____ __ _ _ _ _ ____ __ _ | __| / | \/ | || | _ \ / | | Version 1.0 |__ |/ | | || | _ < / | | |____/_/|_|_||_|____|_| \_/_/|_|_| ____ ____ _ ____ _ _____ ____ _ _ _ | __| _ \ | _ \ |_ _| __| | || || | FAQ by Vincent Diamante |__ | __/ | < | | | |__ | | || || | |____|_| |_|_|\_|_| |_| |____| |_||_||_| E-mail at diamante@zeus.gonzaga.pvt.k12.dc.us Who cares about ASCII art? RIM!! RIM!! RIM!! RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU! RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU!RIMURURU! Lemme guess. This is a FAQ for...uh...Rim? YES! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= It is my pleasure to bring you the absolutely, positively...uh...wait. Now, I'm starting to sound like Shawn Holmes. Here it is. Rim FAQ 1.0. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This FAQ can be seen at: http://198.76.12.51/class99/diamante/faq.htm http://198.76.12.51/class99/diamante/ss.htm These are my own sites. FAQ.HTM right now is a growing collection of FAQs. 302, to be exact as of 2/28. Sometimes, the server is down, so I'm gonna try to get this (my second FAQ) to other, more reliable servers, such as styx.ios.com, home of Damone's really fantastic web page on SS3. The exact address is http://styx.ios.com/~damone/ss3page.html -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Table of Contents Notes Update/ Revision History Credits Quick intro for SS3 (more mini than Joe's mini FAQ) Introduction Information about Rimmy Movelist Combos Strategies The Ending What I Need... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Notes: It's to bad I don't have my own Neo-Geo. I have to either go to one of the malls or go to my friend's house. Most of the time, I don't do the latter, so I can't spend humongous amouts of time confirming combos and all that other stuff. The intro is copied from my Nak FAQ version 1.05. This is completely public domain. No money should be received for this. The occasional contribution to moi is nice. If you're reading this, (and you are), I'm having a contest at my FAQ site. If you can answer some questions, mail 5 dollars and the answers to me (at the moment, I don't have NetCash) and you will get half the pot. Here are the questions: 1. What was Sigeru Miyamoto originally hired as? 2. What company developed StarFox? 3. Where's this company based? 4. What does Namco stand for? 5. Is Atari American or Japanese? 6. What is the release date for the Nintendo 64? 7. How much static RAM does a Neo-Geo have? and just to make it more a game of chance... 8. What is the chipset of my video card and how much RAM does the card have? Answers will be posted at my faq site on March 8, 1996 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Update/ Revision History Version 0.9 Special and Normal Moves, few strategies, no combos. 2/4/96 Released to select group of friends to get some feedback. Version 1.00 Added lots of stuff, ending, info on special moves, Red Fox 3/2/96 move list, some spelling corrections. First public version -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Credits My sister Catherine... ...for being the standard that I try to live up to in fighting video games... Damone (damone@ios.com)... ...for putting my first faq (NAKORURU) on his site... Red Fox (redfox08@aol.com)... ...for a heck of a lot of move info, but not for returning my e-mail... Hey! Taylor! Yeah, you! E-Mail me! SNK... ...for making the game. Need I say more? You know, what if I ask what does SNK stand for? New Japanese -what-? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Samurai Shodown ]I[ in a nutshell... The Dreaded "demon". His name, Zankuro Minazuki. The evil Zankuro, from time immemorial, has indiscriminately attacked villages, slaughtering all in his way. Falling under his mighty blade, victims screamed in terror of the dreaded demon before drowning in an endless sea of blood. All stood impotent to his evil deeds. But then...In a distant village, Zankuro failed to kill an infant. Some insist, perhaps the evil one could not kill him. The truth remains unknown. But from then on, Zankuro marked all swordsmen for slaughter. Years later...Twelve samurai and swordsmen begin their own quests. All seek one goal, the head of the dreaded Zankuro Minazuki. And the controls... A - Weak Slash B - Medium Slash C - Fierce Slash D - Kick AB (far) - Sidestep (avoids specials) -O + AB (close) - Behind step (move around opponent) A+B+C - Charge POW -O + BC - Hop Crush (must be high blocked) O- / | \ -O (with weapon) Block stuns opponent O O O (without weapon) Catches weapon and throw -O + C - Pulling Guard Crush O- + C - Pushing Guard Crush \ + D - Crouching sweep kick O -O + D - Standing Kick / + D - Light Kick O -O -O Forward Dash O- O- Backward Dash (while getting up) O- or -O - Roll away Here's some of the other new stuff... -> Character Modes All characters have a "BUST" and a "SLASH" mode. Moves and colors are different in each, and so, it effectively double the amount of characters in the game to twenty-four. ->Levels Players can choose one of three levels, kinda like MK3. Novice level has auto-blocking. Intermediate level is pretty standard. Advanced has the player always be fully POW'ed and there is no blocking. ->Pow charge POW is temporarily increased with holding ABC ->Manuevering before the fight Just what it says. Like X-Men: COTA ->Pseudo 3-D moving. Pressing AB from a distance will move the character to another plane of attack, dodging projectiles. Pressing AB close to the opponent will make your character move behind him/her. Almost like Fatal Fury, although in that game, you could just keep on attacking from each plane by pressing it for the whole match repeatedly and you could always go up to Billy Kane in FF2. ->Hop Crush Must be blocked high and very quick. ->Guard Crush Pulling or pushing the opponent off balance so as to follow up with another attack, usually a pseudo-combo of some sort or a special. ->Misc. Weapons don't break. Catching weapons and throwing can be done with fighter still armed. Items are still there but the runner is gone. (You mean to tell me with the incredible amount of money we're paying to get a system with EIGHT megabytes of RAM and some pretty expensive static RAM, they still need to take the runner out for the system to cope? Yes.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Introduction: Right now, I'm trying to write a novel on Nak and Rim. The following is not part of that novel, but is just my own intro as to why they are fighting. I kept on looking torward the sky, trying to make out the lines that formed my sister, but like her voice, they faded into the afterlife. I kept on staring to the blue sky, until I heard, "What are you looking at, Rimururu?" Without turning my head to see who addressed me, I said "Nothing." With that, the man started talking again, saying, "Just like her sister, a nut!" Laughing erupted behind me, and I started staring back at what my sister left me: her sword. So, I thought, this is what I must do. Disregarding the laughter that reverberated in my ear, I went into our house, took out a blue, embroidered cloth, and wrapped it around my forehead, securing it with a knot in the back. A cap of mourning. I left my house, and found a crowd, laughing for no reason, except to ridicule. At that point, I couldn't take it anymore; I burst into full wail. I ran into the forest, clutching my only keepsake of my sibling. I ran and ran until I reached a clear area which did nothing more than increase my sorrow. This was the spot where Nak and I would stay during warm nights. We would stare at the stars and talk about what we would do. And then there was one day when she wasn't there... I walked around the spot for a few moments, recollecting all the moments we had together, and all the moments where she would tell of her moments away from me. Her battles, her friends, her enemies. I shouted upwards, "You said you'd always by with me! Where are you?" Then, my eyes were attracted to something bright on the ground, directly in the middle of our circular space. I walked torward it, and examined it: a crystal large as my hand. I thought to myself, an interesting find. And only that, and interesting find. I looked back at the crystal, and I swear, I saw Nakoruru's face in one of the surface's of the crystal. It moved out of my hand and hovered in front of my face. Then a voice reverberated from the crystal... "I will be with you always, in every battle that you must fight," Puzzled at the strange statement, I asked, "Who must I fight?" "Seek out evil. There is evil power near. You must continue what I've started..." At that, the crystal stayed motionless in the air. I grabbed it and thought, where would this power stem from. Who has Nakoruru talked about? There was Gen-an, Earthquake, Amakusa... I shuddered as I thought of Amakusa. Nakoruru described him as the most evil man to embrace the earth. This must be where the trouble comes from... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "How long must I stay here?" "The rest of your being, of course." "But, my sister. She's still to young. I have to fight alongside..." "No! That will be enough from you!" "I must fight alongside her. I have vowed to protect nature, but instead I'm here..." "Which is where you belong." "Even the kamui (gods) would go to earth. Why not those whose rightful home is Ainumoshiri (litterally: abode of humans [ainu])?" "I tire of your debate. You may go. Find this evil that you feel. But if you die, not one more chance will you have. Join your sister in her quest. Remember, only one life to live (unless you have more quarters :-))" I felt myself going through the abyss which seperated the world of the dead from the living. And then nothing. I woke up, seeing my parents in front of me. They exclaimed great joy at my return, but I paid all attention to the sounds of battle and cries of pain coming from outside. I went out of the bed in which my parents found me and rushed outside. What I saw astounded me. There was Rimururu, doing as I asked. She was now a warrior. Her sword was my own blade, or was it? I looked down at the sheath hanging at my side. There was a duplicate of the sword which she had. I looked back at the battle and was amazed to see only one fighter standing. My little sister has become quite the warrior. She turned torward me, expecting to see only my parents. But at the sight of me, she opened her mouth and stayed in that position for seconds...until she fell down. My, have we a lot of catching up to do... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Look. I know what I told you," I said. "But I'm..." "You're back? And?" she asked apathetically. "All I'm asking you is to stop..." "Stop what? Stop trying to help..." "Don't you get it?" I shouted. "This is about you. You're...what..?" "Fourteen," came the stupidifying response. "Fourteen. You're just too young..." "Too young?" she towering her frame over my kneeling self. "Well, what about you? Seventeen? You left me for two years, and those two years, you survived... "Barely," I retalliated, standing just two inches taller than her. "And what about you telling me about protecting nature and..." "Well, I'm repealing that. It's my responsibility and I made a mistake thinking I could let you handle that..." "But I can! You saw how I handled the man who challenged me..." "Genjuro? He's nothing..." "I'm not afraid," she said unsheathing her blade. "Attack me." Nothing. "Attack me, damn it!" She lifted up her blade...and dropped it back into her sheath. "I can't..." "You have to. Only one person may face him, and you have to get through me to face him." "I'm good enough. Why can't we both..." "His rules..." "Rules! You gave me this responsibility. Now live with it!" "But you just don't have the strength..." "Oh yeah?" she shouted, as she started taking energy from the crystal that floated behind her...until I cut it off. She dropped down to her knees and started clutching her chest. Breathing heavily, she looked up at me... until I finally restored the flow of energy from me to the crystal. "What was that!?" she screamed at my face. "Tell me!" "You think that you are strong enough by yourself to face Zankuro? I had to give that to you because if you chose to fight..." "And I do!" she interrupted. Disregarding that, I continued, "I needed to give you the strength you need to fight him. I'm just asking you, do you really want to go through this?" Looking straight into my teary eyes, she uttered, "Yes. I feel I have to." "I know. I felt the same way before...where are you going?" From the door, she answered, "To find Zankuro..." "Not yet," I said, and she came back to me. "Before you can fight, you must prevail in fighting a few others..." "Like?" she asked restlessly. "Namely: Hanzo, Genjuro, Ukyo..." "Hey!" she interrupted. "Isn't he dead?" "No. He's very much alive. Ukyo, Kyoshiro, Galford, Amakusa, Shizumaru Hisame, Basara, and Haohmaru." A shudder went up her spine at that last name. "Are you ready to face them?" "Yes!" she said with enthusiasm as she stood up. "Then, that's enough." She sat down quickly. "Before you face Zankuro, you will first have to face yourself..." "No problem..." "And me." Shock went all through her face. Then disbelief. "Very funny joke. Ha, ha." I nodded my head in support of my statment. She looked at her unsheathed blade and I did so with mine, I imagining a vision of blood tainting the steel. Her blood. Still staring down upon it, I said, "It is my intention that the most fit fight Zankuro, as it is with the Kamui." She sat there, dumbfounded for only a moments silence, and finally spoke, "Then so be it." Standing up and turning, she asked with her back torward me, "So what is it then?" Turning again, she finished it with, "Enmity? Hostility? Animosity?" "None of the above, I hope." She walked through the door, the blue crystal glowing as it followed her through the door. Resentment caved in on me. Resentment of letting her go like that. I ran out the door again and shouted her name, "Rimururu!" No answer. "Rimururu!" I shouted again. No answer. I looked up upon the heavens and asked with quiet thought, does she have what it takes to survive? Then the lights of the starts ceased, giving way to the brightness of a new hue. Streams of yellow and white ran around in the air, flailing around like the light off of silk in the wind. Even with this "response", I ran off in serch of my only other reason for living... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Information I hope you liked what I wrote. If you don't, write your own FAQ and consider that I did that part after the fight scene in less than three hours or something like that. Rimururu is the little sister of Nakoruru and has followed what Nakoruru wanted at the end of SS2. She's the fastest character in the game and is kind of like a cross between SS2 Nak and SS1 Nak. She has some of the delay (but not all) that SS2 Nak has and the quickness of SS1 Nak. A formidable fighter in expert hands, she dashes and jumps better than anybody. Her sword is the old sword that Nak had and her clothes are embroidered with the same geometrical patterns that Nak had in SS2. She wears a band around her forehead. This symbolizes mourning, possibly mourning Nakoruru's going away? She has a crystal following her all around. Possibly, this is Nak? She sings, but I don't know Japanese so to me it could be Ainu (very unlikely) or Japanese (99% sure) that is at her ending scene on the CD version. In SS3, she believes that the new evil stems from Amakusa, but Nakoruru comes back to Earth with knowledge of Zankurou, I think. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= More info on our little gal... I found some unofficial specs on her, a dossier similar to the one for Nakoruru in Samurai Shodown I. Don't even ask me where I got it. It's kind of illegal...just kidding. Some of it is my speculation based on Nakoruru's dossier from SS1, some of it is pretty much true. Age: I'd say 15. Remember how Nak looked like in SS1? Her official age in SS1 (1788) is 17. Nak was born 10/11/1771. Height: I'd guess 5'0". Nak was officially 5'1" in SS1. Sizes: B73, W50, H81 (cm) I think. Place of Birth: island of Hokkaido, Ainumoshiri Kamuikotan. ^ ^ ^ ^ | | | | | | | | / | deity \ human abode village Nationality: Ainu Name of Weapon: Chichiushi (official) Type of Weapon: Officially Kodachi (but I think that it's a wazakashi, but wazakashi are paired with katana for the most part). Likes: Nakoruru, nature?, Galford? Dislikes: people who destroy nature? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The moves: "You anger mighty nature!" NORTHERN COUNTRY -- WINTER: Stage Descriptiom: This stage is very similar to Nakoruru's stage in Samurai 1. In the second round, Nakoruru and her two parents come out of the cottage and watch the fight. When Nakoruru first comes out, she is holding two rabbits but drops them in shock when she sees her sister fighting. For the rest of the match, Nakoruru is shaking her head while her father is running his hand over his beard. If Rimururu wins, Nakoruru smiles in relief and her mother begins clapping. If Rimururu loses Nakoruru drops to her knees in sorrow and her mother turns to comfort her as her father covers his face with his hand. During the desperation, the background vanishes and the characters fight in a fierce blizzard. CHARACTER POSES: SLASH- Character Select Screen: She does a quick flip backwards, goes into a defensive guarding position with her arm raised near her face and shouts something. Before Round One: Has her ice crystal floating above her outstretched hand, quickly she raises her arm to a defensive position and the crystal goes behind her while she shouts something. 1st Round Win: Tightens the knot in her head band, then quickly moves her hands down to her side and says "Yosh!" (OK!) 2nd Round Win: Removes her headband, turns around swinging the headband real fast and then holds it behind her head with both hands while saying something. Loss To Time: Lowers head in frustration, then with one arm she wipes a tear from her eye and then shakes her clenched fist. Stalemate: Lowers head in anger and shakes her clenched fist out in front of her. Dizzy: Presses one arm against her self and cradles it with her other one. BUST- Character Select Screen: Shouts something while in her defensive position, then swings sword upwards real quick, finishes by pointing at her opponent across the screen. Before Round One: Has her ice crystal floating above her outstretched hand, quickly she raises her arm to a defensive position and the crystal goes behind her while she shouts something. 1st Round Victory: Raises hand to the side of her head, palm upwards. Her ice crystal moves from behind her to just above her palm as she moves her head to one side and giggles. 2nd Round Victory: Pauses and then begins to look back and forth as her ice crystal plays "hide-and-seek" by always staying behind her. Finally it stops moving and when she finds it she giggles. Loss To Time: Lowers head in frustration, then with one arm she wipes a tear from her eye and then shakes her clenched fist. Stalemate: Lowers head in anger and shakes her clenched fist out in front of her. Dizzy: Presses one arm against her self and cradles it with her other one. ------------------------------------------------------------------------- SLASH ------------------------------------------------------------------------- Konril Myu | Freezes ground to stun opponent. | O- / | + A | O O | ------------------------------------------------------------------------- Nice counter for opponents who under-jump. Not the best recovery time. Look at the unethical combo. ------------------------------------------------------------------------- Lupu Quall | Tosses a cube of ice that hits | freezing damage. | \ -O + Slash | O O | ------------------------------------------------------------------------- The main projectile. Good for air countering like above. The height of the throw is controlled by the button used. A does a low throw. C does a high projectile. B is in the middle. A Lupu Quall is way to easy to jump over because it is almost sliding on the ground. ------------------------------------------------------------------------- Konril Shira | Leaps, and creates a platform of | ice that crashes down into (jump) -O \ | + A | opponent for damage. O O | ------------------------------------------------------------------------- Definitely not my favorite move. She jumps too high and other guys can recover from it quickly. From what it says in Red Fox's stuff, it's the only jumping move that attacks below (besides kick). But even at that, it's not great. ------------------------------------------------------------------------- Rupu Tu Nu Tiu | Grabs opponent, freezes, and | smashes against edge of screen (close) -O \ | / O- + B | for damage. O O O | ------------------------------------------------------------------------- Very nice. Does a pretty good amount of damage. Try comboing with this on the end. Almost like Galf's and Hanzo's SPD-like throw. Jump in and do this. ------------------------------------------------------------------------- Kamui Shtokke | Casts a wall of ice two-three | character lengths away, to stun | / O- -O + C | opponent. O O | ------------------------------------------------------------------------- It is the "prevent" move or "keep-away". Keeps-away opponents and can reflect projectiles. Some people say it can be like a shield for attacks that are long, but I don't do it. I don't like the motion because for it to be successful, it has be done quick enough. I'd rather have a backwards Konril Nonril. It can be used for some nice combos. ------------------------------------------------------------------------- Konrul Nonril | Creates an iceberg that rises | from the ground, catches -O | \ + A | opponent, and juggles into air O O | for multiple hits of ice damage. ------------------------------------------------------------------------- The "uppercut" of her moves. Has SS2 Nak's lag, which is bad. Could be used onguys like Kyoshiro who have major hangtime. ------------------------------------------------------------------------- POWER SPECIAL: | Casts a huge iceberg around the Rupu Kamui Emyu | opponent that explodes and hits | for massive damage. -O \ | / O- -O \ | / O- + CD | O O O O O O | ------------------------------------------------------------------------- Also, not one of my favorites. The motion is too hard for such a pathetic move. It can be seen coming from a hundred miles away. Little lag time though. Can be countered on the way down. ========================================================================= BUST ========================================================================= Konril Myu | Freezes ground to stun opponent. | O- / | + A | O O | ========================================================================= See Slash... ========================================================================= Lupu Quall | Tosses ice that will freeze | opponent for damage. | \ -O + Slash | O O | ========================================================================= See Slash... ========================================================================= Konril Shia | Leaps, and creates a platform of | ice that crashes down into (jump) -O \ | + A | opponent for damage. O O | ========================================================================= See Slash... ========================================================================= Rupu Tu Nu Yaku | Grabs opponent, freezes, and | kicks twice, slamming into edge (close) -O \ | / O- + D | of screen for damage. O O O | ========================================================================= See Slash Rupu Tu Nu Tiu... ========================================================================= Lupu Thomumu | Hurls a giant blade of ice at | opponent (either high or low) -O or \ + AB | that knocks down for ice damage. O | ========================================================================= I like this move. It's easy. It does a fair amount of damage. Hardly any delay time. Because of easy motion, easy to put in combos. ========================================================================= Upon Wo | Casts out multiple icicles that | shower opponent with hits, to Repeatedly press Slash buttons | end with one final strike. ========================================================================= Like Ukyo's and Jubei's from SS2. Except she recovers more quickly than these guys. I put it alot in pseudo combos. ========================================================================= POWER SPECIAL: | Casts a gigantic iceberg over Rupu Kamui Emyu | opponent that erupts and hits | for massive damage. -O \ | / O- -O \ | / O- + CD | O O O O O O | ========================================================================= See Slash. ========================================================================= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Combos (as you can see, I don't like comboing with her. Nak's still my girl and I haven't gotten use to Rim, yet) I've tried to make this section so that it will be divided into three parts, incredibly easy combos, honorable combos, and cheap/ unethical combos. When I say "cheap" or "unethical", I mean the fight is practically over if a person does complete it. I know someone is going to E-Mail me and chew me out on a discussion on what is "cheap." Let me just say, "If you think that you can do a better FAQ, do so. Otherwise, this is my FAQ and I can state my opinions as I want to. So there. Nyah, Nyah." -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Easy Jump D--->Crouch D--->Crouch D--->Hop Crush Jump C--->Crouch B Jump D--->Crouch D--->Hop Crush -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Honorable Cross-up Jump D--->Stand B--->Rupu Tu Niu whatever Jump C--->Crouch B--->Konril Myu--->Whatever else (BUST) Cross-up Jump D--->Crouch A--->Upon Wo (BUST) Jump A--->Crouch A--->Upon Wo (SLASH) Stand B--->Konril Nonril--->Jump C -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Unethical AB around the guy, stab in the back with a B, Konril Myu, repeat -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Strategies Sorry. Haven't developed any good character specific startegies, but be patient. They're gonna be in ver 1.05, or whatever I'm writing next. In order, people find that the most annoying aspects about fighting a good Rimururu player is... 1 -- Rimururu dashing in to hit and (possibly) set up combos. 2 -- Rimururu countering and canceling other attacks/ specials, mostly with well timed far standing A's and B's or even forward D's. 3 -- Rimururu becomes the F-16 and takes to the sky. Why do I compare her to the F-16? She's got the speed (F-16 does Mach 2, disregard that the MiG-25 can Mach 2.84), she doesn't have the range of the other Big Iron (these being the Su-27 and F-15), but she's got that quickness and manueverability (the F-16 can pull 9 Gs compared to the F-15 5 Gs) and she's pretty easy to use, IMHO (the F-16 has that fly-by-wire) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The numbers represent what I recommend from the list above, 1, 2, or 3. The first in the order is most recommended and the last is least. Shizumaru Hisame 1 | 2 | 3 He's pretty fast, so try AB around him and combo Basara the Executioner 2 | 1 | 3 Taking to the air isn't a bad idea because of his hang time Gaira Caffeine 2 | 1 | 3 Use the speed. Use the speed. Use the speed. Haohmaru 2 | 1 | 3 Nakoruru 1 | 2 | 3 Galford 1 | 2 | 3 Kyoshiro Senryo Use Lupu Quall Ukyo Tachibana 2 | 3 | 1 Genjuro Kibagami 2 | 1 | 3 Hanzo Hattori 1 | 2 | 3 Shiro Tokisada Amakusa Use anything! He's kinda crappy... Kuroko 3 | 2 | 1 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The end of Rimururu FAQ version 1.00 (C) Vincent Diamante - Sklathill