Tough Love Arena/Rice/Strategy: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 15: Line 15:
Rice wants to stay in control for most of the match. In neutral, they want to cover space in front of them with long range normal. Rice wants to stay in neutral most of the time if they can, so they want to have as much space as possible to work with while they zone their opponents out.
Rice wants to stay in control for most of the match. In neutral, they want to cover space in front of them with long range normal. Rice wants to stay in neutral most of the time if they can, so they want to have as much space as possible to work with while they zone their opponents out.


 
==Neutral==
==Options in Neutral==


===Pokes===
===Pokes===


<gallery widths="340px" heights="180px" mode="nolines">
<gallery widths="340px" heights="180px" mode="nolines">
TLA Rice 5H Hitbox.png | '''Whip'''
TLA Rice 5H Hitbox.png
</gallery>
</gallery>


* Whip is the longest ranged heavy attack in the game and Rice’s most common poke due to its fast speed and modest recovery.
'''Whip:''' It has huge reach and is Rice’s most common poke due to its fast speed and modest recovery. It has a low hitbox making it prone to get jumped over. It’s useful for stuffing out and opponent walking forward, punishing whifs in neutral, and baiting out risky moves that beat it out (i.e. Jump Attack). It also has solid frame trap potential when cancelled into Swipe or Whip Pounce (when you want to approach).
* Whip has a very low hitbox, so Jumping over the move will be easy to do
* Use it to stuff out opponents who try to walk forward, to punish whiffs in neutral, or to bait out risky options like Jump Attack in neutral
* Very hard to hit confirm especially at tipper Whip range, so save cancelling into Whip Pounce for clear whiff punishes.
* Whip Pounce is a risky but good mixup to use when the opponent tries to take space or counterattack right after blocking Whip.
* Swipe is a safe frame trap that nets less reward than Whip Pounce.




<gallery widths="340px" heights="180px" mode="nolines">
<gallery widths="340px" heights="180px" mode="nolines">
TLA Rice 4H Hitbox.png | '''Swipe'''
TLA Rice 4H Hitbox.png
</gallery>
</gallery>


* Useful when paired with Whip since it gives Rice a safe frame trap to use in neutral.
'''Swipe:''' It has limited uses in neutral due to having large startup and recovery and how it never hits airborne opponents. Swipe’s main use for neutral comes from it being able to cancel from Whip to create an automatic frame trap, but it is occasionally useful as a timing mixup.
* Much easier to hit confirm compared to Whip when Rice has meter to Rapid
* Swipe is otherwise mainly a slower and riskier version of Whip
 
 
'''Shimmy'''
* Having a bar of meter on deck lets Rice convert any hit they get into a Whip Splash knockdown, gives them better positioning with corner carry, makes their pressure overall better, and lets them reset to neutral with Reject if they need to.
* Shimmying is a useful counterpart to poking when the opponent is afraid of inching forward due to Whip and Swipe or if they want to go for a risky option to punish Whip and Swipe.
 


===Anti Airs/Jump Punishes===


<gallery widths="340px" heights="180px" mode="nolines">
<gallery widths="340px" heights="180px" mode="nolines">
TLA Rice 5L(1) Hitbox.png
TLA Rice 6S4 Hitbox.png | '''Drill'''
</gallery>
</gallery>


* '''Slap''' is one of Rice's most rewarding anti airs versus a close Jump and if the opponent is in the corner. Due to its fast startup and amount of active frames Slap is a reliable anti air to rely on most of the time. Keep in mind that spaced Jumps will be able to outrange Slap, so a different anti air will have to be used.
'''Drill:''' It’s good for starting offense during neutral due to its fast speed and frame advantage on block. Use it occasionally as a mixup to zoning with Whip


===Anti Airs/Jump Punishes===


<gallery widths="340px" heights="180px" mode="nolines">
  '''Slap''' is a very solid meterless anti air given the jump isn't spaced.
TLA Rice 5S Hitbox.png
</gallery>


* '''Swat''' is a reliable anti air to use when a Jump is too far away to anti air with Slap and is too close to whiff punish with Whip.
  '''Swat''' is HUGE, is Rice's most reliable anti air, and has better metered conversions compared to Slap.


  '''Whip''' is better for punishing jumps compared to Swat and Slap given you are spaced out far enough.


<gallery widths="340px" heights="180px" mode="nolines">
  '''Teleport''' can be a decent fail safe if you aren't confident with using Rice's anti airs or if you're looking to time out.
TLA Rice 5H Hitbox.png
</gallery>


* '''Whip''' is useful for whiff punishing Jumps that are spaced out far enough. Be wary of the extended hurtbox and the low hitbox of Whip when trying to whiff punish Jump as it can lead to Rice getting a bad trade with Jump or get hit with Jump outright.
==Pressure==
Rice's pressure will be short and sweet without meter due to how Slap doesn't keep pressure very well. Their main tools for offense will be Slap, Swat, Drill, Swipe, and Throw.


==Offense==
===Slap Pressure===
Slap is one of Rice's few move that are plus on block and gives them solid strike throw pressure meterless. Due to the pushback on block, Rice gets a small amount of block pressure midscreen. Rice's main goal during their Slap pressure are to get a knockdown or reset to neutral where they are strong. Assuming Rice is able to land Slap at point blank range, they have a few option to pressure the opponent:


===Okizeme===
  '''Slap > Swipe''' is a useful frame trap to use if you suspect the opponent will mash. The second hit of Swipe will always lead to a knockdown on hit and Rice is only -2 if the opponent blocks.


'''Safe Jump'''
  '''Slap > Throw''' punishes reversals and the blocking.
* Meaty Safe Jump can be used to be safe versus every reversal on wakeup and gives Rice a decent amount of frame advantage.
* A Non-meaty Safe Jump is useful versus Garlic specifically since they can’t escape the Jump attack with Backflip as long as the Jump attack is spaced.
* A Non-meaty Spaced Safe Jump gives Rice access to the second hit of Slap as a frame trap option, puts Rice at a comfortable range to avoid being grabbed if they don’t want to commit to the rps scenario, and puts Rice at the perfect range to threaten a grab or shimmy since their grab range is relatively the same range as every 5L


  '''Slap > Walk back''' is Rice's safest option as the make not commitments and can reset to neutral given the opponent backs up as well.


'''Meaties'''
  '''Slap > Drill''' although has a large gap and loses to mashing, is hard to react to, keep the pressure, and gives Rice more strike-throw opportunities.
* Meaty Slap lets Rice link into another Slap for a combo if the opponent mashes on wakeup, safe to use versus armor as only the second hit of Slap actually hits the armor, and Rice can do a Slap that barely misses the opponent on wakeup to get a fake out into a grab.
* Meaty Swipe guarantees chip off of oki. Swipe can be delayed to punish a parry on wakeup or the opponent walking forward on wakeup.


  '''Slap > Slap''' is only recommended when the opponent is in the corner due to how easy it is to walk outside of Slap range and whiff punish.


===Block Pressure===
===Whip Pressure===
Whip's ability to frame trap and long start up make it a useful tool for pressure in the close-midrange area, especially when Rice has meter. Whip Pounce and Swipe are the two follow options to Whip and are useful in different scenarios:


'''Slap Block Pressure'''
  '''Swipe''' is a very good threat meterless due to how it is an automatic frame trap when cancelled out of Whip and how safe it is when the opponent blocks it. With meter Rice can hit confirm a full combo if the opponent gets hit by Swipe. Although the scenario doesn't come up often, point blank Whip does give Rice a similar strike throw opportunity to point blank Slap.


* Every character can walk outside the second Slap of point blank Slap > Slap on block midscreen. Rice can use Slap to punish sitting still, frame trap by cancelling into Swipe, Whip or Swipe after the first Slap to catch the opponent trying to whiff punish the second Slap, or Grab if the opponent chooses to not swing at all.
  '''Whip Pounce''' usually starts offense when Rice has meter. Due to how much Whip Pounce can be delayed, Rice can actively threaten Whip Pounce as a frame trap and hit confirm tool when combined with meter. Even if the opponent doesn't get hit by Whip Pounce, Rice slides a large distance forward and can immediately do strike-throw pressure with Slap afterwards.
* Slap > Slap on block from point blank is guaranteed in the corner. After the first Slap Rice can choose to Slap again to punish mashing or standing still, delay the second Slap or Swipe to punish Backflip or a Parry, or walk back to punish a reversal. After the second Slap, Rice can walk up Slap to extend pressure or back off to reset to neutral.


===Swat Pressure===
Rice can get decent pressure scenarios off of Swat due to them being +7 while the opponent is airborne. Midscreen, Rice has relatively safe rps versus the opponent considering Whip is always an option after Swat on hit and Rice is close enough to punish the opponent blocking with Drill, Throw, or Slap. With meter Rice can get some decent pressure off of using 5S > RC > 6S4 to create a reset scenario or set up solid oki:


'''Swipe Frame Trap'''
Breakdown of the scenario ''Courtesy of Yung Hambo''


* Swipe can be a useful tool for up close pressure opposed to Slap due to its startup and the fact that Rice can combo off of a trade with any 5L and any 5H.
[[File:5S_RC_6S4.png]]
* Swipe can even punish a parry mash automatically in some cases.
* Swipe is also easy to convert off of due to its long hitstun.
* You can set up into a Swipe frame trap with Slap, Whip, Whip Pounce > RC, Swipe > RC, Jump, and Whip Splash RC.




'''Whip pressure'''
Swat also gains much more utility in the corner due to Rice being able to combo into Slap right after Swat. Besides the raw damage and oki boost, Rice also has solid setplay they can use to pressure the opponent. After landing Swat on a cornered opponent, Rice can follow up with Slap and choose to cancel into Swipe for a meaty frame trap, not cancel Slap at all and go for a strike-throw scenario, or get a knockdown with Whip Splash. After Whip Splash, Rice has a frame kill with throw that they can use to get a very meaty Swipe or meaty throw on wakeup. See video supplement below:


* Rice has two follow ups (Swipe and Whip Pounce) to Whip that can both be delayed to include frame traps.
<youtube>8QKLOWbYOVQ</youtube>
* Whip Pounce can be used to force the opponents to stay in place more often during Whip zoning. Swipe is a safer alternative that leads to less damage.


==Okizeme==


<gallery widths="340px" heights="180px" mode="nolines">
Rice has okay oki in most cases. Most of the time Rice will only get a safejump, meaty Whip, or meaty Slap for oki. Drill is a good fakeout tool that Rice can use to throw off the opponent in a safejump scenario. In some cases Rice can set up a fully meaty Swipe as for oki, which is strong due to being able to combo meaty Swipe into Whip and the fact that Rice is still +2 afterwards.
TLA Rice 5H Hitbox.png | Possible 7 frame gap cancelled into Whip Pounce
TLA Rice 4H Hitbox.png | Possible 12 frame gap cancelled into Swipe
</gallery>


==Defense==
==Defense==


<gallery widths="340px" heights="180px" mode="nolines">
Rice can struggle more on defense due to their slow 5L, the fact that Teleport is solely a repositioning move with a large amount of endlag, and because they have the slowest 5H in the game. Rice will have to find windows to safely use Teleport to get out of pressure, spend meter the Reject the opponent away, or choose wisely to mash out when the opponent least expects it. Slap and Whip are Rice’s most useful abare options. Teleport will typically be the most useful when the opponent is right next to Rice since if they commit to a move while Rice Teleports out, they will be unable to continue their pressure in most cases. Be careful of the opponent reading Teleport or standing further away during pressure however. Reject is a solid reversal to use to reset to neutral with the only downside being it costs meter to use.
TLA Rice 4S.png
</gallery>
 
* '''Teleport''' is a risky but useful way to try to escape close range block pressure and reset to neutral. Teleport is particularly good at escaping Slap pressure. Use Teleport very rarely to escape Carb pressure in particular since Whip covers Teleport very well.
 
 
<gallery widths="340px" heights="180px" mode="nolines">
TLA Rice 5L(1) Hitbox.png
</gallery>
 
* '''Slap''' is useful for stuffing out an opponent’s overextensions during their Slap pressure, if you suspect the opponent will try to grab, or if you want to steal your turn back. Be sure to condition the opponent to not expect mashing first.
 
 
<gallery widths="340px" heights="180px" mode="nolines">
TLA Rice Reject.png
</gallery>


* '''Reject''' lets Rice stop the opponent’s block pressure at the cost of a bar of meter. Vary Reject timings to make sure the opponent is not ready for the neutral reset, which could give you more time to set up for neutral.
==Fighting Rice==
 
 
<gallery widths="340px" heights="180px" mode="nolines">
TLA Rice Burst.png
</gallery>
 
* '''Burst''' is useful when you expect the opponent’s combo will kill or if you have a big enough life lead to gain back that meter in no time if you get hit again, otherwise save your meter for Rapid and Reject. Vary your Burst timings to make sure you don’t get hard punished for getting Burst baited.
 
 
* '''Blocking''' will eventually cause your opponent to eventually push themselves too far away to continue their block pressure. Blocking is useful to bait out overextensions versus opponents who want to keep up the pressure, and with enough conditioning, you can eventually mash at certain points of their block pressure.
 
 
=Counter Strategy=
 
===Positioning===
 
* '''Push Rice to the corner'''
* Rice needs space to work with to be effective in neutral.
* Walk and block as Rice tries to zone you out. If you force them to give up space, you will eventually corner them and limit their ability to zone.
* Keep Teleport in mind as a way to escape block pressure.


Rice is a character that struggles the most one the opponent can get in and pressure them. You want to play a patient neutral and look for habits Rice has with Whip zoning while also walk and blocking them to the corner. When you do eventually get in on Rice, you can bully them for as long as they choose to not Teleport or Reject. Rice can also really struggle to make comebacks due to how little threat they have when they are close to max Whip range, especially when they don’t have meter. If you have a 200+ lifelead, consider forcing Rice to approach you and catch them actively trying to make up the life lead and look out specifically for Drill to keep Rice from getting a free approach. Whenever you are defending against Rice keep in mind that they are really only at their scariest when they are in range to threaten Slap > Swipe as a frame trap and get a full meterless conversion.


==Resources==
==Resources==
Line 161: Line 104:
[https://youtu.be/8QKLOWbYOVQ Rice Tech Video]
[https://youtu.be/8QKLOWbYOVQ Rice Tech Video]


=Navigation=
==Navigation==
 


{{Navbox-TLA}}
{{Navbox-TLA}}

Revision as of 05:40, 4 November 2022

Rice



Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

Goals

Rice wants to stay in control for most of the match. In neutral, they want to cover space in front of them with long range normal. Rice wants to stay in neutral most of the time if they can, so they want to have as much space as possible to work with while they zone their opponents out.

Neutral

Pokes

Whip: It has huge reach and is Rice’s most common poke due to its fast speed and modest recovery. It has a low hitbox making it prone to get jumped over. It’s useful for stuffing out and opponent walking forward, punishing whifs in neutral, and baiting out risky moves that beat it out (i.e. Jump Attack). It also has solid frame trap potential when cancelled into Swipe or Whip Pounce (when you want to approach).


Swipe: It has limited uses in neutral due to having large startup and recovery and how it never hits airborne opponents. Swipe’s main use for neutral comes from it being able to cancel from Whip to create an automatic frame trap, but it is occasionally useful as a timing mixup.


Drill: It’s good for starting offense during neutral due to its fast speed and frame advantage on block. Use it occasionally as a mixup to zoning with Whip

Anti Airs/Jump Punishes

  Slap is a very solid meterless anti air given the jump isn't spaced.
  Swat is HUGE, is Rice's most reliable anti air, and has better metered conversions compared to Slap.
  Whip is better for punishing jumps compared to Swat and Slap given you are spaced out far enough.
  Teleport can be a decent fail safe if you aren't confident with using Rice's anti airs or if you're looking to time out.

Pressure

Rice's pressure will be short and sweet without meter due to how Slap doesn't keep pressure very well. Their main tools for offense will be Slap, Swat, Drill, Swipe, and Throw.

Slap Pressure

Slap is one of Rice's few move that are plus on block and gives them solid strike throw pressure meterless. Due to the pushback on block, Rice gets a small amount of block pressure midscreen. Rice's main goal during their Slap pressure are to get a knockdown or reset to neutral where they are strong. Assuming Rice is able to land Slap at point blank range, they have a few option to pressure the opponent:

 Slap > Swipe is a useful frame trap to use if you suspect the opponent will mash. The second hit of Swipe will always lead to a knockdown on hit and Rice is only -2 if the opponent blocks.
 Slap > Throw punishes reversals and the blocking.
 Slap > Walk back is Rice's safest option as the make not commitments and can reset to neutral given the opponent backs up as well.
 Slap > Drill although has a large gap and loses to mashing, is hard to react to, keep the pressure, and gives Rice more strike-throw opportunities.
 Slap > Slap is only recommended when the opponent is in the corner due to how easy it is to walk outside of Slap range and whiff punish.

Whip Pressure

Whip's ability to frame trap and long start up make it a useful tool for pressure in the close-midrange area, especially when Rice has meter. Whip Pounce and Swipe are the two follow options to Whip and are useful in different scenarios:

 Swipe is a very good threat meterless due to how it is an automatic frame trap when cancelled out of Whip and how safe it is when the opponent blocks it. With meter Rice can hit confirm a full combo if the opponent gets hit by Swipe. Although the scenario doesn't come up often, point blank Whip does give Rice a similar strike throw opportunity to point blank Slap.
 Whip Pounce usually starts offense when Rice has meter. Due to how much Whip Pounce can be delayed, Rice can actively threaten Whip Pounce as a frame trap and hit confirm tool when combined with meter. Even if the opponent doesn't get hit by Whip Pounce, Rice slides a large distance forward and can immediately do strike-throw pressure with Slap afterwards.

Swat Pressure

Rice can get decent pressure scenarios off of Swat due to them being +7 while the opponent is airborne. Midscreen, Rice has relatively safe rps versus the opponent considering Whip is always an option after Swat on hit and Rice is close enough to punish the opponent blocking with Drill, Throw, or Slap. With meter Rice can get some decent pressure off of using 5S > RC > 6S4 to create a reset scenario or set up solid oki:

Breakdown of the scenario Courtesy of Yung Hambo

5S RC 6S4.png


Swat also gains much more utility in the corner due to Rice being able to combo into Slap right after Swat. Besides the raw damage and oki boost, Rice also has solid setplay they can use to pressure the opponent. After landing Swat on a cornered opponent, Rice can follow up with Slap and choose to cancel into Swipe for a meaty frame trap, not cancel Slap at all and go for a strike-throw scenario, or get a knockdown with Whip Splash. After Whip Splash, Rice has a frame kill with throw that they can use to get a very meaty Swipe or meaty throw on wakeup. See video supplement below:

Okizeme

Rice has okay oki in most cases. Most of the time Rice will only get a safejump, meaty Whip, or meaty Slap for oki. Drill is a good fakeout tool that Rice can use to throw off the opponent in a safejump scenario. In some cases Rice can set up a fully meaty Swipe as for oki, which is strong due to being able to combo meaty Swipe into Whip and the fact that Rice is still +2 afterwards.

Defense

Rice can struggle more on defense due to their slow 5L, the fact that Teleport is solely a repositioning move with a large amount of endlag, and because they have the slowest 5H in the game. Rice will have to find windows to safely use Teleport to get out of pressure, spend meter the Reject the opponent away, or choose wisely to mash out when the opponent least expects it. Slap and Whip are Rice’s most useful abare options. Teleport will typically be the most useful when the opponent is right next to Rice since if they commit to a move while Rice Teleports out, they will be unable to continue their pressure in most cases. Be careful of the opponent reading Teleport or standing further away during pressure however. Reject is a solid reversal to use to reset to neutral with the only downside being it costs meter to use.

Fighting Rice

Rice is a character that struggles the most one the opponent can get in and pressure them. You want to play a patient neutral and look for habits Rice has with Whip zoning while also walk and blocking them to the corner. When you do eventually get in on Rice, you can bully them for as long as they choose to not Teleport or Reject. Rice can also really struggle to make comebacks due to how little threat they have when they are close to max Whip range, especially when they don’t have meter. If you have a 200+ lifelead, consider forcing Rice to approach you and catch them actively trying to make up the life lead and look out specifically for Drill to keep Rice from getting a free approach. Whenever you are defending against Rice keep in mind that they are really only at their scariest when they are in range to threaten Slap > Swipe as a frame trap and get a full meterless conversion.

Resources

TLA Rice Combo Doc

Off the Grain - TLA Rice Guide

Rice Tech Video

Navigation

General
Controls
HUD
System
Glossary
Changelog
Characters
Noodle
Beef
Onion
Rice
Pork
Garlic