User:ChairGTables/Riki: Difference between revisions
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Line 54: | Line 54: | ||
|description= | |description= | ||
: Throw during the running state. | : Throw during the running state. | ||
}} | |||
}} | |||
{{MoveData | |||
|image=SDB_Riki_Pass.png | |||
|name=Pass | |||
|input=5B | |||
|data= | |||
{{AttackData-SDB | |||
|damage=- | |||
|chip=- | |||
|hits=- | |||
|knockdown=- | |||
|startup=12~ | |||
|active=- | |||
|recovery=10 (on pass), 18 (on catch) | |||
|stun=- | |||
|description= | |||
: | |||
*Passes the ball to another team member. | |||
~ If Riki is not facing the team member, he has to turn to the team member for a few additional frames before he begins his startup frames. | |||
}} | }} | ||
}} | }} | ||
Line 115: | Line 136: | ||
*Throw while jumping in the running state. | *Throw while jumping in the running state. | ||
*No additional actions cannot be performed until Riki touches the ground. | *No additional actions cannot be performed until Riki touches the ground. | ||
}} | |||
}} | |||
{{MoveData | |||
|image=SDB_Riki_AirPass.png | |||
|name=Air Pass | |||
|input=j.5B | |||
|data= | |||
{{AttackData-SDB | |||
|damage=- | |||
|chip=- | |||
|hits=- | |||
|knockdown=- | |||
|startup=16~ | |||
|active=- | |||
|recovery=9 (on pass), 17 (on catch)~ | |||
|stun=- | |||
|description= | |||
: | |||
*Passes the ball to another team member. | |||
*The team member catching the ball will jump unless they are close to Riki. | |||
~ If Riki is not facing the team member, he has to turn to the team member for a few additional frames before he begins his startup frames. | |||
}} | }} | ||
}} | }} |
Revision as of 00:02, 6 February 2023
“ |
That was fun! A little more toughness and you'd be the perfect match. |
” |
Overview
Riki is the main rival of Kunio, but also treats him as his best friend. His tools offer him many mixup opportunities.
Strengths | Weaknesses |
---|---|
|
|
Move List
Normals (Holding Ball)
Normal Throw
5A |
---|
Running Throw
66A |
---|
Pass
5B |
---|
Feint
5D |
---|
Air Throw
j.5A |
---|
Running Air Throw
j.66A |
---|
Air Pass
j.5B |
---|
Air Feint
5D |
---|
Normals (Hands Free)
Catch
5A |
---|
Air Catch
j.5A |
---|
Dodge
5B |
---|
Command Normals (Hands Free)
Charge
5AB |
---|
Specials (Holding Ball)
Mach Shoot
236A |
---|
Skylark Shoot
623A |
---|
Special Pass
623B |
---|
Specials (Hands Free)
Hanazono Counter
623A |
---|
Supers (Holding Ball)
Burning Upper
641236A |
---|
Gameplan
- Jumping past the middle line and using his Skylark Shoot will have him sometimes attack from behind, leaving your opponents open.