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Samurai Shodown IV/Rimururu: Difference between revisions
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Lichmassacre (talk | contribs) Created page with "'''WIP''' ==Overview== ===Slash=== ===Bust=== {{StrengthsAndWeaknesses | pros= | cons= }} ==Move List== ===Normals=== ===Special Moves and WFTs=== ==Combos== ===Universal=== ===Slash=== ===Bust=== {{Navbox SS4}} Category:Rimururu Category:Samurai Shodown IV" |
Lichmassacre (talk | contribs) m →Combos |
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==Combos== | ==Combos== | ||
===Universal=== | ===Universal=== | ||
* Throw > 5C | |||
: Against Nakoruru, it's preferrable to microwalk to ensure it doesn't drop. Rimururu's most consistent throw combo. | |||
* Throw > 66B > 14-hit CD | |||
: Difficult timing to pull off but elevates Rimururu's viability a lot if you can consistently do it. Throw not required to start the combo, either. | |||
* Back throw > [66P]xN | |||
: Back throw, unarmed infinite. Very weak damage and requires Rimururu be unarmed, so overall pointless. The timing also changes between pressing A, B, and C. | |||
* (Corner) Backhit n.5C > 66C > 8S OTG | |||
* Back throw > Backhit j.C or j.D > 14-hit CD | |||
: Only works on Gaira and Zankuro, aka big body characters. | |||
* [14-hit CD (13)]xN | |||
: Self-contained 14-hit CD infinite. More optimal to just do one loop then end the combo due to the low damage of the combo, requiring several loops in order to kill. | |||
===Slash=== | ===Slash=== | ||
* n.5B or 14-hit CD (11) xx 623S > 8S OTG | |||
: Your go-to BnB as Slash Rimururu. | |||
* 236A > (while being attacked) Rage Explosion > 236A > Issen | |||
: Requires you be right next to the opponent. Unlikely you'll do this in a real match, but it's proof of concept for an unblockable Rage Explosion setup into Issen. | |||
* (During Rage Explosion) j.C > n.5B > Rage SCS (9) > Rage SCS (9) > Rage SCS (6) > r.623S > 8S OTG | |||
===Bust=== | ===Bust=== | ||
* Throw > CD (whiff cancel 2nd hit) xx WFT | |||
: Easiest to whiff the second hit with the CD BBC combo. | |||
* CD BBC xx 623C > 8S OTG | |||
* CD BBC > WFT > 8S OTG | |||
: It is possible to connect a heavy pursuit after the WFT, however due to the excessive screen shaking that plays after the WFT connects, it's difficult to properly time. | |||
* n.5B or 14-hit CD (11) xx r.623C > 8S OTG | |||
: 623A and B also work, and without rage, but 623A runs the risk of whiffing accidentally. | |||
* (Corner) CD (whiff cancel 2nd hit) xx 236B > CD (whiff cancel 2nd hit) xx 236B > 66C | |||
* (Corner) j.C > 66B > CD (whiff cancel 2nd hit) xx 236B > 14-hit CD (13) > CD BBC xx WFT > 8S OTG | |||
* (Corner) [Backhit 623C]xN | |||
: Basara only infinite. One of the easiest infinites in the game if you can set it up, since even if Basara lands, you still have some time left to follow-up before the infinite drops. | |||
{{Navbox SS4}} | {{Navbox SS4}} |
Revision as of 03:35, 7 June 2023
WIP
Overview
Slash
Bust
[ Info Needed ] | |
Pros | Cons |
Move List
Normals
Special Moves and WFTs
Combos
Universal
- Throw > 5C
- Against Nakoruru, it's preferrable to microwalk to ensure it doesn't drop. Rimururu's most consistent throw combo.
- Throw > 66B > 14-hit CD
- Difficult timing to pull off but elevates Rimururu's viability a lot if you can consistently do it. Throw not required to start the combo, either.
- Back throw > [66P]xN
- Back throw, unarmed infinite. Very weak damage and requires Rimururu be unarmed, so overall pointless. The timing also changes between pressing A, B, and C.
- (Corner) Backhit n.5C > 66C > 8S OTG
- Back throw > Backhit j.C or j.D > 14-hit CD
- Only works on Gaira and Zankuro, aka big body characters.
- [14-hit CD (13)]xN
- Self-contained 14-hit CD infinite. More optimal to just do one loop then end the combo due to the low damage of the combo, requiring several loops in order to kill.
Slash
- n.5B or 14-hit CD (11) xx 623S > 8S OTG
- Your go-to BnB as Slash Rimururu.
- 236A > (while being attacked) Rage Explosion > 236A > Issen
- Requires you be right next to the opponent. Unlikely you'll do this in a real match, but it's proof of concept for an unblockable Rage Explosion setup into Issen.
- (During Rage Explosion) j.C > n.5B > Rage SCS (9) > Rage SCS (9) > Rage SCS (6) > r.623S > 8S OTG
Bust
- Throw > CD (whiff cancel 2nd hit) xx WFT
- Easiest to whiff the second hit with the CD BBC combo.
- CD BBC xx 623C > 8S OTG
- CD BBC > WFT > 8S OTG
- It is possible to connect a heavy pursuit after the WFT, however due to the excessive screen shaking that plays after the WFT connects, it's difficult to properly time.
- n.5B or 14-hit CD (11) xx r.623C > 8S OTG
- 623A and B also work, and without rage, but 623A runs the risk of whiffing accidentally.
- (Corner) CD (whiff cancel 2nd hit) xx 236B > CD (whiff cancel 2nd hit) xx 236B > 66C
- (Corner) j.C > 66B > CD (whiff cancel 2nd hit) xx 236B > 14-hit CD (13) > CD BBC xx WFT > 8S OTG
- (Corner) [Backhit 623C]xN
- Basara only infinite. One of the easiest infinites in the game if you can set it up, since even if Basara lands, you still have some time left to follow-up before the infinite drops.