Rumi Nanase (Eternal Fighter Zero)


Rumi Nanase
Rumi-efz.png
Original Series ONE
First EFZ Appearance Bad Moon Edition
Combat Style Close Range

Contents

[edit] Introduction

Rumi is a character from the visual novel ONE. She is a transfer student who used to belong to the kendo club before she was forced to give it up, and subsequently pursued literary based activities.

Note that Rumi's usable attacks depend on whether Rumi is holding her shinai or not. Some attacks will cause her to throw this, drastically changing her approach.

[edit] Command List

[edit] Basic Weak Attacks

A (with shinai)(also possible from dash)

A thrust aimed downward. Due to the angle this attack will either be mid height (close) or low (far). It's a bit slow for an A attack though.

A (with shinai)(crouching)

A low angled thrust. Fast than her standard A so better for combos.

A (with shinai)(midair)

A thrust aimed down at a 45 degree angle. Basic aerial approach, but unusually for an A aerial it can't hit multiple times.

A (no shinai)(also possible from dash)

A straight aimmed punch. Less range than her shinai version but much faster so combos better.

A (no shinai)(crouching)

A crouching punch. Less ranged version of the shinai 2A.

A (no shinai)(midair)

A punch aimed down at a 45 degree angle. Can hit multiple times.

[edit] Basic Mid Attacks

B (close)

A quick punch with her free hand. Decent combo move.

B (with shinai)(far)(also possible from dash)

An overhead swipe with her shinai. Good range and speed.

B (with shinai)(crouching)

Rumi swings the shinai upwards. It's more designed as an antiair than anything as it does not hit low. Move has ending lag unless you move cancel out of it.

B (with shinai)(midair)

Swings the shinai around. Not useful for ground targets but handy for batting away aerial targets. Striking with her 2B might be better for dealing with aerial approaches from the opponent.

B (no shinai)(far)(also possible from dash)

An overhead punch. Less range than her shinai version but fast enough to combo with.

B (no shinai)(crouching)

A low aimed punch that hits low. Better speed and well suited to low angled combos.

B (no shinai)(midair)

A quick aerial uppercut. The low range and upward angle makes it useless against ground targets. It can be handy for some aerial combos though.

[edit] Basic Strong Attacks

C (with shinai)(also possible from dash)

Performs an overhead swing of the shinai. Not an ideal move to combo into as it has delay and can't be comboed into anything without doing an IC. It does have good damage though.

C (with shinai)(crouching)

Rumi dives forward a little and pokes with her shinai. This attack can be special move cancelled if a special attack command is input before Rumi falls onto the floor.

C (with shinai)(midair)

Rumi swings the shinai ahead of her. Similar to her aerial B except a little delay and more range in front of her.

66C

Rumi headbutts the opponent. Causes wallbounce if she is holding the shinai but not as well ranged as some of her other moves.

662C (with shinai)

Rumi does a quick swing, holding the shinai two handed. The range is quite deceptive, as it is shorter than it looks. Can be used as a swift surprise move that launhes the opponent well away from you.

C (no shinai)

A quick headbutt that causes Rumi to move forward slightly.

C (no shinai)(crouching)

A rising two punch uppercut. It does not hit low though.

C (no shinai)(midair)

A punch aimed straight down. Ground approach or air combo move. If you hit an aerial target this smashes them into the ground.

662C (no shinai)

Rumi rushes forward and does an uppercut, launching the opponent. Can be used as a launched for follow up aerials.

[edit] Throws

6C (close, ground)

Rumi grabs the opponent, leaps up a little and slams them down in front of her.

6C (close, air)

Rumi grabs the opponent and slams them into the ground. This move is stronger if Rumi is holding the shinai.

[edit] Other

44 or 66 (ground)

Forward dash covers about 3/4 of the screen as she runs towards the opponent. Back dash is a quick jump for about 1/4 a screen.

44 or 66 (midair)

Rumi can air dash once and will cancel out any remaining jumps before landing. Covers about 1/2 screen and is one of the slower air dashes.

[edit] Special Attacks

S (no shinai)

Pick up shinai when Rumi is next to it. Used to rearm Rumi if she has thrown the shinai. Has no effect if not used by a thrown shinai.

236 + A,B or C (with shinai)

A version

Rumi dashes forward thrusting the shinai. If it hits then she twirls around to their other side as they collapse. Decent damage but not the best version.

B version

Rumi dashes forward thrusting the shinai. If it hits then she twirls around to their other side as they collapse. More damage than A version so use this one.

C version

Rumi dashes forward thrusting the shinai. If it hits then she follows up the thrust with a swing. Uses RF energy. This move is actually weaker than B version, and the only reason to go for this is that the final hit causes wallbounce when near the edge of the stage.

623 + A,B or C (with shinai)

On the ground this causes Rumi to perform some attacks while jumping before following up by throwing the shinai, which causes an explosion when hitting the ground. When performing in the air Rumi just throws the shinai immediately, with the same explosive end. A and B versions are very similar. C version is stronger but uses RF energy. This can be a powerful special finisher, but bear in mind that you'll need to go pick the shinai up again.

214 + A,B or C (with shinai)

A version

Rumi slams the ground, causing the ground to erupt. Short range but fast and hits low, making it a good combo move.

B version

Rumi slams the ground, causing the ground to erupt. Has a slight startup delay but has more power and range than A. Not as easy to work into a combo.

C version

Rumi slams the ground, causing the ground to erupt and forces this eruption to burst across the length of the screen. Uses RF energy. Not as useful as it seems. The power varies depending on the distance between you and the target, and it can be blocked wherever the opponent is. To maximise its effect stand just one character width away from the target.

42136 + A,B or C

Rumi performs a grab and throws the opponent, with the angle and height determined by the button pressed. Note that the throw itself does no damage. When not holding the shinai she throws them backwards and can be followed up with aerial/dash attacks, although it is not easy. When holding the shinai Rumi throws opponents straight up and the following specials are possible to follow up with:

>> 236A (with shinai)

Rumi holds the shinai out for the opponent to land on. This is the weaker of the options but is guarenteed to succeed. Still, if this is all you're going to do then maybe you shouldn't bother with the special throw at all.

>> 236B (with shinai)

Rumi swings the shinai like a baseball bat. The timing of the attack determmines the damage output. With the proper timing this can be a devastating attack on par with many eternity specials, but the window for that kind of damage is small. Slightly off and the damage will be lower but still good. Further off though and Rumi will miss entirely, causing no damage at all. Make sure you practice this, as the timing is always the same but there's no visual clue as to when to swing.

[edit] Eternity Specials

214214 + A,B or C (with shinai)(Requires 1-3 bars of SP power)

A version

Uses 1 SP bar. Rumi smashes the ground, which will hit the opponent if they are on the ground anywhere. Launches the target, which can be used to perform aerial followups.

B version

Uses 2 SP bars. Same as A, except the damage increase is low. Not worth the extra SP.

C version

Uses 3 SP bars. Rumi smashes the ground, which will hit the opponent if they are on the ground anywhere. Unlike other versions this will freeze the opponent for a few moments, letting you launch into an easy combo. Damage increase from B version is low though, so only worth it if you feel that you can take advantage of their frozen state for excessive damage.

4123641236 + A,B or C (with shinai)(Requires 1-3 bars of SP power)

A version

Uses 1 SP bar. Rumi throws her shinai 1/3 screen forward in a fiery swirl, which causes an explosion when it hits the ground. Rumi is eft empty handed afterwards. Given the long input command and not much of a damage increase I imagine it would be better to hit with 623C.

B version

Uses 2 SP bars. Rumi throws her shinai 2/3 screen forward in a fiery swirl, which causes an explosion when it hits the ground. Rumi is eft empty handed afterwards. The damage increase might make this more appealing, but do remember that you're then without the shinai.

C version

Uses 3 SP bars. Rumi throws her shinai across the whole screen in a fiery swirl, which causes an explosion when it hits the ground. Rumi is eft empty handed afterwards. The attack is most damaging at point blank range where it proves to be quite powerful.

236236 + A,B or C (no shinai)(Requires 1-3 bars of SP power)

Rumi strikes a pose then suddenly rushes forward at high speed to deliver a powerful punch. Can be quite damaging and is her only option without her shinai. A version uses 1 SP bar. B version uses 2 SP bars. C version uses 3 SP bars and can cause wallbounce.

[edit] Final Memory

236C (during 41236A/B/C)(with shinai)(Requires 3 SP bars and 1/3 health remaining)

Similar to the 236B version. Rumi swings the shinai like a baseball bat to strike the opponent as they fall. There is potential for more damage and slightly easier to hit with, but it's putting a lot of a gamble with too much at stake. Practice hard if you intent to throw this into things.

4123641236S (with shinai)(Requires 3 SP bars and 1/3 health remaining)

Rumi eats some Kimuchi, which prevents her from guarding but grants her permanent recoil armour until the Kimuchi gauge is depleted. This sacrifices any attempt at defence for pure offence that can't be interrupted. A good way to apply pressure, especially to opponents that normally rely on interrupting attacks.

[edit] Strategies

[edit] Shinai

Rumi's core offensive lies in her shinai. Her normal attacks combo easier without it, but she loses most of her specials when she throws it away and some of her normals hit much harder with it. If you do throw it then make sure to pick it up again as soon as you can, but don't give out openings when doing so.


Characters Of Eternal Fighter ZERO
AIR Kanna ~ Kano Kirishima ~ Minagi Tohno ~ Misuzu Kamio
Kanon Akiko Minase ~ Ayu Tsukimiya ~ Kaori Misaka ~ Mai Kawasumi ~ Makoto Sawatari ~ Mishio Amano ~ Nayuki Minase (asleep) ~ Nayuki Minase (awake) ~ Sayuri Kurata ~ Shiori Misaka
MOON Ikumi Amasawa
ONE Akane Satomura ~ Doppel Nanase ~ Mayu Shiina ~ Mio Kouzuki ~ Misaki Kawana ~ Mizuka Nagamori ~ Rumi Nanase ~ UNKNOWN
Last edited by JaySwiss on 15 September 2016 at 21:51
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