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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Overview
Rice is a dedicated zoner who wants to keep their opponents far away for as long as possible. However, they can put up a fight up close if they need to.
Strengths |
Weaknesses
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- Great Range: Rice can consistently poke at the opponent with long moves.
- Frametraps: Swipe is a threatening frametrap off of Rice's buttons which gives them strong mixups and zoning.
- Anti-Airs: Rice has many useful answers to Jumps which can be very rewarding relative to other characters.
- Relatively High Damage: Wile Rice's damage isn't the highest, combos done up close, with meter, or in the corner get surprising damage for a zoner.
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- Low Health: Rice is tied for the lowest health in the game, leading to them dying in fewer interactions
- Mobility: Rice is tied with having the slowest walk speed in the game and their other movement options are relatively slow.
- Defense: Between slow buttons, slow walkspeed, and a non-damaging reversal which can be covered while doing pressure, Rice's defense is one of the worst in the game.
- Meter Reliance: Rice's offense, defense, and combos all greatly benefit from having meter and Rice is a less threatening character without it.
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Move List
Notation
Basic Moves
Slap 5L Not your typical slap. Not your typical slap.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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40, 60
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5
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17
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12
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+5
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+1
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-
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Rice's fastest attack. A fairly long-range two-hit slap that is a solid anti air. Has Launch 3 as an anti air.
First Hit Scaling: 2 hits
Cancels: H, 6H
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Toggle Hitboxes Toggle Hitboxes
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Whip 5H Longest range heavy in the game. Longest range heavy in the game.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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60
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10
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3
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16
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±0
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-5
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-
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The longest range basic attack in the game. A cornerstone of Rice's gameplan and a strong zoning tool. Leaves Rice open to jumps and has a large recovery hurt box.
Cancels: L, H, S, RC
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Toggle Hitboxes Toggle Hitboxes
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Whip Pounce 5HH Rice wants in. Rice wants in.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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60
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10
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5
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20
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-1
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-5
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-
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The safe, but risky, follow-up to Whip. It slides Rice forward and puts them next to the opponent.
Cancels: H, S, RC
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Toggle Hitboxes Toggle Hitboxes
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Whip Splash 5HHH How many arms do they have again? How many arms do they have again?
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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70
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10
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5
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28
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KD
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-15
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-
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The combo-ender followup to the Whip series. Forces a knockdown on hit and serves as Rice's primary combo ender.
Cancels: RC (on block)
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Toggle Hitboxes Toggle Hitboxes
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Jump Attack 6S The living helicopter. The living helicopter.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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50, 50
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35
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20
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5
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+20
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+10
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-
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Rice's jump attack, a spinning helicopter move. It's the slowest Jump Attack in the game but travels the furthest distance.
First Hit Scaling: 1 Hit
Cancels: 4 (During startup)
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Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Throw 5T They want a hug. They want a hug.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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200
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5
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10
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10
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KD
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-
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-
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The longest ranged throw in the game. Rice chucks the opponent behind them with a casual toss.
- Throw can not hit most attacks during startup and active frames.
- Moves with armor can be hit with Throw during startup frames only.
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Toggle Hitboxes Toggle Hitboxes
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Rapid Cancel (RC) 6T (during hitsun or blockstun of a move)
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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-
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35
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0
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0
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Stop Time Frames 1-35
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Stop Time Frames 1-35
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1-35
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A universal metered option that removes the end lag of a move.
- Costs one bar of meter.
- Allows for combos and setups that are not possible otherwise.
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Reject 6T (while blocking a move)
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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-
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10
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5
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15
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±0
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-2
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1-15
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A universal metered option that acts as a low risk, low reward reversal.
- Costs one bar of meter.
- Pushes the opponent a short distance away and allows Rice to reset to neutral when they are under pressure.
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Burst 4T (while in hitstun)
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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-
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20
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2
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28
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KD
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-24
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1-22
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A universal metered option that combo breaks.
- Costs full meter.
- Pushes the opponent full screen and acts as a full reset to neutral.
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Special Moves
Swipe 4H A Whip that hits harder. A Whip that hits harder.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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80, 40 or 30, 10 (Chip)
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15
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10
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16
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-2,+7
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-8,-2
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-
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A highly active, two-hit poke exclusive to Rice. The second hit is close to Rice. Compared to Whip it deals more damage, applies chip damage, has better frame advantage up close, covers more vertical space, and is more disjointed with a smaller recovery hurtbox. In exchange it's slower, has worse frame advantage from further away, has less horizontal range, and doesn't cancel into Whip Pounce/Splash. Normally minus on block, but can be made up to +2 if done as a meaty. Useful for zoning, combos, and as a meaty.
Cancels: RC
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Toggle Hitboxes Toggle Hitboxes
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Swat 5S Swat Swat
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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40, 80
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10
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1
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19
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+7
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-
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Proj Invuln 11-11
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Rice reaches up and outward with their hand, plucking any unfortunate airborne souls from the sky before slamming them down. A large anti-air move that cannot hit grounded opponents. Can be used as a combo ender from 5HH for more damage in exchange for leaving the opponent closer to you.
Cancels: RC
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Toggle Hitboxes Toggle Hitboxes
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Teleport 4S
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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-
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30
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-
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20
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-
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-
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Armor 1-10, Invuln 11-31
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Rice disappears into the Arm Dimension, travels a long distance, and reappears (usually behind the opponent). Teleports Rice a fixed distance forward. Rice is invulnerable when they disappear and is vulnerable when they reappear. Its recovery can be cancelled into a throw. While it's not the best, it can be used as a reversal. Depending on spacing and if timed perfectly, it can allow for a mixup after 5HHH.
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Quickport 5L4S/6S or 5H4S/6S or 5HH4S/6S
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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-
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13
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-
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15
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-
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-
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Invuln 6-14
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Rice cancels into a teleport from a normal. Useful for running away, shimmying, and pressuring. Forward Quickport will never go behind the opponent regardless of distance, along with leaving Rice open to a punish if the opponent mashes 5L or throw. It can be used for pressure if the opponent is particularly respectful, however. All back variants are good for running away and shimmying (see "Strategy" section for shimmy setups).
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Jump Drill 6S4 A fast divekick. A fast divekick.
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
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Invuln
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50
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29
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10
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10
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-1 (point blank) to +8 (furthest distance)
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-1 (point blank) to +8 (furthest distance)
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-
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Rice dives in feet first at the opponent. Minus if it connects with the opponent's upper half, but can be up to +8 depending on how low it connects with the opponent. Useful for oki, pressure, and approaching.
First Hit Scaling: 1 Hit
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Toggle Hitboxes Toggle Hitboxes
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Colors
The plaid skin has the colors of the bisexual flag, hence why Rice is referred to as "Bice" for the skin.
Resources
Rice Tech Video
TLA Rice Combo Doc Partially outdated - 5HHL doesn't work as a combo anymore. Some other combos might not work anymore too.
Off the Grain - TLA Rice Guide Private; requires access :(
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