“
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That was fun! A little more toughness and you'd be the perfect match.
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”
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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
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- His Skylark Shoot can confuse opponent on which side to catch the ball from.
- His special moves can hit other team members.
- Quick DP.
- Has a very nice pompadour.
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- His special moves will leave him on the opponent's side, making his moves risky when your opponents catch the ball.
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Move List
Normals (Holding Ball)
Normal Throw 5A
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Damage
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Chip
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Hits
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Knockdown
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15
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5
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1
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No
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Startup
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Active
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Recovery
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Stun
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16
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-
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27
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20%
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- Throw with no additional inputs.
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Running Throw 66A
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Damage
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Chip
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Hits
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Knockdown
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18
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5
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1
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Yes
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Startup
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Active
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Recovery
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Stun
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9
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-
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7
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25%
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- Throw during the running state.
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Pass 5B
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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12~
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-
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10 (on pass), 18 (on catch)
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-
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- 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.
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Feint 5D
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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-
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-
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21
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-
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- Fake a throw.
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Air Throw j.5A
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Damage
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Chip
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Hits
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Knockdown
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18
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5
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1
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Yes
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Startup
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Active
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Recovery
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Stun
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17
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-
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14
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20%
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- Throw with no additional inputs while jumping.
- No additional actions cannot be performed until Riki touches the ground.
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Running Air Throw j.66A
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Damage
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Chip
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Hits
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Knockdown
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23
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10
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1
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Yes
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Startup
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Active
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Recovery
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Stun
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17
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-
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14
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20%
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- Throw while jumping in the running state.
- No additional actions cannot be performed until Riki touches the ground.
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Air Pass j.5B
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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16~
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-
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9 (on pass), 17 (on catch)~
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-
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- 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.
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Air Feint 5D
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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-
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-
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19
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-
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- Fake a throw in the air.
- Resets gravity when performed.
- Can only be used once in the air
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Normals (Hands Free)
Catch 5A
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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1
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36~
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1
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-
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~If ball is caught between frames 6 - 25, all chip damage is negated except when catching super moves.
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Air Catch j.5A
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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1
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18~
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1
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-
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- 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.
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Dodge 5B
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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1
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33
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1
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-
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- Riki kneels on the ground to dodge an incoming attack.
- 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.
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Command Normals (Hands Free)
Charge 5AB
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Damage
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Chip
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Hits
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Knockdown
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Stun
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14
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-
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1
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-
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- Charges your super meter.
- Can be cancelled as soon as you let go of the buttons, even during startup.
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Specials (Holding Ball)
Mach Shoot 236A
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Damage
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Chip
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Hits
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Knockdown
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66 (22 per hit)
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8
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3
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On last hit
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Startup
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Active
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Recovery
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Stun
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9
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-
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17
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-
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- Riki spins towards the enemy while surrounding himself with the ball's flames.
- Deals a large amount of damage if all hits connect.
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Skylark Shoot 623A
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Damage
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Chip
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Hits
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Knockdown
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52 (13 per hit)
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8
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4
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No
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Startup
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Active
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Recovery
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Stun
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27
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-
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47
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-
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- 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
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Special Pass 623B
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Damage
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Chip
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Hits
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Knockdown
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21
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10
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1
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Yes
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Startup
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Active
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Recovery
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Stun
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32 (on pass), 21(on catch)~
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-
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39
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25%
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- 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.
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Specials (Hands Free)
Hanazono Counter 623A
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Damage
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Chip
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Hits
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Knockdown
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Varies~
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6
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1
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Yes
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Startup
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Active
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Recovery
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Stun
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6
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14
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25
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25%
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- 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.
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Supers (Holding Ball)
Burning Upper 641236A
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Damage
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Chip
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Hits
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Knockdown
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77
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21
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1
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Yes
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Startup
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Active
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Recovery
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Stun
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70~
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-
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47
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-
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- 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.
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Gameplan
- Jumping past the middle line and using his Skylark Shoot will have him sometimes attack from behind, leaving your opponents open.
General
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Captains
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Sidekicks
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