Kurumi Mirumati
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Kurumi Mirumati appeared in the wreckage of a plane crash without any answers as to how or why. She lacks basic fighting skills, but is said to hold a massive amount of hidden power.
Kurumi fights in support of the assist characters.
Move List
Movement
66: Short dash. Cannot block or cancel with normals during dash.
44: Short back hop.
Throws
4/6C: Kurumi grabs the opponent and slams them into the ground and rolls over to the other side.
Normal Moves
5A: Standard standing jab. Can chain into her 6A, 5B, 5C or 2C.
5B: Upwards palm strike, good for stuffing standing pokes and jump ins. Can chain into her 6B or 2C, can link into 6A or 214B+C when close. Whiffs on crouching opponents.
5C: High spin kick, useful as an anti-air but not so great for footsies. Whiffs on crouching opponents.
2A: Same as 5A. Can chain into itself. Doesn't hit low.
2B: Throws out a mid range kick on her knees. Good for footsies. Hits low.
2C: Sliding kick, has a bit of startup and recovery. Not too great outside of chaining from 5B and you're unable to use assist while it's active. Hits low, knockdown.
j.A: Weird midair split kick, the hit box is too high up to be used as a jump in. Awful, don't use this normal.
j.B: Aerial punch angled 45 degrees downward. Jump in of choice, and has active frames.
j.C: Aerial roundhouse kick. Decent for air to air, sucks as a jump in because of its high hit box, and can be used as a cross up but timing is strict.
Command Normals
6A: Shin kick, can be chained into 5B, 5C, 2C, or 6B. Hits low.
6B: Hop spin kick. Kurumi is airborne and puts opponent in airborne state on hit, can be chained off of 5B. Useful for linking assists. Whiffs on crouching opponents.
Special Moves
623A or B or C: 浴びせ蹴り_abise-geri (Pour-On Kick)
- Overhead axe kick. Launches opponent on hit. Opponent can air tech just before they hit the ground but the move is still useful for combos.
With Eko - 22B:' Eko will trip Kurumi and pony over her to kick the opponent. Kurumi's trip will hit the opponent and lock them in place, creating a 2-hit combo. Is very fast. Kurumi can complete the combo with a 623A or 2C (Consumes 1 Level)
With Shiera - 22B: SUPERMAN DAT HOOOOOOOOOO! Shiera will lift up Kurumi and let go. By default, Kurumi will do a slide kick. After the drop, can be canceled into j.A/B/C. Whiffing near the ground will go to neutral state. Basically a mixup attempt.
With Juliet - 22B: Juliet will hurl Kurumi at the opponent. (Consumes 2 levels)
With Kanae - 214B: Kurumi will hug onto opponent while Kanae will grab the opponent's support via UFO Catcher and render them useless for a set duration of time.
Liberty Arts
236B+C: ユニオンアーツ (Union Arts)
- Kurumi fuses with her assist and unleashes an instant full screen attack. Needs full assist meter to activate and consumes all 5 afterwards. Effects vary depending on the assist. The move itself has a slight startup but once the super pause activates, the opponent is unable to move or block until the attack initiates (even if they were in a neutral position when the hitpause activated). It recovers a bit of Kurumi's life whether it hits or not.
- Shiera: Massive screen filling mech girl, shoots lasers, 19 hits, ~47% damage. Heals approximately 16%.
- Kanae: Some Touhou looking shit, shoots fireworks/Jubilee glitter, 12 hits, ~30% damage. Heals approximately 16%. Drains a little more than half of the opponent's special bar.
- Eko: Somewhat like Kos-Mos, proton cannon laser, 10 hits, ~38% damage. Heals approximately 25%.
- Juliet: Turns into a super Knight, does Lightning Storm. Damage depends on how close you are, at throw range it does 12 hits ~59% damage. Heals approximately 16%.
- Hilda(secret assist): Does absolutely nothing. Super does not even work.
- (Taken from Miyomei on SRK, edited for appearance)
214B+C: 超糾滅忌乱舞_chokyu mekki ranbu(Super {Something about destruction} Boisterous Dance)
- Starting with the 5B palm strike animation Kurumi goes into a series of attacks and ends with her 623A/B/C kick. Can be linked into from a close 5B. Does about 25-30% and has a nearly instant startup (cannot be guarded on reaction), but very poor range.
Strategy
At first Kurumi seems like a flawed character, having only one special move and fairly weak normals. However, her strength lies in the fact that her assist guage fills very fast up until it hits 4. Kurumi is able to use assists much more frequently than other characters. As well as this, her normals are all very fast and she can chain them together into natural combos which deal substantial damage with only minor support.
Anti Air
5B and 5C are your best friends, especially 5B. When timed correctly 5B will beat out most jump ins if not trade. Opponents should have a real hard time jumping in on Kurumi when you're being cautious of it.
Dead Body Cross Up
Kurumi's 6B can be used to cross up a knocked down opponent. Timing 6B just before the opponent wakes up, you'll land on the opposite side, the opponent would have to switch up the guard to block what comes after (eg. cross up 6B > 6A or 623A or throw). Adding assist within the mix will further strengthen the mixup making it a deadly tool for all Kurumi players.
Corner Throw
In the p1 corner. If you throw into the corner then walk back, you will crossup your opponent and be in the corner. if you dont walk back, you wont crossup. Possible 3/4 way mixups. In p2 corner if you throw into the corner, even if you walk back you wont crossup, but if you immediately jump your sprite will looked to have crossed up. A meaty air attack will hit crossup (need verification) and you will land out of the corner even though your sprite was turned around in the air. More 3/4 way mixup possibilities.
Matchups
Serious Advantage Match-ups:
Advantage Match-ups:
Fair Match-ups:
Disadvantage Match-ups:
Serious Disadvantage Match-ups:
Combos
No Assist
Note: Kurumi can replace any 6A>5C enders with 214B+C
- 6A > 5C or 2C or 6B
- 6B will whiff on crouchers
- 6A > 5B > 6B or 2C
With Eko Assist
Midscreen
- 22B > 623A/B/C or walk 6A > 5B > 2C or walk 214B+C
- 6A+6D > 5B > (6D hits) 623A/B/C
- 6A+6D > 5C > (6D hits) 6A > 5B > 2C
- 6A+6D > 5C > (6D hits) 5B > 214B+C
- 6A > 2C > 2D > 6A > 5C
Corner
- 6A~5D~5B > (dash 6A~5D~5B)xN
- Eko 5D loop
- Can stun
- 6A > 5B > 2C > 2D > 6A > 5C
- 6A+6D > 5B > (6D hits) 623A/B/C > 6A > 6C+D > [6]9 (walk then jump) j.B > 214B+C
- Harder to do than in previous versions due to increased pushback and 5C possibly being nerfed
- 6A+6D > 5B > (6D hits) 623A/B/C > 6A > 6B > 2D > [6]9 (walk then jump) j.B > 214B+C
- Alternate version of above combo, tiny bit more damage
- 6A+6D > 5B > (6D hits) 623A/B/C > 6A+D> 6B > 214B+C (or 6A > 5C)
- Easy mode version
- 6A > 5B > 6D~6B > 6A+D > 5C > (6D hits) j.B > 214B+C
Now Invalid
- 6A > 5B > 6B+6D > (623A/B/C > 2D)xN
- Does not work as of version 1.02
- 6A+6D > 5B > (6D hits) 623A > 6A > 6C+D > (6D hits, dash up 623A > 6A > 6C+D)xN
- This is a different variation of the corner Eko 6D loop that was nerf'd in version 1.00
- Can also start the loop with (6A > 5B > 6B+D > 623A) or just a raw 623
- Depending on the reps this can do up to 80-90%
- Does not work as of version 1.02
- 6A > 5B > 6B+6D > (walk up delay 5B > 6B+6D)xN (Stuns)
- This is Kurumi/Eko loop #2, this loop is simpler than the one above but does less damage. Height specific, if you hit 5B > 6B+6D too fast/early 6D might whiff.
- This combo does NOT work on Eri/Ayane/Kaede/Saki, they auto tech after 5B
- As of version 1.02, cost for Eko 6D is 2 meters
With Juliet Assist
Midscreen
- 6A~6D > 5B > 2C > 6D hits
- Can end with 214B+C, 6D needs to be done as late as possible before 5B, 5B>2C needs to be chained immediately
- 6A > 5B > 2D~2C > (2D hits) 5C (or 214B+C)
- 6A > 5B > 3D+2C > (3D hits) delay 6A > 5C
Corner
- CH 22B > 6A > 5C
- 6A > 5B~5D > (5D hits) j.B > 6A > 5B > 2C+3D > 6A > 5C
- Pretty hard to do, use combo below instead unless you really wish to preserve support meter
- 6A > 5B~3D > (3D hits twice) j.C > 6A > 5B > 2C+3D > 6A > 5C
- Can replace first 5B with 5C for more damage, though you will have to walk a forward a bit during 3D's pushback before jumping into j.C
With Kanae Assist
Note: All 623A/B/C enders can be replaced with j.B > 5C/214B+C
Midscreen
- 623A/B/C~6D > 6A > 5C
- 5A+5D > 5B > 2C > 5C
- 2D > 623A/B/C
- Timing for 623A/B/C is right when the dog spits them out
- 2D > 6A > 5B > (2D dog eats/spits) 2D~623A/B/C > (opponent grabbed by dog) > 623A/B/C
- Requires nearly full support meter
- Low start
- 2D~623A/B/C > 2D~623A/B/C > (2D dog eats/spits) 623A/B/C
- Requires nearly full support meter
- Overhead start
- 3D > 6A > 5B > 2D > 5B > (2D dog eats/spits) 6D > dash 5B > (6D ghost hits) 6A > 5C
- Requires nearly full support meter
- Unfortunately doesn't do much damage for the work put in it (even ending with Liberty Art still does only about 49%) but it at least lands a free ghost and looks cool
- 6A+6D > 5B > 2C > 3D > 623A/B/C
- This is a reset. On wakeup, the opponent will be forced to take either the ghost or the manhole either way. Some characters can escape the follow up by doing a backdash but will still be tagged by the ghost.
Corner
With Shiera assist
Midscreen
- 6A > 5B~5D > 623A/B/C
Corner
- 6A+6D > 5B > 6B > (6D hits) dash up 6A > 5C
- 6A > 5B+5D > 623A/B/C~6D > 2A > j.B > 5C/214B+C
- 6A > 5B+5D > 623A/B/C~3D > 6B > j.B > 5C/214B+C
Now Invalid
- 6A > 5B > 5D > 623A/B/C > 3D > j.C
- Does not work as of version 1.02
- 6A > 5B > 2C > (3D > delay 5C > delay jC > 623A/B/C)xN
- Does not work as of version 1.02
- jump over opponent+3D > 623A/B/C > j.B > 5C
- Does not work as of version 1.02

