Rider has good range on some of her fastest moves which allows her to maintain high pressure on her opponents once she gets in. Her attacks can begin a consistent combo off of any opener and most of her specials provide some level of mobility during pressure giving her a solid method around pushblock. She lacks a good super unscale, so she pushes people into the corner and then combos multiple 623C's to drain the opponents meter instead of going for high damage. Abuse her divekick (j.C) to get big advantage on block.
Strengths
Weaknesses
Strong okizeme vortex possible from every hit thanks to chain (236X~C).
A Super can combo into itself multiple times.
Can carry to the corner from almost anywhere on screen, leading to disastrous meter damage with DP loops.
Incredible up close options, fast and fairly ranged normals that make scrambles less of a scare.
j.C j.C j.C
Struggles with damage compared to the rest of the cast, her combo difficulty doesn't help either.
Unscale super is one of, if not the hardest to land in the game.
Has a bit of trouble getting in at long range thanks to lack of effective, safe long ranged options. Chain, while a great ranged button on hit, must catch its opponent off guard or whiffing a button.
Full Mana Activation Ability: If Rider has her blindfold removed via 236236B, this will activate her Breaker Gorgon ability in which all opponent actions are 25% slower, including falling.
Normals
Standing Normals
5A
5A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
200
Low
N, S, R, A
5
26
19
-1
Rider performs a standing low kick.
Proration: 20%
Proration Penalty: 15%
5B
5B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
270
All
N, S, R, A
8
36
22
-5
Rider fully extends her leg for a midrange kick.
Proration: 15%
5C
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
All
N, S, R, A
12
41
26
-2
Rider quickly moves forward and stabs the opponent with her dagger. This is her longest range normal.
Proration: 10%
Crouching Normals
2A
2A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
200
Low
N, S, R, A
6
26
14
-5
Rider crouches and kicks the opponents' shins.
Proration: 20%
Proration Penalty: 17%
2B
2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
Low
N, S, R, A
10
34
16
-7
Rider crouches under high attacks while performing a midrange kick.
Proration: 15%
2C
2C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
200, 200
All
J, N, S, R, A
10
51
24 (each hit)
-5
Rider anti-airs with a multihitting chain diagonally upwards.
Can be used for unscaling Super. But the timing must be very precise.
Proration: 10%
Proration Penalty: 17%
Aerial Normals
j.A
j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
230
High
J*, N, S, A
8
-
12
-
Proration: 20%
j.B
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
330
High
J*, N, S, A
12
-
16
-
Proration: 15%
j.C
j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
380
All
A
15
-
26
-
Rider does a divekick that immediately halts her air momentum and then descends very quickly. As one of Rider's best and most important normals, it's very useful for both changing air trajectory to avoid jumping into danger, and is also capable of crossing up which makes it great for left/right mix-up during her okizeme vortex. In pressure, it can be used as a low/throw crush that allows for a full combo on hit, gives great plus frames on block, and stays safe on whiff if the opponent steps it or backdashes.
j.C can also be used incredibly close to the ground, to the point where if it is used too close to the ground, Rider can land before the attack even comes out. Sometimes this can be used for mindgames, but is important to note since doing j.C too soon after jumping can result in her getting punished if the opponent mashed on the gap.
Proration: 10%
Command Normals
6B
6B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
370
High
N, S, R, A
30
41
11
+1
Rider steps forward before performing an overhead axe kick.
Proration: 15%
Throw
6A+B
6A+B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
None
A
4
51
-
-
Rider ""Happy Throws"" her opponent and flips them into the air. This can be followed up by (236B-A > 6239A) to start a combo.
Proration Penalty: 30%
Specials
Every one of Rider's Special Move has 15% proration
236X
236X
236X~X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
236A
300
All
U, R, A
12
53
12
-28
236B
300
All
U, R, A
12
53
12
-26
236C
300
All
U, R, A
12
53
12
-28
All versions have Rider throw a projectile chain at her opponents.
A version is an anti-air, B version goes straight forward and C version is aimed diagonally towards the ground.
All 3 chains have the same followups.
A Follow Up
-
N/A
R, A
-
-
-
-
Rider pulls the opponent towards her (sometimes flips them to her other side). This can start or continue a combo as long as the opponent is off the ground.. Press the A button as soon as the chain is thrown out to maximize the comboability.
B Follow Up
500
All
R, A
12
61
21
-3
Rider juggles the opponent with a jumping kick. This can continue into a combo in the corner.
C Follow Up
500 (among 2 hits)
N/A
R, A
-
-
-
-
Rider will perform a hardknockdown cinematic that swaps sides with her opponent. This is her primary way of ending combos.
623X
623X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
623A
500
All
J, R, A
7
41
21
-12
Rider kicks the opponent into the air. This is a key combo tool for her.
623B
800
All
R, A
7
41
18
-15
Rider kicks the opponent into the air. Can be combo off of if it hits at the later part of its animation.
623C
200, 300, 650
All
R, A
10
46
13, 8, 8
-21
Rider kicks the opponent 3 times. This may be used mid-combo in the corner.
Startup on this move is invincible and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.
214X
214X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
214A
450
Low
R, A
9
36
23
-3
214B
480
Low
R, A
14
41
21
-5
214C
150,230, 370
Low
R, A
20
51
8, 8, 9
-11
Rider performs a sliding low kick. B and C versions travel farther and can begin combos while A version is faster and safer on block.
C version can combo into 623A
646X
646X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
646A
500
All
R, A
10
41
26
-4
646B
600
All
R, A
18
51
25
-7
646C
700
All
R, A
25
61
25
-10
Rider launches herself forward with a standing kick.
A and B version can be used in juggle situations.
B version will crumple a grounded opponent
C version cannot be combo off of, but the opponent can tech within 30 frames if they're high enough, then they will become True Knock Down.
22X
22X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
22A
-
All
-
-
46
-
-
Rider jumps backwards and prepares a follow-up attack.
22B
0
All
-
-
52
-
-
Rider jumps over her opponent and prepares a follow-up attack.
A Follow Up
750
All
R, A
14
46
31
+0
Rider performs an anti-air high kick. This can start a combo in the corner.
B Follow Up
600
All
R, A
18
46
21
-6
Rider performs a sliding low kick. This can start a combo midscreen.
C Follow Up
1000
High
R*, A
45
60
21
+7
Rider teleports behind the opponent and performs an overhead kick.
22C
850
High
R*, A
45
58
21
+9
Rider teleports in front of the opponent and performs an overhead kick.
j.236X
j.236X
A
A
B
B
C
C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
150*3
All
R*, A
12
-
26
-
Rider throw her chained stake in one of the 3 angle.
Supers
236236A
236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
85 ~ 2,295
All
-
15 + 5
89
8
0
Rider summons her chariot and performs a full screen anti-air reversal. This is invincible until it is active.
This costs 100 meter.
236236B
236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
-
10 + 41
51
-
-
Rider removes her blindfold. This costs 100 meter to perform.
This is not an attack, but it gives her access to her 300 meter activate ability, Breaker Gorgon.
This costs 100 meter.
236236C
236236C (Grail Super)
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
All
-
10 + 5
41
21
-4
Rider freezes her opponents with her deadly gaze before following up with a powerful beam attack.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter.
You can replace the 236B~C with 236236A, but the unscale is frame perfect from 2C and it's rarely worth the meter if you don't unscale with it. If you reach the corner and want some meter kill from this, you could alternatively finish with (623A > 6239C) loops, but how many loops and how valid it is to do that depends on how many kicks it took you to reach the corner.
• If you're not confident, you can reduce (623A > 6469B) down to x3, as well as omitting the last 623A
• Keep in mind you have time after 646B connects, make sure to use Sidestep to shorten the distance to the corner (Video Demonstration)
Damage/Sideswap (chain loop)
Any grounded normal > 646B > (623A > 2369B-A > 5C)x4 > 623A > 2369B-C
You can only do one side swap and switch into kick loops if your back is to the corner and you want to get your opponent in the corner as soon as possible. The 623As can be replaced by 2Cs to remove the need to Tiger Knee Cancel from the combo; however it may limit the number of loops you can do and will decrease the total damage.
Any grounded normal > 646B > (623C)x2 > (623A > 6239C)x2 > 623A > 2369B~C
Corner Meter Kill 2
Any grounded normal > 646B > 623C > 5B > 623C > (623A > 6239C)x2 > 623A > 2369B~C
You can give up hard knockdown on either of these by doing a final 623C instead of the chain finisher. Whether you need the 5B is character dependent since 623C is only fast at the bottom, so it's too slow to combo into itself on some characters (it combos into itself on Archer for example, but not Salter)
it's possible add a few hits in before the finisher, but it's not advised as it would reduce the consistency (Video Demonstration)
Notes
As shown above, most of Rider's combos optimally start as grounded combos; however, by removing the 646B in any of the above combos they will work vs an opponent who is hit while airborne. It is important to remember that gravity increases for each hit your opponent receives while airborne, so multihitting moves (like 623C) will increase your opponents gravity more that single hitting moves. The more hits your opponent receives before going into the above combos, the fewer loops you will be able to execute.