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 == | ||
:''' | :'''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. | ||
:''' | :'''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 == | ||
:''' | :'''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 [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 | |
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.