Vita Fighters/Rikimaru

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Rikimaru

Overview

Rikimaru is the standard shoto of Vita fighters, excelling in nothing other than amazing anti airs and damage. He also doesn't have any major flaws apart from his stubby nature and lack of disjoints. Rikimaru excellent is for beginners and pros alike because of how simple and flexible his kit is.

Normals

5L
VitaF L.png
Weak Punch
Weak Punch
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 6 2 4 +8 +1 mid no -

A top tier light attack, being as fast as standing jab can be with a startup of 6 frames while having a good amount of a range.


5M
VitaF L.pngVitaF L.png
Solar Plexus
Solar Plexus
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 10 5 7 - +5 mid no -

Advancing plus on block mid with a bit of range. Cancels into 22X for an unexplicable reason.


5H
VitaF H.png
Heavy Kick
Heavy Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 15 6 20 +13 -15 mid yes -

A move used in neutral but is rarely followed up on with anything other than a fireball.


6H
6.gifVitaF H.png
Collarbone Cracker
Collarbone Cracker
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 21 3 17 +20 -17 high no -

This is Riki's standing overhead, it has some range but is reactable. Though it can be sneaked in every once in a while to keep the opponent on their toes. Links into his jabs and cancels into every special(except 2S) and super he has.


2L
2.gifVitaF L.png
Light Kick
Light Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 5 1 11 +12 -1 low no -

Your abare tool, significantly faster than 5L.


2M
2.gifVitaF L.pngVitaF L.png
Medium Kick
Medium Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 10 6 22 ~+8 -11 low - -

Grounded combo filler. It has some range though.


2H
2.gifVitaF H.png
Heavy Punch
Heavy Punch
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 9 5 18 +25(+43QS) -15 mid no -

A good anti air against non disjointed attacks. Only used when you know it will hit, otherwise you die.


25L
2.gif VitaF L.png
Tatsumaki Thropukyaku?
Tatsumaki Thropukyaku?
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 11 1 16 +1(+19QS) +1(+19QS) no no -

Standard Throw, it does have one benefit as he doesn't get pushed back in the corner since he's airborne.


j.L
7.gif8.gif9.gif+VitaF L.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 6 5 8 + + High yes -

Standard jumping light.


j.M
7.gif8.gif9.gif+VitaF L.pngVitaF L.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 9 7 10? + + High yes -

Standard jumping medium that stays active for a good amount.


j.H
7.gif8.gif9.gif+VitaF H.png
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 6 5 14 ++ ++ High yes -

Standard non disjointed jump in attack, it has absurd speed for some reason though.

Specials

5S
VitaF S.png
Hadoken
Hadoken
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 20 TOS 30 +12 -5 mid yws -

One of the fastest recovering fireballs in the game. This lets him utilize the classic fireball, DP neutral game. Unlike other fireballs in the game he can dash cancel it as soon as the fireball spawns into the game which lets him move with the fireball behind him.


6S
6.gifVitaF S.png
Shoryukick
Shoryukick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 11 16 52 (+4QS) -60 mid yes f9-f16

Fastest DP in the game. It also the fastest invincible DP as well. It forces him into a forward lunge as he starts it which is amazing for whiff punishing but can whiff if you aren't quick against an opponent's jump in.


4S
4.gifVitaF S.png
Flash Kick
Flash Kick
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 19 10 8 +15(+33QS) -18 mid yes -

A low crushing attack that can be -8 on block if spaced. It is his main followup from 5H but it won't connect if the 5H is connected at far range. It has a followup that can be activated by pressing S on hit or block. The followup also can be dash and jump cancelled


2S
2.gifVitaF S.png
Sweep
Sweep
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 15 5 24 +5(+23QS) -18 low yes -

Run of the mill sweep.


j.S
7.gif8.gif9.gif+VitaF S.png
Air Hadoken
Air Hadoken
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 20 TOS 28 + - mid no -

Rikimaru's Air Fireball is the same as his ground one. Your air options are refreshed after using it which lets you airdash fireball into airdash.

EX Moves

5EX
VitaF X.png
Shinku Fireball
Shinku Fireball
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 6 TOS 47 +++ -6 mid no -

This move has the damage and speed you need from a projectile super. At point blank its minus on block but if you space it you get to push your turn. Abuse this move in neutral as a plus on block whiff punish and in combos as a massive damage extender.


22X
2.gif2.gifVitaF X.png
Shinku Rising Kicks
Shinku Rising Kicks
Damage Startup Active Recovery Hitstun On Block Guard Dash Cancel? Invuln
- 32 10 23 +20(+38QS) -- mid no f25-f33

Unlike 5EX this super is just terrible at everything it tries to accomplish.


General
FAQ
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Strategy
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