Rimururu(SS6)
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: needs a minimum dash distance.
- unarmed dash AD: needs a minimum dash distance.
- unarmed gauge max dash AC: needs a minimum dash distance.
- unarmed gauge max dash AD: needs a minimum dash distance.
- 321421E (SS2): SD Transformation.
Supers
- コンル ストゥ ポロ: 236AB:
- ルプシ カムイ エムシ: 236BC / 6321463214BC (SS2):