User:ChairGTables/Riki: Difference between revisions
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | *His Skylark Shoot can confuse opponent on which side to catch the ball from. | ||
*Quick DP | *His special moves can hit other team members. | ||
*Quick DP. | |||
*Has a very nice pompadour. | |||
|cons= | |cons= | ||
* | *His special moves will leave him on the opponent's side, making his moves risky when your opponents catch the ball. | ||
}} | }} | ||
Line 30: | Line 32: | ||
|knockdown=No | |knockdown=No | ||
|startup=16 | |startup=16 | ||
|active= | |active=- | ||
|recovery=27 | |recovery=27 | ||
|stun=20% | |stun=20% | ||
Line 49: | Line 51: | ||
|knockdown=Yes | |knockdown=Yes | ||
|startup=9 | |startup=9 | ||
|active= | |active=- | ||
|recovery=7 | |recovery=7 | ||
|stun=25% | |stun=25% | ||
Line 58: | Line 60: | ||
{{MoveData | {{MoveData | ||
|image= | |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. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=SDB_Riki_Feint.png | |||
|name=Feint | |name=Feint | ||
|input=5D | |input=5D | ||
|data= | |data= | ||
{{AttackData-SDB | {{AttackData-SDB | ||
|damage= | |damage=- | ||
|chip= | |chip=- | ||
|hits= | |hits=- | ||
|knockdown= | |knockdown=- | ||
|startup= | |startup=- | ||
|active= | |active=- | ||
|recovery= | |recovery=21 | ||
|stun= | |stun=- | ||
|description= | |description= | ||
: Fake a throw. | : Fake a throw. | ||
Line 87: | Line 110: | ||
|knockdown=Yes | |knockdown=Yes | ||
|startup=17 | |startup=17 | ||
|active= | |active=- | ||
|recovery=14 | |recovery=14 | ||
|stun=20% | |stun=20% | ||
Line 98: | Line 121: | ||
{{MoveData | {{MoveData | ||
|image= | |image=SDB_Riki_RunningAirThrow.png | ||
|name=Running Air Throw | |name=Running Air Throw | ||
|input=j.66A | |input=j.66A | ||
|data= | |data= | ||
{{AttackData-SDB | {{AttackData-SDB | ||
|damage= | |damage=23 | ||
|chip= | |chip=10 | ||
|hits=1 | |hits=1 | ||
|knockdown=Yes | |knockdown=Yes | ||
|startup= | |startup=17 | ||
|active= | |active=- | ||
|recovery= | |recovery=14 | ||
|stun=20% | |stun=20% | ||
|description= | |description= | ||
Line 119: | Line 142: | ||
{{MoveData | {{MoveData | ||
|image= | |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. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=SDB_Riki_AirFeint.png | |||
|name=Air Feint | |name=Air Feint | ||
|input=5D | |input=5D | ||
|data= | |data= | ||
{{AttackData-SDB | {{AttackData-SDB | ||
|damage= | |damage=- | ||
|chip= | |chip=- | ||
|hits= | |hits=- | ||
|knockdown= | |knockdown=- | ||
|startup= | |startup=- | ||
|active= | |active=- | ||
|recovery= | |recovery=19 | ||
|stun= | |stun=- | ||
|description= | |description= | ||
: Fake a throw in the air. Resets gravity when performed. | : | ||
*Fake a throw in the air. | |||
*Resets gravity when performed. | |||
*Can only be used once in the air | |||
}} | }} | ||
}} | }} | ||
Line 162: | Line 210: | ||
{{MoveData | {{MoveData | ||
|image= | |image=SDB_Riki_AirCatch.png | ||
|name=Air Catch | |name=Air Catch | ||
|input=j.5A | |input=j.5A | ||
Line 177: | Line 225: | ||
|description= | |description= | ||
: | : | ||
*Catch an incoming ball. | *Catch an incoming ball in the air. | ||
*This is shorter than when catching a ball on the ground. | |||
~If ball is caught between frames 4 - 14, all chip damage is negated except when catching super moves. | ~If ball is caught between frames 4 - 14, all chip damage is negated except when catching super moves. | ||
}} | }} | ||
Line 199: | Line 248: | ||
: | : | ||
*Riki kneels on the ground to dodge an incoming attack. | *Riki kneels on the ground to dodge an incoming attack. | ||
*Use sparingly | *Use sparingly and only when you know you don't have enough time to turn around to catch the ball. | ||
*Keep note that teammates behind you can still get hit. | |||
}} | }} | ||
}} | }} | ||
Line 241: | Line 291: | ||
|knockdown=On last hit | |knockdown=On last hit | ||
|startup=9 | |startup=9 | ||
|active= | |active=- | ||
|recovery=17 | |recovery=17 | ||
|stun=- | |stun=- | ||
Line 262: | Line 312: | ||
|knockdown=No | |knockdown=No | ||
|startup=27 | |startup=27 | ||
|active= | |active=- | ||
|recovery=47 | |recovery=47 | ||
|stun=- | |stun=- | ||
Line 285: | Line 335: | ||
|knockdown=Yes | |knockdown=Yes | ||
|startup=32 (on pass), 21(on catch)~ | |startup=32 (on pass), 21(on catch)~ | ||
|active= | |active=- | ||
|recovery=39 | |recovery=39 | ||
|stun=25% | |stun=25% | ||
Line 337: | Line 387: | ||
|knockdown=Yes | |knockdown=Yes | ||
|startup=70~ | |startup=70~ | ||
|active= | |active=- | ||
|recovery=47 | |recovery=47 | ||
|stun=- | |stun=- | ||
Line 351: | Line 401: | ||
{{ | {{Navbox-SDB}} | ||
[[Category:Super Dodge Ball]] | [[Category:Super Dodge Ball]] |
Latest revision as of 00:53, 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.