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:
ルプシ カムイ エムシ: 236BC / 6321463214BC (SS2):

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