Renmazuo/Gameplay (Battling)



Renmazuo has more zoning options than some characters and can keep the opponent far away in more ways. Rubber banding limits their ability to do this safely. Renmazuo has okay up close options, although they are limited due to one of their attack buttons being for projectiles, and several of their rekka attacks not true confirming into each other. Zoning can still be effective with this in mind because of block chip damage. Relies on distance to make their long range attacks safe.

Key: A is the Square button, B is Cross. Enemy tested blocking as soon after hitstun to find frame advantage. First hit attacks (maybe their comboes too) are faster in a run.

A
Startup values correspond to hit number. Data in parenthesis corresponds to data when used out of a run.

This fires off two projectiles, and become plus if they travel for only 4 frames before hitting the opponent. The projectiles are active until they reach a very far distance away; further away than rubber banding allows. Unreliable at very long ranges and when elevation are involved.

This rekka is unique in that the next step of the rekka after A determines what the third attack is, rather than being a attack in itself.

AA / A B
This step of the rekka alters the effects of the next attack, by a short barrel switching animation. The AA version gives you access to a another standard attack like A and a OTG. B gives you another standard attack, too, and a seeking missile. Startup for later rekka stages include the barrel switch animation in their startup

AAA
Data in parenthesis is total fastest startup when including previous rekka hits. Three hit version of A. Likely has faster startup if hit meaty because Renmazuo can be closer so the shots of less travel distance.

AA B
Can be used to hit knocked down opponents (OTG), since Renmazuo angles the shots downwards. Due to it being angled down, the projectiles go a much more reasonable max range than AAA and A. This built in range limit, combined with limited/no tracking, can make this difficult to land outside of a hit confirm, especially when the opponent is at a higher elevation than Renmazuo.

A B A
Fire a slow homing projectile. Launches on hit. Usually, when this is used at point blank, it will phase through the opponent, and also not launch (?).

A B B
Uses both hands to shoot at the opponent. If the hitboxes combo together in a specific way this attack can send the opponent flying an enormous horizontal distance away.

B
Data in parenthesis refers to data when used in a run.

A horizontal slash that can be made plus or equal on block if hit meaty. Somewhat small. Confirms into B A, but not B B or its followups. Limited by its range.

Because of jank with the camera, controls, and requiring a difficult microwalk and block cancel, this can't realistically loop into itself forever like the running frame data implies.

B A
Really fast gut punch.

B A B
Side kicks the opponent Gear, and launches up.

B B
Incredibly tiny hitbox, or no hitbox at all.