
 
:'''unarmed dash AC/AD:''' needs a minimum dash distance. Rimururu trips and falls, dealing damage. First hit overhead. AD-version has a slightly different sprite.
 
:'''unarmed gauge max dash AC/AD:''' needs a minimum dash distance. Rimururu trips and falls, dealing damage, with more hits, but no overhead. AD-version has a slightly different sprite.
 
:'''321421E (SS2):''' SD Transformation.


== Supers ==
== Supers ==
:'''X: 236AB:'''  
:'''コンル ストゥ ポロ: 236AB:''' overhead hammer.
 
:'''ルプシ カムイ エムシ: 236BC / 6321463214BC (SS2):''' projectile that is sent forward and hits again.


:'''X: 236BC / XBC (SS2):'''
==Videos==
rimururu at mikado [https://youtu.be/9mQgcx4-7Mg?t=1130],[https://youtu.be/9mQgcx4-7Mg?t=4051]


[[Samurai_Spirits:_Tenkaichi_Kenkakuden|Back home!]]
[[Samurai_Spirits:_Tenkaichi_Kenkakuden|Back home!]]

Aktuelle Version vom 1. Januar 2023, 13:39 Uhr

Rimururu
リムルル
Ss6 rimururu.png
Tiers & Ranking
Tier: B
Properties
Damage Modifier: ?
Rage Retention: ?
Rage Duration: ?
Dash Type: dash

Normals

3B: overhead. No knockdown.
66D: 2-hit kick that ends with a jump back. The jump can be cancelled into j.2S.

Specials

Wall 3/9: Triangle Jump.
236A/B: delayed projectile from above. Allows okizeme / mixup and can be comboed from.
236C: ground travelling projectile. Not a low.
623S: ice straight up. anti-air.
214S: ice pokes. A anti-air, B mid, C low.
mash 6S: mash attack that ends with an ice projectile.
22S: delayed low that can be comboed after.
421S: reflects, then fires a projectile.
j.2S: creates an ice platform. Waiting a longer time or jumping makes the platform fall, which has a hitbox.
unarmed dash AC/AD: needs a minimum dash distance. Rimururu trips and falls, dealing damage. First hit overhead. AD-version has a slightly different sprite.
unarmed gauge max dash AC/AD: needs a minimum dash distance. Rimururu trips and falls, dealing damage, with more hits, but no overhead. AD-version has a slightly different sprite.
321421E (SS2): SD Transformation.

Supers

コンル ストゥ ポロ: 236AB: overhead hammer.
ルプシ カムイ エムシ: 236BC / 6321463214BC (SS2): projectile that is sent forward and hits again.

Videos

rimururu at mikado [1],[2]

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