User:ChairGTables/Riki

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SDB Riki Portrait.png

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
  • Good mixup
  • Quick DP
  • TBD

Move List

Normals (Holding Ball)

Normal Throw
5A
SDB Riki NormalThrow.png
Damage Chip Hits Knockdown
15 5 1 No
Startup Active Recovery Stun
16 Always Upon Throw 27 20%
Throw with no additional inputs.
Running Throw
66A
SDB Riki RunningThrow.png
Damage Chip Hits Knockdown
18 5 1 Yes
Startup Active Recovery Stun
9 Always Upon Throw 7 25%
Throw during the running state.
Feint
5D
SDB Riki Feint.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
- - 21 -
Fake a throw.
Air Throw
j.5A
SDB Riki AirThrow.png
Damage Chip Hits Knockdown
18 5 1 Yes
Startup Active Recovery Stun
17 Always Upon Throw 14 20%
  • Throw with no additional inputs while jumping.
  • No additional actions cannot be performed until Riki touches the ground.
Running Air Throw
j.66A
SDB Riki RunningAirThrow.png
Damage Chip Hits Knockdown
23 10 1 Yes
Startup Active Recovery Stun
17 Always Upon Throw 14 20%
  • Throw while jumping in the running state.
  • No additional actions cannot be performed until Riki touches the ground.
Air Feint
5D
SDB Riki Portrait.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
- - 19 -
  • Fake a throw in the air.
  • Resets gravity when performed.
  • Can only be used once in the air


Normals (Hands Free)

Catch
5A
SDB Riki Catch.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
1 36~ 1 -
  • Catch an incoming ball.

~If ball is caught between frames 6 - 25, all chip damage is negated except when catching super moves.

Air Catch
j.5A
SDB Riki AirCatch.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
1 18~ 1 -
  • 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.

Dodge
5B
SDB Riki Dodge.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
1 33 1 -
  • Riki kneels on the ground to dodge an incoming attack.
  • Use sparingly, as teammates behind you can still get hit.


Command Normals (Hands Free)

Charge
5AB
SDB Riki Charge.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
14 - 1 -
  • Charges your super meter.
  • Can be cancelled as soon as you let go of the buttons, even during startup.


Specials (Holding Ball)

Mach Shoot
236A
SDB Riki MachShoot.png
Damage Chip Hits Knockdown
66 (22 per hit) 8 3 On last hit
Startup Active Recovery Stun
9 Always Upon Throw 17 -
  • Riki spins towards the enemy while surrounding himself with the ball's flames.
  • Deals a large amount of damage if all hits connect.
Skylark Shoot
623A
SDB Riki SkylarkShoot.png
Damage Chip Hits Knockdown
52 (13 per hit) 8 4 No
Startup Active Recovery Stun
27 Always After Startup 47 -
  • Riki jumps in the air then dives diagonally towards the opponent.
  • The initial jump can move forward, allowing it to be a good crossup tool.
  • All hits may not connect if performed at a steeper angle.
  • Can be performed in the air
Special Pass
623B
SDB Riki SpecialPass.png
Damage Chip Hits Knockdown
21 10 1 Yes
Startup Active Recovery Stun
32 (on pass), 21(on catch)~ Always Upon Throw 39 25%
  • Riki performs a powerful throw after receiving the ball from a teammate.
  • Deals a large amount of damage if all hits connect.

~ Startup varies depending on distance between team members.


Specials (Hands Free)

Hanazono Counter
623A
SDB Riki HanazonoCounter.png
Damage Chip Hits Knockdown
Varies~ 6 1 Yes
Startup Active Recovery Stun
6 14 25 25%
  • Riki quickly does a spinning uppercut to reflect the ball back at the opponent.
  • Can be performed in the air, but will leave you vulnerable for longer until you reach the ground.
  • Invincible until you're on your recovery frames.
  • Loses against super moves.

~ Damage amount dealt is based on the type of move your opponent performed against you.


Supers (Holding Ball)

Burning Upper
641236A
SDB Riki BurningUpper.png
Damage Chip Hits Knockdown
77 21 1 Yes
Startup Active Recovery Stun
70~ Always Upon Throw 47 -
  • Riki passes the ball to his teammates. As his teammates spin to bounce the ball towards each other to build speed, Riki runs to the ball and performs a powerful spinning uppercut to set the ball on flames toward the opponent.

~ Startup will take longer depending on how far away each team member is from their intended position to start performing the move.

Gameplan

Jumping past the middle line and using his Skylark Shoot will have him sometimes attack from behind, leaving your opponents open.


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