Rimururu(SS6)
Zur Navigation springen
Zur Suche springen
| 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.
Videos
langes guide video auf japanisch
rimururu at mikado [1],[2]
