Super Dodge Ball/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
  • 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.
  • His special moves will leave him on the opponent's side, making his moves risky when your opponents catch the ball.

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 - 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 - 7 25%
Throw during the running state.
Pass
5B
SDB Riki Pass.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
12~ - 10 (on pass), 18 (on catch) -
  • 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.

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 - 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 - 14 20%
  • Throw while jumping in the running state.
  • No additional actions cannot be performed until Riki touches the ground.
Air Pass
j.5B
SDB Riki AirPass.png
Damage Chip Hits Knockdown
- - - -
Startup Active Recovery Stun
16~ - 9 (on pass), 17 (on catch)~ -
  • 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.

Air Feint
5D
SDB Riki AirFeint.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 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.


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 - 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 - 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)~ - 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~ - 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.


General
System
Controls
Captains
Kunio
Miyuki
Sabu
Kenji
Shinji
Misuzu
Riki
Sidekicks
Kamekichi
Musashi
Keiko
Jyoji
Kiyoshi