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'''Stage:''' Park on the Path to School (Night) (通学路の公園(夜)) | '''Stage:''' Park on the Path to School (Night) (通学路の公園(夜)) | ||
'''BGM:''' Maiden | '''BGM:''' A Would-Be Maiden (乙女希望) | ||
== Character-Specific Notes == | == Character-Specific Notes == | ||
* Rumi is able to air jump once, and air dash/backstep once | * Rumi is able to air jump once, and air dash/backstep once. | ||
* Some of Rumi's moves involve her throwing away her shinai, leaving her in bare-handed mode. She can recover her shinai at anytime by standing next to it and pressing S. | * Some of Rumi's moves involve her throwing away her shinai, leaving her in bare-handed mode. She can recover her shinai at anytime by standing next to it and pressing S. | ||
* If Rumi uses her "Enduring Maiden's Aesthetic" move, a "Kimuchi" gauge appears below her life gauge, indicating the time left before the Kimuchi disappears. While Rumi has Kimuchi, she gains constant recoil armor and receives half the damage than usual. However, she cannot guard or recoil guard during this time. | * If Rumi uses her "Enduring Maiden's Aesthetic" move, a "Kimuchi" gauge appears below her life gauge, indicating the time left before the Kimuchi disappears. While Rumi has Kimuchi, she gains constant recoil armor and receives half the damage than usual. However, she cannot guard or recoil guard during this time. | ||
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! Move !! Hits !! Damage !! Guard !! Move<br/>Cancel !! Jump<br/>Cancel !! IC<br/>Cancel | ! Move !! Hits !! Damage !! Guard !! Move<br/>Cancel !! Jump<br/>Cancel !! IC<br/>Cancel | ||
|- | |- | ||
| 5A || 1 || 300 || Ground || Yes || Yes || Yes | | 5A(c) || 1 || 300 || Ground || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 5A ( | | 5A(f) || 1 || 350 || Low || Yes || Yes || Yes | ||
|- | |- | ||
| 2A || 1 || 240 || Low || Yes || Yes || Yes | | 2A || 1 || 240 || Low || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| j.A || 1 || 280 || High/Air || Yes || Yes || Yes | | j.A || 1 || 280 || High/Air || Yes || Yes || Yes | ||
|- | |- | ||
| 66A || 1 || 350 || Low || Yes || No || Yes | | 66A || 1 || 350 || Low || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 662A || 1 || 240 || Low || Yes || No || Yes | | 662A || 1 || 240 || Low || Yes || No || Yes | ||
|- | |||
| 5B(c) || 1 || 560 || Ground || Yes || Yes || Yes | |||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 5B | | 5B(f) || 1 || 700 || Ground || Yes || Hit || Yes | ||
|- | |||
| 2B || 1 || 600 || Ground || Yes || Hit || Yes | |||
|- | |||
| 2B || 1 || 600 || Ground || Yes || | |||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| j.B || 1 || 650 || High/Air || Yes || Yes || Yes | | j.B || 1 || 650 || High/Air || Yes || Yes || Yes | ||
|- | |- | ||
| 66B || 1 || 900 || Ground || Yes || No || Yes | | 66B || 1 || 900 || Ground || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 662B || 1 || 600 || Ground || Yes || No || Yes | | 662B || 1 || 600 || Ground || Yes || No || Yes | ||
|- | |- | ||
| 5C || 1 || 2200 || Ground || No || No || Yes | | 5C || 1 || 2200 || Ground || No || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 2C || 1 || 1000 || Ground || Yes || No || Yes | | 2C || 1 || 1000 || Ground || Yes || No || Yes | ||
|- | |- | ||
| j.C || 1 || 900 || High/Air || Yes || Yes || Yes | | j.C || 1 || 900 || High/Air || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 66C || 1 || 700 || Ground || No || No || Yes | | 66C || 1 || 700 || Ground || No || No || Yes | ||
|- | |- | ||
| 662C || 1 || 1500 || Ground || No || No || Yes | | 662C || 1 || 1500 || Ground || No || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| Throw || 2 || 1200 || Throw || No || No || No | | Throw || 2 || 1200 || Throw || No || No || No | ||
|- | |- | ||
| j.Throw || 2 || 1400 || Air Throw || No || No || No | | j.Throw || 2 || 1400 || Air Throw || No || No || No | ||
|} | |} | ||
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=== Weak Attacks === | === Weak Attacks === | ||
''' | '''5A (close)''' | ||
* [description] | |||
* [usefulness] | |||
'''5A (far)''' | |||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''2A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''j.A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''66A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''662A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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=== Medium Attacks === | === Medium Attacks === | ||
''' | '''5B (close)''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''5B (far)''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''2B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''j.B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''66B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''662B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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=== Strong Attacks === | === Strong Attacks === | ||
''' | '''5C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''2C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''j.C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''66C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''662C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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=== Throws === | === Throws === | ||
''' | '''Throw''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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| 662A || 1 || 220 || Low || Yes || No || Yes | | 662A || 1 || 220 || Low || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 5B || 1 || 500 || Ground || Yes || Yes | | 5B(c) || 1 || 500 || Ground || Yes || Yes || Yes | ||
|- | |- | ||
| 5B ( | | 5B(f) || 1 || 500 || Ground || Yes || Hit || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 2B || 1 || 450 || Low || Yes || Yes || Yes | | 2B || 1 || 450 || Low || Yes || Yes || Yes | ||
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| 5C || 1 || 650 || Ground || Yes || No || Yes | | 5C || 1 || 650 || Ground || Yes || No || Yes | ||
|- | |- | ||
| 2C || 2 || ≈650 || Ground || Yes || | | 2C || 2 || ≈650 || Ground || Yes || Hit || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| j.C || 1 || 600 || High/Air || Yes || Yes || Yes | | j.C || 1 || 600 || High/Air || Yes || Yes || Yes | ||
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=== Weak Attacks === | === Weak Attacks === | ||
''' | '''5A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''2A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''j.A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''66A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''662A''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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=== Medium Attacks === | === Medium Attacks === | ||
''' | '''5B (close)''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''5B (far)''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''2B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''j.B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''66B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''662B''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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=== Strong Attacks === | === Strong Attacks === | ||
''' | '''5C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''2C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''j.C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''66C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
''' | '''662C''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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=== Throws === | === Throws === | ||
''' | '''Throw''' | ||
* [description] | * [description] | ||
* [usefulness] | * [usefulness] | ||
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'''Maiden Fang | '''Maiden's Fang Assult (乙女牙突)''' | ||
* Rumi leans back before running forward with her shinai. Rumi gains recoil armor while she is running. If the A or B versions hit, Rumi will calmly spin to the opposite side of the opponent as they collapse to the ground. For the C version, an extra attack is added that wallbounces the opponent. | * Rumi leans back before running forward with her shinai. Rumi gains recoil armor while she is running. If the A or B versions hit, Rumi will calmly spin to the opposite side of the opponent as they collapse to the ground. For the C version, an extra attack is added that wallbounces the opponent. | ||
* [usefulness] | * [usefulness] | ||
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=== Final Memory === | === Final Memory === | ||
'''Big Bang | '''Big Bang Home Run (ビッグバン打法)''' | ||
* During Happy Hell Maiden, Rumi swings her shinai in a huge fiery arc. A perfectly timed swing deals a staggering 6500 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early from a "perfect swing" deals decreasing amounts of damage, while swinging 1 frame late from a "perfect swing" misses completely. The timing is always the same but has no visual cues, so spend plenty of time practicing. | * During Happy Hell Maiden, Rumi swings her shinai in a huge fiery arc. A perfectly timed swing deals a staggering 6500 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early from a "perfect swing" deals decreasing amounts of damage, while swinging 1 frame late from a "perfect swing" misses completely. The timing is always the same but has no visual cues, so spend plenty of time practicing. | ||
* This move is an incredibly risky way to use up your SP gauge. Should only be considered either in near-hopeless do-or-die situations, or for taunting purposes. | * This move is an incredibly risky way to use up your SP gauge. Should only be considered either in near-hopeless do-or-die situations, or for taunting purposes. | ||
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== Strategy, Tactics, and Combos == | == Strategy, Tactics, and Combos == | ||
=== | === Combos === | ||
Rumi | The standard Rumi BnB of pain: 623B→[IC]→[Air Dash]→j.A→[Land]→5ABC. Does about 3000 damage. | ||
If you are close enough to the opponent, you can use 5ABB→214A→[IC]→5ABC Does about 3500 damage. | |||
66B→236A→[IC]→2C→214214B→5AB→[Jump]→j.AB→[Jump] | |||
2A→5ABB→214A→[Blue IC]→2B→[Jump]→j.C→[Air Dash]→j.C→[Land]→(if at corner) {5AB}*3→{5A}*5~7→5AB→[Jump]→j.AB→[Jump] | |||
=== | === Recoil Armor Love === | ||
Rumi has plenty of hard-hitting moves with ample recoil armor. Use them to severely punish a recklessly offensive player. Trading hits with hyperactive opponents has never been easier! | |||
=== Blood-Red Shinai Fun === | |||
Rumi's 623A and B specials are very good. They have a lot of priority going up, so it can beat out a lot of incoming attacks quite cleanly. They can easily be used as a wakeup option. When it's combined with an IC, you can start Rumi's BnB combo if you connected, or erase the normal recovery time if it was blocked. In either case, you get to keep your shinai, which is super good. | |||
=== The j.B Crossup === | |||
Because of the way Rumi swings that shinai in the air, this move is a good tool for the crossup game, whether the opponent is above or below you. | |||
== Win Quotes == | == Win Quotes == | ||
{| width="100%" | {| width="100%" border="1" cellpadding="5" cellspacing="0" | ||
! width="50%" | Japanese | ! width="50%" | Japanese | ||
! width="50%" | English | ! width="50%" | English | ||
|- | |- | ||
| | | | ||
ぐあッ!? こ、腰がぁ… | ぐあッ!?<br /> | ||
<br /> | |||
こ、腰がぁ… | |||
| | | | ||
[TRANSLATION NEEDED] | [TRANSLATION NEEDED] | ||
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| | | | ||
ナメないでよね…<br /> | ナメないでよね…<br /> | ||
七瀬なのよ! アタシ!! | <br /> | ||
七瀬なのよ!<br /> | |||
アタシ!! | |||
| | | | ||
[TRANSLATION NEEDED] | [TRANSLATION NEEDED] | ||
|- | |- | ||
| | | | ||
一撃必殺ッ! | 一撃必殺ッ!<br /> | ||
<br /> | |||
乙女にしか<br /> | |||
なせない業よっ! | |||
| | | | ||
[TRANSLATION NEEDED] | [TRANSLATION NEEDED] | ||
|- | |- | ||
| | | | ||
タダでさえ加減が<br /> | |||
わからないんだから<br /> | |||
<br /> | |||
余計な手間は<br /> | |||
取らせないで<br /> | |||
くれないかしら | |||
| | | | ||
[TRANSLATION NEEDED] | [TRANSLATION NEEDED] | ||
|- | |- | ||
| | | | ||
参考までに<br /> | |||
言っとくけど<br /> | |||
<br /> | |||
本調子なら<br /> | |||
アンタくらい<br /> | |||
3秒で沈めるわ | |||
| | | | ||
[TRANSLATION NEEDED] | [TRANSLATION NEEDED] | ||
|- | |- | ||
| | | | ||
切れ味よりも<br /> | |||
破壊力ッ!!<br /> | |||
<br /> | |||
型にはまってるようじゃ<br /> | |||
アタシを<br /> | |||
退かせられないわよ | |||
| | | | ||
[TRANSLATION NEEDED] | [TRANSLATION NEEDED] | ||
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| | | | ||
(To [[Nagamori Mizuka (EFZ)|Mizuka]])<br /> | (To [[Nagamori Mizuka (EFZ)|Mizuka]])<br /> | ||
はぁ… アタシも瑞佳みたく<br /> | はぁ…<br /> | ||
アタシも瑞佳みたく<br /> | |||
<br /> | |||
乙女らしく<br /> | |||
戦えないかしら… | |||
| | | | ||
(To [[Nagamori Mizuka (EFZ)|Mizuka]])<br /> | (To [[Nagamori Mizuka (EFZ)|Mizuka]])<br /> | ||
Line 514: | Line 549: | ||
| | | | ||
(To [[Shiina Mayu (EFZ)|Mayu]])<br /> | (To [[Shiina Mayu (EFZ)|Mayu]])<br /> | ||
でぇい! 寄るなぁッ!!<br /> | でぇい!<br /> | ||
トホホ… | 寄るなぁッ!!<br /> | ||
<br /> | |||
トホホ…<br /> | |||
アタシやっぱり<br /> | |||
コイツ苦手よぉ… | |||
| | | | ||
(To [[Shiina Mayu (EFZ)|Mayu]])<br /> | (To [[Shiina Mayu (EFZ)|Mayu]])<br /> | ||
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| | | | ||
(To [[Doppel Nanase (EFZ)|Doppel Nanase]])<br /> | (To [[Doppel Nanase (EFZ)|Doppel Nanase]])<br /> | ||
ただの猿真似とは<br /> | |||
一味違うみたいね<br /> | |||
<br /> | |||
悪のライバル現る<br /> | |||
って所かしら<br /> | |||
<br /> | |||
もちろん悪はアンタよ | もちろん悪はアンタよ | ||
| | | | ||
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| | | | ||
(To [[Nanase Rumi (EFZ)|Rumi]])<br /> | (To [[Nanase Rumi (EFZ)|Rumi]])<br /> | ||
アタシを真似したい気持ちは<br /> | |||
わかるけど<br /> | |||
<br /> | |||
本家の評判に関わる<br /> | |||
偽者には<br /> | |||
星になってもらうわね | |||
| | | | ||
(To [[Nanase Rumi (EFZ)|Rumi]])<br /> | (To [[Nanase Rumi (EFZ)|Rumi]])<br /> | ||
Line 540: | Line 587: | ||
== Colors == | == Colors == | ||
[[Image:EFZ-rumi-colors.png]] | |||
== | == In-game References == | ||
''' | '''External References''' | ||
* Rumi's style of fighting with and without her weapon is similar to how characters act in the [[Samurai Shodown]] series. | * Rumi's style of fighting with and without her weapon is similar to how characters act in the [[Samurai Shodown]] series. | ||
'''ONE References''' | '''ONE References''' | ||
* The "Kimuchi" ramen that Rumi eats during her "Enduring Maiden's Aesthetic" move is a reference to | * The "Kimuchi" ramen that Rumi eats during her "Enduring Maiden's Aesthetic" move is a reference to the meal that Kouhei ate with her on a Christmas date in the game. | ||
{{Template:EFZ}} | |||
[[Category: Eternal Fighter ZERO]] | [[Category: Eternal Fighter ZERO]] | ||
Latest revision as of 11:08, 2 June 2009
Introduction
Nanase Rumi (七瀬 留美) is a slow but strong character. Her shinai (bamboo sword) gives her incredible range and power. The recoil armor she gains from several of her moves gives her a huge advantage against reckless opponents. However, when bare-handed she loses a lot of her special moves, recoil armor and range. She is best suited to a offensive style of play.
Rumi is actually one of the heroines of ONE, a visual novel produced by Tactics in 1998. She is a student who recently transfered into Kouhei's school. She met Kouhei on her first day, when they crashed into each other at a turn in the sidewalk. She dreams of becoming a proper "maiden" and tries to act cute and kind, but her acts always fall apart due to Kouhei's tricks. During ONE, Rumi hires Kouhei to act as a bodyguard.
Stage: Park on the Path to School (Night) (通学路の公園(夜))
BGM: A Would-Be Maiden (乙女希望)
Character-Specific Notes
- Rumi is able to air jump once, and air dash/backstep once.
- Some of Rumi's moves involve her throwing away her shinai, leaving her in bare-handed mode. She can recover her shinai at anytime by standing next to it and pressing S.
- If Rumi uses her "Enduring Maiden's Aesthetic" move, a "Kimuchi" gauge appears below her life gauge, indicating the time left before the Kimuchi disappears. While Rumi has Kimuchi, she gains constant recoil armor and receives half the damage than usual. However, she cannot guard or recoil guard during this time.
Normal Moves (With Shinai)
The notation for the movelists can be found under Move List Notation (EFZ).
Move | Hits | Damage | Guard | Move Cancel |
Jump Cancel |
IC Cancel |
---|---|---|---|---|---|---|
5A(c) | 1 | 300 | Ground | Yes | Yes | Yes |
5A(f) | 1 | 350 | Low | Yes | Yes | Yes |
2A | 1 | 240 | Low | Yes | Yes | Yes |
j.A | 1 | 280 | High/Air | Yes | Yes | Yes |
66A | 1 | 350 | Low | Yes | No | Yes |
662A | 1 | 240 | Low | Yes | No | Yes |
5B(c) | 1 | 560 | Ground | Yes | Yes | Yes |
5B(f) | 1 | 700 | Ground | Yes | Hit | Yes |
2B | 1 | 600 | Ground | Yes | Hit | Yes |
j.B | 1 | 650 | High/Air | Yes | Yes | Yes |
66B | 1 | 900 | Ground | Yes | No | Yes |
662B | 1 | 600 | Ground | Yes | No | Yes |
5C | 1 | 2200 | Ground | No | No | Yes |
2C | 1 | 1000 | Ground | Yes | No | Yes |
j.C | 1 | 900 | High/Air | Yes | Yes | Yes |
66C | 1 | 700 | Ground | No | No | Yes |
662C | 1 | 1500 | Ground | No | No | Yes |
Throw | 2 | 1200 | Throw | No | No | No |
j.Throw | 2 | 1400 | Air Throw | No | No | No |
Weak Attacks
5A (close)
- [description]
- [usefulness]
5A (far)
- [description]
- [usefulness]
2A
- [description]
- [usefulness]
j.A
- [description]
- [usefulness]
66A
- [description]
- [usefulness]
662A
- [description]
- [usefulness]
Medium Attacks
5B (close)
- [description]
- [usefulness]
5B (far)
- [description]
- [usefulness]
2B
- [description]
- [usefulness]
j.B
- [description]
- [usefulness]
66B
- [description]
- [usefulness]
662B
- [description]
- [usefulness]
Strong Attacks
5C
- [description]
- [usefulness]
2C
- [description]
- [usefulness]
j.C
- [description]
- [usefulness]
66C
- [description]
- [usefulness]
662C
- [description]
- [usefulness]
Throws
Throw
- [description]
- [usefulness]
Air Throw
- [description]
- [usefulness]
Normal Moves (Bare-Handed)
The notation for the movelists can be found under Move List Notation (EFZ).
Move | Hits | Damage | Guard | Move Cancel |
Jump Cancel |
IC Cancel |
---|---|---|---|---|---|---|
5A | 1 | 220 | Ground | Yes | Yes | Yes |
2A | 1 | 200 | Low | Yes | Yes | Yes |
j.A | 1 | 220 | High/Air | Yes | Yes | Yes |
66A | 1 | 220 | Ground | Yes | No | Yes |
662A | 1 | 220 | Low | Yes | No | Yes |
5B(c) | 1 | 500 | Ground | Yes | Yes | Yes |
5B(f) | 1 | 500 | Ground | Yes | Hit | Yes |
2B | 1 | 450 | Low | Yes | Yes | Yes |
j.B | 1 | 480 | High/Air | Yes | Yes | Yes |
66B | 1 | 545 | Ground | Yes | No | Yes |
662B | 1 | 450 | Low | Yes | No | Yes |
5C | 1 | 650 | Ground | Yes | No | Yes |
2C | 2 | ≈650 | Ground | Yes | Hit | Yes |
j.C | 1 | 600 | High/Air | Yes | Yes | Yes |
66C | 1 | 700 | Ground | Yes | No | Yes |
662C | 1 | 450 | Ground | Yes | Yes | Yes |
Throw | 2 | 1200 | Throw | No | No | No |
j.Throw | 2 | 1100 | Air Throw | No | No | No |
Weak Attacks
5A
- [description]
- [usefulness]
2A
- [description]
- [usefulness]
j.A
- [description]
- [usefulness]
66A
- [description]
- [usefulness]
662A
- [description]
- [usefulness]
Medium Attacks
5B (close)
- [description]
- [usefulness]
5B (far)
- [description]
- [usefulness]
2B
- [description]
- [usefulness]
j.B
- [description]
- [usefulness]
66B
- [description]
- [usefulness]
662B
- [description]
- [usefulness]
Strong Attacks
5C
- [description]
- [usefulness]
2C
- [description]
- [usefulness]
j.C
- [description]
- [usefulness]
66C
- [description]
- [usefulness]
662C
- [description]
- [usefulness]
Throws
Throw
- [description]
- [usefulness]
Air Throw
- [description]
- [usefulness]
Special Moves
The notation for the movelists can be found under Move List Notation (EFZ).
Move | Hits | Damage | Guard | IC Cancel |
---|---|---|---|---|
Shinai Recovery [Bare-handed, and next to the Shinai] | ||||
S | 0 | N/A | N/A | No |
Maiden Fang Protruding [With shinai] | ||||
236A | 2 | ≈1290 | Ground | Yes |
236B | 2 | ≈1840 | Ground | Yes |
236C | 3 | ≈1540 | Ground | Yes |
> Maiden Cherry Blossom [During Maiden Fang Protruding, SP Level 1-3] | ||||
> 4123641236A | ≈4 | ≈2170 | High | No |
> 4123641236B | ≈5 | ≈3130 | High | No |
> 4123641236C | ≈10 | ≈4410 | High | No |
Blood-Red Shinai [+Aerial, With shinai] | ||||
623A | ≈3 | ≈1210 | Any | Yes while rising |
623B | ≈5 | ≈1340 | Any | Yes while rising |
623C | ≈8 | ≈1930 | Any | Yes while rising |
Blasting Iron Fist [With shinai] | ||||
214A | 1 | 700 | Low/Air | Yes |
214B | 1 | 850 | Low/Air | Yes |
214C | ≈5 | ≈1090 | Any | No |
Happy Hell Maiden | ||||
41236A/B/C | 1 | 0 | Throw | No |
> Maiden Bunt [With shinai, during Happy Hell Maiden] | ||||
> 236A | 1 | 300 | N/A | No |
> Rapture Full Swing [With shinai, during Happy Hell Maiden] | ||||
> 236B | 1 | 0-4207 | N/A | No |
> Big Bang Hitting Method [With shinai, during Happy Hell Maiden, 1/3 HP, SP Level 3] | ||||
> 236C | 1 | 0-6684 | N/A | No |
True Maiden's Fist [Bare-handed, SP Level 1-3] | ||||
236236A | 1 | 2300 | High | Yes |
236236B | 1 | 3200 | High | Yes |
236236C | 1 | 4000 | High | Yes |
Quit sneaking around! [With shinai, SP Level 1-3] | ||||
214214A | 1 | 2500 | Low/Air | Yes |
214214B | 1 | 2650 | Low/Air | Yes |
214214C | 1 | 2800 | Low/Air | Yes |
Maiden Cherry Blossom [With shinai, SP Level 1-3] | ||||
4123641236A | ≈4 | ≈2170 | High | No |
4123641236B | ≈5 | ≈3130 | High | No |
4123641236C | ≈10 | ≈4410 | High | No |
Enduring Maiden's Aesthetic [With shinai, 1/3 HP, SP Level 3] | ||||
4123641236S | 1 | 1500 | Any | No |
Specials
Shinai Recovery (竹刀回収)
- Rumi picks up her shinai sticking out of the ground.
- This move is an absolute necessity if you want to retrieve your shinai. Be wary if the opponent is nearby, since you will be vulnerable during the short move.
Maiden's Fang Assult (乙女牙突)
- Rumi leans back before running forward with her shinai. Rumi gains recoil armor while she is running. If the A or B versions hit, Rumi will calmly spin to the opposite side of the opponent as they collapse to the ground. For the C version, an extra attack is added that wallbounces the opponent.
- [usefulness]
Blood-Red Shinai (紅蓮竹刀)
- If standing, Rumi jumps while knocking the opponent in the air and then throws her fiery shinai downward at an angle. If already in the air, the shinai is thrown immediately. When the thrown shinai hits the ground, it causes an explosion.
- All in all, this is a good special move in its own right for aerial mind games, but do note that you are following up bare-handed until you pick up the shinai.
Blasting Iron Fist (爆砕鉄拳)
- Rumi pounds the ground with her fist. The A version is fast, while the B version has more startup but does more damage. The C version generates a wave of debris that travels across one screen-length.
- The A version is useful as one of Rumi's low attacks that can be used at the end of a blockstring, I guess.
Happy Hell Maiden (乙女富獄)
- Rumi reaches out with both of her hands and tries to grab the opponent. If the grab hits, Rumi tosses the opponent into the air for further options. If Rumi has her shinai, she delays her grab for the B and C versions, gaining recoil armor during the delay.
- With the shinai, this move's usefulness depends entirely on how consistent you are with her "Rapture Full Swing". If you don't have the shinai, this throw can be used to setup a nice aerial combo or her "True Maiden's Fist" super.
Maiden Bunt (乙女バント)
- During Happy Hell Maiden, Rumi holds her shinai to bunt.
- Because it only does 300 damage, this move is only useful if you need to guarantee a KO against an opponent with very low life.
Rapture Full Swing (爆裂フルスイング)
- During Happy Hell Maiden, Rumi swings her shinai as if it was a baseball bat. A perfectly timed swing deals a staggering 4200 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early from a "perfect swing" deals decreasing amounts of damage, while swinging 1 frame late from a "perfect swing" misses completely.
- The usefulness of this move depends entirely on how consistent you are with landing the swing. The timing is always the same but has no visual cues, so spend plenty of time practising.
Eterny Specials
True Maiden's Fist (真の乙女の拳)
- Rumi leans her fist back and quickly dashes toward the opponent with a powerful straight punch.
Quit sneaking around! (ちょろちょろすんなぁっ!)
- Rumi pounds the ground with her fist, shaking the entire floor.
- The A and B version pop the opponent up, but the C version stuns the opponent for several seconds instead, leaving them open to almost everything.
Maiden Cherry Blossom (乙女桜)
- Rumi does a two-handed throw of her fiery shinai, twirling until hit
- It takes much longer for the shinai to return to earth than the "Blood-Red Shinai" special move. Like "Blood-Red Shinai", it will also launch the opponent.
Final Memory
Big Bang Home Run (ビッグバン打法)
- During Happy Hell Maiden, Rumi swings her shinai in a huge fiery arc. A perfectly timed swing deals a staggering 6500 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early from a "perfect swing" deals decreasing amounts of damage, while swinging 1 frame late from a "perfect swing" misses completely. The timing is always the same but has no visual cues, so spend plenty of time practicing.
- This move is an incredibly risky way to use up your SP gauge. Should only be considered either in near-hopeless do-or-die situations, or for taunting purposes.
Enduring Maiden's Aesthetic (耐える乙女の美学)
- Rumi eats some "Kimuchi" ramen and emits a powerful shockwave. Afterwards, Rumi gains a fiery aura which lasts until her Kimuchi gauge is deleted. The gauge will drain naturally in 12 seconds.
- This move is a double-edged sword, sacrificing defensive abilities for maximum offensive pressure. Because you cannot guard while the Kimuchi is in effect, opponents can take advantage of that by using a normally-easy-to-guard super for easy damage.
Strategy, Tactics, and Combos
Combos
The standard Rumi BnB of pain: 623B→[IC]→[Air Dash]→j.A→[Land]→5ABC. Does about 3000 damage.
If you are close enough to the opponent, you can use 5ABB→214A→[IC]→5ABC Does about 3500 damage.
66B→236A→[IC]→2C→214214B→5AB→[Jump]→j.AB→[Jump]
2A→5ABB→214A→[Blue IC]→2B→[Jump]→j.C→[Air Dash]→j.C→[Land]→(if at corner) {5AB}*3→{5A}*5~7→5AB→[Jump]→j.AB→[Jump]
Recoil Armor Love
Rumi has plenty of hard-hitting moves with ample recoil armor. Use them to severely punish a recklessly offensive player. Trading hits with hyperactive opponents has never been easier!
Blood-Red Shinai Fun
Rumi's 623A and B specials are very good. They have a lot of priority going up, so it can beat out a lot of incoming attacks quite cleanly. They can easily be used as a wakeup option. When it's combined with an IC, you can start Rumi's BnB combo if you connected, or erase the normal recovery time if it was blocked. In either case, you get to keep your shinai, which is super good.
The j.B Crossup
Because of the way Rumi swings that shinai in the air, this move is a good tool for the crossup game, whether the opponent is above or below you.
Win Quotes
Japanese | English |
---|---|
ぐあッ!? |
[TRANSLATION NEEDED] |
ナメないでよね… |
[TRANSLATION NEEDED] |
一撃必殺ッ! |
[TRANSLATION NEEDED] |
タダでさえ加減が |
[TRANSLATION NEEDED] |
参考までに |
[TRANSLATION NEEDED] |
切れ味よりも |
[TRANSLATION NEEDED] |
(To Mizuka) |
(To Mizuka) |
(To Mayu) |
(To Mayu) |
(To Doppel Nanase) |
(To Doppel Nanase) |
(To Rumi) |
(To Rumi) |
Colors
In-game References
External References
- Rumi's style of fighting with and without her weapon is similar to how characters act in the Samurai Shodown series.
ONE References
- The "Kimuchi" ramen that Rumi eats during her "Enduring Maiden's Aesthetic" move is a reference to the meal that Kouhei ate with her on a Christmas date in the game.