Leviathean (talk | contribs) (→Introduction: Editing bio background.) |
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[[Image:rumi-efz.png|center]] | [[Image:rumi-efz.png|center]] | ||
'''Rumi''' 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 offesive style of play. | '''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 offesive 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'', [SINGLE SENTENCE]... | 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'', [SINGLE SENTENCE]... | ||
'''Stage:''' Path to School (Night) | '''Stage:''' Park on the Path to School (Night) (通学路の公園(夜)) | ||
'''BGM:''' Maiden's Hope (乙女希望) | |||
== Character-Specific Notes == | |||
* Rumi is able to air jump once, and air dash/backstep once. Once Rumi has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers. | |||
* 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 "Aesthetically Enduring Maiden" move, a "Kimuchi" gauge appears below her life gauge. 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) == | == Normal Moves (With Shinai) == | ||
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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 || | | 5A || 1 || 300 || Ground || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | 5A (close) || 1 || 350 || Low || Yes || Yes || Yes | ||
|- | |- | ||
| j.A || | | 2A || 1 || 240 || Low || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |||
| j.A || 1 || 280 || High/Air || Yes || Yes || Yes | |||
|- style="background:#EEEEEE" | |||
| 66A || 1 || 350 || Low || Yes || No || Yes | |||
|- style="background:#EEEEEE" | |||
| 662A || 1 || 240 || Low || Yes || No || Yes | |||
|- style="background:#EEEEEE" | |||
| 5B || 1 || 700 || Ground || Yes || Yes (No if guarded) || Yes | |||
|- style="background:#EEEEEE" | |||
| 5B (close) || 1 || 560 || Ground || Yes || Yes || Yes | |||
|- style="background:#EEEEEE" | |||
| 2B || 1 || 600 || Ground || Yes || Yes (No if guarded) || Yes | |||
|- style="background:#EEEEEE" | |||
| j.B || 1 || 650 || High/Air || Yes || Yes || Yes | |||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | 66B || 1 || 900 || Ground || Yes || No || Yes | ||
|- | |- style="background:#EEEEEE" | ||
| | | 662B || 1 || 600 || Ground || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | 5C || 1 || 2200 || Ground || No || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | 2C || 1 || 1000 || Ground || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | j.C || 1 || 900 || High/Air || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | 66C || 1 || 700 || Ground || No || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | 662C || 1 || 1500 || Ground || No || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| | | Throw || 2 || 1200 || Throw || No || No || No | ||
| Throw || | |||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| j.Throw || | | j.Throw || 2 || 1400 || Air Throw || No || No || No | ||
|} | |} | ||
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'''Standing Weak''' (5A) | '''Standing Weak''' (5A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Crouching Weak''' (2A) | '''Crouching Weak''' (2A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Jumping Weak''' (j.A) | '''Jumping Weak''' (j.A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Weak''' (66A) | '''Dashing Weak''' (66A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Crouching Weak''' (662A) | '''Dashing Crouching Weak''' (662A) | ||
* | * [description] | ||
* [usefulness] | |||
=== Medium Attacks === | === Medium Attacks === | ||
'''Standing Medium''' (5B) | '''Standing Medium''' (5B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Standing Medium (close)''' (5B (close)) | '''Standing Medium (close)''' (5B (close)) | ||
* | * [description] | ||
* [usefulness] | |||
'''Crouching Medium''' (2B) | '''Crouching Medium''' (2B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Jumping Medium''' (j.B) | '''Jumping Medium''' (j.B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Medium''' (66B) | '''Dashing Medium''' (66B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Crouching Medium''' (662B) | '''Dashing Crouching Medium''' (662B) | ||
* | * [description] | ||
* [usefulness] | |||
=== Strong Attacks === | === Strong Attacks === | ||
'''Standing Strong''' (5C) | '''Standing Strong''' (5C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Crouching Strong''' (2C) | '''Crouching Strong''' (2C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Jumping Strong''' (j.C) | '''Jumping Strong''' (j.C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Strong''' (66C) | '''Dashing Strong''' (66C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Crouching Strong''' (662C) | '''Dashing Crouching Strong''' (662C) | ||
* | * [description] | ||
* [usefulness] | |||
=== Throws === | === Throws === | ||
'''Standing Throw''' | '''Standing Throw''' | ||
* | * [description] | ||
* [usefulness] | |||
'''Air Throw''' | '''Air Throw''' | ||
* | * [description] | ||
* [usefulness] | |||
== Normal Moves (Bare-Handed) == | == Normal Moves (Bare-Handed) == | ||
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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 || | | 5A || 1 || 220 || Ground || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 2A || | | 2A || 1 || 200 || Low || Yes || Yes || Yes | ||
|- | |- | ||
| j.A || | | j.A || 1 || 220 || High/Air || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 66A || | | 66A || 1 || 220 || Ground || Yes || No || Yes | ||
|- | |- | ||
| 662A || | | 662A || 1 || 220 || Low || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 5B || | | 5B || 1 || 500 || Ground || Yes || Yes (No if guarded) || Yes | ||
|- | |- | ||
| 5B (close) || | | 5B (close) || 1 || 500 || Ground || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 2B || | | 2B || 1 || 450 || Low || Yes || Yes || Yes | ||
|- | |- | ||
| j.B || | | j.B || 1 || 480 || High/Air || Yes || Yes || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 66B || | | 66B || 1 || 545 || Ground || Yes || No || Yes | ||
|- | |- | ||
| 662B || | | 662B || 1 || 450 || Low || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 5C || | | 5C || 1 || 650 || Ground || Yes || No || Yes | ||
|- | |- | ||
| 2C || | | 2C || 2 || ≈650 || Ground || Yes || Yes (No if guarded) || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| j.C || | | j.C || 1 || 600 || High/Air || Yes || Yes || Yes | ||
|- | |- | ||
| 66C || | | 66C || 1 || 700 || Ground || Yes || No || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 662C || | | 662C || 1 || 450 || Ground || Yes || Yes || Yes | ||
|- | |- | ||
| Throw || | | Throw || 2 || 1200 || Throw || No || No || No | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| j.Throw || | | j.Throw || 2 || 1100 || Air Throw || No || No || No | ||
|} | |} | ||
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'''Standing Weak''' (5A) | '''Standing Weak''' (5A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Crouching Weak''' (2A) | '''Crouching Weak''' (2A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Jumping Weak''' (j.A) | '''Jumping Weak''' (j.A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Weak''' (66A) | '''Dashing Weak''' (66A) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Crouching Weak''' (662A) | '''Dashing Crouching Weak''' (662A) | ||
* | * [description] | ||
* [usefulness] | |||
=== Medium Attacks === | === Medium Attacks === | ||
'''Standing Medium''' (5B) | '''Standing Medium''' (5B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Standing Medium (close)''' (5B (close)) | '''Standing Medium (close)''' (5B (close)) | ||
* | * [description] | ||
* [usefulness] | |||
'''Crouching Medium''' (2B) | '''Crouching Medium''' (2B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Jumping Medium''' (j.B) | '''Jumping Medium''' (j.B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Medium''' (66B) | '''Dashing Medium''' (66B) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Crouching Medium''' (662B) | '''Dashing Crouching Medium''' (662B) | ||
* | * [description] | ||
* [usefulness] | |||
=== Strong Attacks === | === Strong Attacks === | ||
'''Standing Strong''' (5C) | '''Standing Strong''' (5C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Crouching Strong''' (2C) | '''Crouching Strong''' (2C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Jumping Strong''' (j.C) | '''Jumping Strong''' (j.C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Strong''' (66C) | '''Dashing Strong''' (66C) | ||
* | * [description] | ||
* [usefulness] | |||
'''Dashing Crouching Strong''' (662C) | '''Dashing Crouching Strong''' (662C) | ||
* | * [description] | ||
* [usefulness] | |||
=== Throws === | === Throws === | ||
'''Standing Throw''' | '''Standing Throw''' | ||
* | * [description] | ||
* [usefulness] | |||
'''Air Throw''' | '''Air Throw''' | ||
* | * [description] | ||
* [usefulness] | |||
== Special Moves == | == Special Moves == | ||
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| colspan=5 style="background:#FFFFC0" | '''Shinai Recovery''' [Bare-handed, and next to the Shinai] | | colspan=5 style="background:#FFFFC0" | '''Shinai Recovery''' [Bare-handed, and next to the Shinai] | ||
|- | |- | ||
| S || | | S || 0 || N/A || N/A || No | ||
|- | |- | ||
| colspan=5 style="background:#FFFFC0" | '''Maiden Fang Protruding''' [With shinai] | | colspan=5 style="background:#FFFFC0" | '''Maiden Fang Protruding''' [With shinai] | ||
|- | |- | ||
| 236A || | | 236A || 2 || ≈1290 || Ground || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 236B || | | 236B || 2 || ≈1840 || Ground || Yes | ||
|- | |- | ||
| 236C || | | 236C || 3 || ≈1540 || Ground || Yes | ||
|- | |- | ||
| colspan=5 style="background:#FFE0E0" | '''> Maiden Cherry Blossom''' [During Maiden Fang Protruding] | | colspan=5 style="background:#FFE0E0" | '''> Maiden Cherry Blossom''' [During Maiden Fang Protruding] | ||
|- | |- | ||
| > 4123641236A || | | > 4123641236A || ≈4 || ≈2170 || High || No | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| > 4123641236B || | | > 4123641236B || ≈5 || ≈3130 || High || No | ||
|- | |- | ||
| > 4123641236C || | | > 4123641236C || ≈10 || ≈4410 || High || No | ||
|- | |- | ||
| colspan=5 style="background:#FFFFC0" | '''Blood-Red Shinai''' [With shinai, can be done in midair] | | colspan=5 style="background:#FFFFC0" | '''Blood-Red Shinai''' [With shinai, can be done in midair] | ||
|- | |- | ||
| 623A || | | 623A || ≈3 || ≈1210 || Any || Yes while rising | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 623B || | | 623B || ≈5 || ≈1340 || Any || Yes while rising | ||
|- | |- | ||
| 623C || | | 623C || ≈8 || ≈1930 || Any || Yes while rising | ||
|- | |- | ||
| colspan=5 style="background:#FFFFC0" | '''Blasting Iron Fist''' [With shinai] | | colspan=5 style="background:#FFFFC0" | '''Blasting Iron Fist''' [With shinai] | ||
|- | |- | ||
| 214A || | | 214A || 1 || 700 || Low/Air || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 214B || | | 214B || 1 || 850 || Low/Air || Yes | ||
|- | |- | ||
| 214C || | | 214C || ≈5 || ≈1090 || Any || No | ||
|- | |- | ||
| colspan=5 style="background:#FFFFC0" | '''Happy Hell Maiden''' | | colspan=5 style="background:#FFFFC0" | '''Happy Hell Maiden''' | ||
|- | |- | ||
| 41236A || | | 41236A/B/C || 1 || 0 || Throw || No | ||
|- | |- | ||
| colspan=5 style="background:#FFFFC0" | '''> Maiden Bunt''' [With shinai, during Happy Hell Maiden] | | colspan=5 style="background:#FFFFC0" | '''> Maiden Bunt''' [With shinai, during Happy Hell Maiden] | ||
|- | |- | ||
| > 236A || | | > 236A || 1 || 300 || N/A || No | ||
|- | |- | ||
| colspan=5 style="background:#FFFFC0" | '''> Rapture Full Swing''' [With shinai, during Happy Hell Maiden] | | colspan=5 style="background:#FFFFC0" | '''> Rapture Full Swing''' [With shinai, during Happy Hell Maiden] | ||
|- | |- | ||
| > 236B || | | > 236B || 1 || 0-4207 || N/A || No | ||
|- | |- | ||
| colspan=5 style="background:#FFE0FF" | '''> Big Bang Hitting Method''' [With shinai, during Happy Hell Maiden] | | colspan=5 style="background:#FFE0FF" | '''> Big Bang Hitting Method''' [With shinai, during Happy Hell Maiden] | ||
|- | |- | ||
| > 236C || | | > 236C || 1 || 0-6684 || N/A || No | ||
|- | |- | ||
| colspan=5 style="background:#FFE0E0" | '''True Maiden's Fist''' [Bare-handed] | | colspan=5 style="background:#FFE0E0" | '''True Maiden's Fist''' [Bare-handed] | ||
|- | |- | ||
| 236236A || | | 236236A || 1 || 2300 || High || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 236236B || | | 236236B || 1 || 3200 || High || Yes | ||
|- | |- | ||
| 236236C || | | 236236C || 1 || 4000 || High || Yes | ||
|- | |- | ||
| colspan=5 style="background:#FFE0E0" | '''[TRANSLATION NEEDED] (ちょろちょろすんなぁっ!)''' [With shinai] | | colspan=5 style="background:#FFE0E0" | '''[TRANSLATION NEEDED] (ちょろちょろすんなぁっ!)''' [With shinai] | ||
|- | |- | ||
| 214214A || | | 214214A || 1 || 2500 || Low/Air || Yes | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 214214B || | | 214214B || 1 || 2650 || Low/Air || Yes | ||
|- | |- | ||
| 214214C || | | 214214C || 1 || 2800 || Low/Air || Yes | ||
|- | |- | ||
| colspan=5 style="background:#FFE0E0" | '''Maiden Cherry Blossom''' [With shinai] | | colspan=5 style="background:#FFE0E0" | '''Maiden Cherry Blossom''' [With shinai] | ||
|- | |- | ||
| 4123641236A || | | 4123641236A || ≈4 || ≈2170 || High || No | ||
|- style="background:#EEEEEE" | |- style="background:#EEEEEE" | ||
| 4123641236B || | | 4123641236B || ≈5 || ≈3130 || High || No | ||
|- | |- | ||
| 4123641236C || | | 4123641236C || ≈10 || ≈4410 || High || No | ||
|- | |- | ||
| colspan=5 style="background:#FFE0FF" | ''' | | colspan=5 style="background:#FFE0FF" | '''Aesthetically Enduring Maiden''' [With shinai] | ||
|- | |- | ||
| 4123641236S || | | 4123641236S || 1 || 1500 || Any || No | ||
|} | |} | ||
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'''Shinai Recovery (竹刀回収)''' | '''Shinai Recovery (竹刀回収)''' | ||
* Rumi picks up her shinai sticking out of the ground. | * Rumi picks up her shinai sticking out of the ground. | ||
* This move is an absolute necessity if you want to retrive your shinai. Be wary if the opponent is nearby, since you will be vunerable during the short move. | |||
'''Maiden Fang Protruding (乙女牙突)''' | '''Maiden Fang Protruding (乙女牙突)''' | ||
* Rumi leans back before running forward with her shinai. | * 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)''' | '''Blood-Red Shinai (紅蓮竹刀)''' | ||
* Rumi throws her fiery shinai downward at an angle | * 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)''' | '''Blasting Iron Fist (爆砕鉄拳)''' | ||
* Rumi pounds the ground with her fist | * 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)''' | '''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. | * 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)''' | '''Maiden Bunt (乙女バント)''' | ||
* During Happy Hell Maiden, Rumi holds her shinai to bunt. | * 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)''' | '''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. | * During Happy Hell Maiden, Rumi swings her shinai as if it was a baseball bat. A perfectly timed swing deals a staggering 3500 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early deals decreasing amounts of damage, while swinging 1 frame late 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 practicing. | |||
=== Eterny Specials === | === Eterny Specials === | ||
Line 389: | Line 431: | ||
* Rumi pounds the ground with her fist, shaking the entire floor. | * 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. | * 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)''' | '''Maiden Cherry Blossom (乙女桜)''' | ||
* Rumi does a two-handed throw of her fiery shinai | * 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. | * 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. | ||
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'''Big Bang Hitting Method (ビッグバン打法)''' | '''Big Bang Hitting Method (ビッグバン打法)''' | ||
* During Happy Hell Maiden, Rumi swings her shinai in a huge fiery arc. | * During Happy Hell Maiden, Rumi swings her shinai in a huge fiery arc. A perfectly timed swing deals a staggering 5200 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early deals decreasing amounts of damage, while swinging 1 frame late 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. | |||
''' | '''Aesthetically Enduring Maiden (耐える乙女の美学)''' | ||
* Rumi eats some "Kimuchi" ramen. | * 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 offesive 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 == | == Strategy, Tactics, and Combos == | ||
Line 510: | Line 552: | ||
| 6 || Grey hair, grey ribbons, grey top, grey skirt, grey shinai. | | 6 || Grey hair, grey ribbons, grey top, grey skirt, grey shinai. | ||
|} | |} | ||
== In–game References == | |||
'''ONE References''' | |||
* The "Kimuchi" ramen that Rumi eats during her "Aesthetically Enduring Maiden" move is a reference to one of her favourite meals in the game. | |||
== Discussion == | == Discussion == | ||
[http://www.shoryuken.com/forums/showthread.php?t=71842 Shoryuken Eternal Fighter Zero Thread] | |||
[[Category: Eternal Fighter ZERO]] | [[Category: Eternal Fighter ZERO]] | ||
[[Category: Nanase Rumi]] | [[Category: Nanase Rumi]] |
Revision as of 16:58, 26 November 2006
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 offesive 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, [SINGLE SENTENCE]...
Stage: Park on the Path to School (Night) (通学路の公園(夜))
BGM: Maiden's Hope (乙女希望)
Character-Specific Notes
- Rumi is able to air jump once, and air dash/backstep once. Once Rumi has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers.
- 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 "Aesthetically Enduring Maiden" move, a "Kimuchi" gauge appears below her life gauge. 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 | 1 | 300 | Ground | Yes | Yes | Yes |
5A (close) | 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 | 1 | 700 | Ground | Yes | Yes (No if guarded) | Yes |
5B (close) | 1 | 560 | Ground | Yes | Yes | Yes |
2B | 1 | 600 | Ground | Yes | Yes (No if guarded) | 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
Standing Weak (5A)
- [description]
- [usefulness]
Crouching Weak (2A)
- [description]
- [usefulness]
Jumping Weak (j.A)
- [description]
- [usefulness]
Dashing Weak (66A)
- [description]
- [usefulness]
Dashing Crouching Weak (662A)
- [description]
- [usefulness]
Medium Attacks
Standing Medium (5B)
- [description]
- [usefulness]
Standing Medium (close) (5B (close))
- [description]
- [usefulness]
Crouching Medium (2B)
- [description]
- [usefulness]
Jumping Medium (j.B)
- [description]
- [usefulness]
Dashing Medium (66B)
- [description]
- [usefulness]
Dashing Crouching Medium (662B)
- [description]
- [usefulness]
Strong Attacks
Standing Strong (5C)
- [description]
- [usefulness]
Crouching Strong (2C)
- [description]
- [usefulness]
Jumping Strong (j.C)
- [description]
- [usefulness]
Dashing Strong (66C)
- [description]
- [usefulness]
Dashing Crouching Strong (662C)
- [description]
- [usefulness]
Throws
Standing 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 | 1 | 500 | Ground | Yes | Yes (No if guarded) | Yes |
5B (close) | 1 | 500 | Ground | Yes | Yes | 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 | Yes (No if guarded) | 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
Standing Weak (5A)
- [description]
- [usefulness]
Crouching Weak (2A)
- [description]
- [usefulness]
Jumping Weak (j.A)
- [description]
- [usefulness]
Dashing Weak (66A)
- [description]
- [usefulness]
Dashing Crouching Weak (662A)
- [description]
- [usefulness]
Medium Attacks
Standing Medium (5B)
- [description]
- [usefulness]
Standing Medium (close) (5B (close))
- [description]
- [usefulness]
Crouching Medium (2B)
- [description]
- [usefulness]
Jumping Medium (j.B)
- [description]
- [usefulness]
Dashing Medium (66B)
- [description]
- [usefulness]
Dashing Crouching Medium (662B)
- [description]
- [usefulness]
Strong Attacks
Standing Strong (5C)
- [description]
- [usefulness]
Crouching Strong (2C)
- [description]
- [usefulness]
Jumping Strong (j.C)
- [description]
- [usefulness]
Dashing Strong (66C)
- [description]
- [usefulness]
Dashing Crouching Strong (662C)
- [description]
- [usefulness]
Throws
Standing 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] | ||||
> 4123641236A | ≈4 | ≈2170 | High | No |
> 4123641236B | ≈5 | ≈3130 | High | No |
> 4123641236C | ≈10 | ≈4410 | High | No |
Blood-Red Shinai [With shinai, can be done in midair] | ||||
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] | ||||
> 236C | 1 | 0-6684 | N/A | No |
True Maiden's Fist [Bare-handed] | ||||
236236A | 1 | 2300 | High | Yes |
236236B | 1 | 3200 | High | Yes |
236236C | 1 | 4000 | High | Yes |
[TRANSLATION NEEDED] (ちょろちょろすんなぁっ!) [With shinai] | ||||
214214A | 1 | 2500 | Low/Air | Yes |
214214B | 1 | 2650 | Low/Air | Yes |
214214C | 1 | 2800 | Low/Air | Yes |
Maiden Cherry Blossom [With shinai] | ||||
4123641236A | ≈4 | ≈2170 | High | No |
4123641236B | ≈5 | ≈3130 | High | No |
4123641236C | ≈10 | ≈4410 | High | No |
Aesthetically Enduring Maiden [With shinai] | ||||
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 retrive your shinai. Be wary if the opponent is nearby, since you will be vunerable during the short move.
Maiden Fang Protruding (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 3500 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early deals decreasing amounts of damage, while swinging 1 frame late 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 practicing.
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.
[TRANSLATION NEEDED] (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 Hitting Method (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 5200 damage, but the timing for a perfect swing is only 1-2 frames. Swinging several frames too early deals decreasing amounts of damage, while swinging 1 frame late 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.
Aesthetically Enduring Maiden (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 offesive 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
Basic Strategy
Links
Launchers
Chains/Loops
Example Combos
Win Quotes
Japanese | English |
---|---|
ぐあッ!? こ、腰がぁ… |
[TRANSLATION NEEDED] |
ナメないでよね… |
[TRANSLATION NEEDED] |
一撃必殺ッ! 乙女にしかなせない業よっ! |
[TRANSLATION NEEDED] |
タダでさえ加減がわからないんだから |
[TRANSLATION NEEDED] |
参考までに言っとくけど |
[TRANSLATION NEEDED] |
切れ味よりも破壊力ッ!! |
[TRANSLATION NEEDED] |
(To Mizuka) |
(To Mizuka) |
(To Mayu) |
(To Mayu) |
(To Doppel Nanase) |
(To Doppel Nanase) |
(To Rumi) |
(To Rumi) |
Colors
Palette | Appearance |
---|---|
1 (Default) | Blue hair, red ribbons, yellow top, green skirt, brown shinai. |
2 | Purple hair, yellow ribbons, red top, grey skirt, blood-red shinai. |
3 | Red hair, pink ribbons, blue top, purple skirt, silver shinai. |
4 | Green hair, orange ribbons, dark purple top, dark blue skirt, neon pink shinai. |
5 | Blonde hair, blue ribbons, pink top, red skirt, black shinai. |
6 | Grey hair, grey ribbons, grey top, grey skirt, grey shinai. |
In–game References
ONE References
- The "Kimuchi" ramen that Rumi eats during her "Aesthetically Enduring Maiden" move is a reference to one of her favourite meals in the game.