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
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.
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|
5M 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 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 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 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.
|
|
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 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 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.
|
|
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
6
|
5
|
8
|
+
|
+
|
High
|
yes
|
-
|
|
|
|
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.
|
|
|
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 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 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 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 Sweep Sweep
|
Damage
|
Startup
|
Active
|
Recovery
|
Hitstun
|
On Block
|
Guard
|
Dash Cancel?
|
Invuln
|
-
|
15
|
5
|
24
|
+5(+23QS)
|
-18
|
low
|
yes
|
-
|
|
|
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 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.
|
|
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.
|
|