IT BEGINS.
These titles get really hard to make after a certain point. Should kind of avoid overlapping themes a bit. I think I sorta-kinda managed that.
Also because why not. His DP changed.
Stance: Rui has two modes, sheathed blade, and unsheathed. While his sword is unsheathed, his Persona attacks will be slower as shown by a sheathing animation before activating it, and his normals will be faster, often with Rekka, and while his sword is sheathed, his Persona attacks are faster, while his normals suffer in speed, while gaining range. Persona Attacks (C and D, including specials) will cause him to sheath his sword, while all A and B specials (Specials only) will cause him to unsheath it. SP Skills are excluded from the sheathing/unsheathing.
HP: 9500
Persona Cards: 4
Play-Style: All-Rounder, Offensive
Dash Type: Run
Air Movement: 1 Air Dash, Double Jump
Normals
Mirage Blade (Furious Action - Sheathed) - Rui switches stance. He'll do a move similar to Jin's Rehyo, which will launch the enemy up into the air. On counter it's untechable until they almost hit the ground allowing him to combo off of it.
Disappearing Wind (Furious Action - Unsheathed) - Rui switched stance. He'll do an upward slash followed by a backwards sheath strike while turning around, striking the opponent with the end of his sheath as he sheaths his blade. Second hit will knockback, and is comboable if on wall.
All Out Attack - Rui charges forward with blade brought back and dashes smoothly across the ground. He will instantly stop whenever he reaches the opponent's position and slash them, so the move's overall speed is determined by distance. The dash itself goes 1/2 fullscreen, but even if he wiffs it (enemy is in the air), he'll still stop at their x axis position. Sheathed version has better slashing range and hits low, and unsheathed version starts up faster and hits overhead, but lower range.
Sweep - Has a sheathed and unsheathed version. Sheathed version is a standard sweeping horizontal draw slash, has good range. Unsheathed version has lower range, but is faster.
Sheathed Grab - Upon grabbing, Rui will smash them in the stomach with the butt of his sheathed blade before kick them away. Much better for starting combos with One More.
Unsheathed Grab - Upon grab, Rui will swipe them off their feet with the sheath before plunging his blade into their chest.
Sheathed Air Grab - Upon grab, Rui will do a helmsplitter fast-fall slash similar to Yosuke's air grab.
Unsheathed Air Grab- Upon grab, Rui will smash them to the ground with the sheath, and then come down in a sort of execution style blade plunge.
5AAA - AA (Sheathed) - Horizontal slash, diagonal overhead then horizontal the other direction bringing blade to the back, and sheathing again. Converts into Swift Strike and then Garudyne after 3rd A. All three slashes have more range than unsheathed.
5AAA - AA (Unsheathed) - Has Rekka, starts with an downward swing then comes around for a sheathed 5A (horizontal slash), then bringing blade back like 5AAA, but without sheathing then final strike hits low as he swings it across the ground while standing. Converts into Swift Strike and then Garudyne.
2A - Standard low kick.
5B - Longer range horizontal slash sheathed, will launch opponents back if they are caught by it midair. Unsheathed it's an overhead slash followed by a whack from the sheath. Will force aerial foes to ground if struck.
2B - A directly upward slash if sheathed. If unsheathed, same slash but immediately followed with a rising kick. Will cause him to go airborne.
j.5A - Aerial kick
j.5B - Jumping slash. Sheathed version hits once and throws enemies to ground, unsheathed hits twice, once with blade and 2nd with sheath, and is reliable for aerial combo.
j.2B - Slashes directly down if sheathed. If unsheathed, same slash, but immediately followed by a dive kick that chases opponent to ground.
Persona
5C - Askr will appear and do a backhand. Move is fast and reliable as a link for some combos. Is incredibly fast if sheathed and can even chain off of some unsheathed strikes.
j.5C - Identical to 5C but in the air.
2C - Askr will appear and smash the ground with his fist, it'll send enemies airborne if they are struck by the shockwave while midair, but will simply trip whoever it hits while they're standing. Does not hit low. If sheathed, hits incredibly fast.
j.2C - Identical to 2C, but Askr will appear on the ground below him instead, allowing him to link together some combos off of AoA.
5D - Askr will charge a slash, and strike after a delay. Hits halfscreen, quite good for covering advances, and forces enemy back to ground.
j.5D - Askr will do a diagonal downward aimed horizontal slash. If sword is sheathed, can even link directly off of a sheathed j.5B of j.5C.
2D - Askr will appear at the very end of the screen behind Rui, and then do a dashing thrust fullscreen.
j.2D - Identical to 2D.
Specials
Phantom Rush (236A/B/SB) - Rui will move a set distance. A version only moves 1/3 fullscreen while B version moves 2/3 fullscreen, and SB goes full screen but has startup delay. This move is positive on even block making it reliable for pressure, but the slight moment of startup can make it punishable. A version will throw struck enemies to the ground if they are midair, and will simply strike enemies if they're standing. B version will throw them into a brief spinning aerial if they are struck, air or standing, SB version is identical to B version but has higher range.
Aerial Rush (j.236A/B/SB) - Same as Phantom Rush, but aerial. A version will go horizontal like always, making it reliable to link midair, and looks really cool (Aerial Rush > j.5B > Jump > Aerial Rush > j.5B). B version will throw enemies back to ground as he travels diagonal towards the ground, if Rui is low enough he'll have incredibly low recovery, allowing him to intercept the falling enemy and continue a combo.
Mortal Draw (214A/B/SB) - Rui will do a long range draw slash. A version is incredibly fast with halfscreen range. B version is a double strike with more startup delay, the second one pulling enemies in to better suit the drawn blade status that happens afterward, is also easy to directly follow up with 5A. SB version is the speed of the A version with the double slash of the B version.
Garu/Garula (236C/D/SB) - Askr will cause a line of wind to go across, horizontal to Rui. Does no damage until after a delay. C version is faster with low delay, but is hard to combo off of unless Rui is close enough. D version is the same as C version, but hits multiple times. SB version is the speed of the C version with the D version's multiple hits, also very low recovery, making it ideal to extend some combos. Slower cast with unsheathed sword.
Garu/Garula (j.236C/D/SB) - Identical to non-aerial version, but just in the air. No change in direction. Slower cast with unsheathed sword.
Swift Strike (214C/D/SB) - Askr will charge forward from behind Rui with great speed and swing once, causing numerous slashes to cover the opponent. A version hits only a couple times, but is faster. D version it slower and more punishable, but hits even more times. SB version is as fast as A version and hits as many times as D version. It's positive upon first hit, so D and SB version can let Rui reposition himself while the enemy is blocking, or while they are suspended midair if they were hit instead.
SP Skills
Garudyne [236236C/D/SB] - Askr will charge forward with a giant tornado around his blade in a thrust. C version is standard. D version will reach fullscreen almost instantly, and SB version will actually follow up with a horizontal Garudyne thrust after Askr leaves the screen for more damage and instant pressure.
Garudyne [j.236236C/D/SB] - Identical to non-aerial version. Askr will appear at a height depending on Rui's position upon use.
Tempest Slash [236236A/B/SB] - Executed similarly to Phantom Rush but slightly different animations, even if blocked he'll end up behind opponent. Rui will upon hit circle the enemy at incredibly high speeds with various slashes before sheathing blade behind the opponent for the final strike. Very reliable to follow up on combos as it also hits airborne enemies. A version is standard. D version will travel a bit further, while SB version will add a few more hits.
(Awakening Only) Vorpal Blade [214214A/B] - Fullscreen dashing slash. Hits fullscreen instantly, this move would become the substitute for Tempest Slash whilst in Awakening as it has better combo opportunity. Strikes only once, but can be dodged easily by jumping. A version hits once, B version comes back a 2nd time for two hits, but has longer startup.
(Awakening Only) Vorpal Blade [j.214214A/B] Identical to ground version.
(Awakening Only) Cursed Blade of a Thousand Winds [214214C+D>236>4>63214>25852>14789632>5A+B+C+D] - Costs 150SP. No Persona required. Incredibly difficult input. Landed by a blade flash that stuns the opponent, has about the same reach as his 5B. Upon stun, Rui will disappear and slash the opponent from all kinds of directions, the blade flash corresponding with the correct directional inputs before the final strike where he appears behind the opponent. The damage all goes out upon sheath. Can actually be chained into a combo. Raw damage is 4k.
(Instant Kill) <name redacted> ver. Hurricane [222C+D] - <description redacted>