Breakers Revenge/Rila: Difference between revisions

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=Introduction=
=Introduction=
Rila is a savage who was raised in the jungleShe fights using her fists and claws to rip her opponents to shreds!  She fights like a cat that can set her opponents on fire.
Rila Estancia is a wild-hearted Brazilian woman from the Amazon ForestA protector of nature, Rila enters the FIST Tournament to find out about the evil spirit that is threatening the Amazonian people.


=Moves List=
=Moves List=
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==Normal Moves==
==Normal Moves==
*Throw - f or b + HP while close
*Throw - f or b + HP while close
*Hopkick - f + HK.  A kick that will go over lows almost instantly after executed.
*Side Kick- f + HK.  A kick that will go over lows almost instantly after executed.
==Special Moves==
==Special Moves==
*Dash Punch - charge b, f + P. A move that will travel whatever distance it takes to reach the opponent.  Rila dashes across the screen and will execute either a fiery uppercut with the HP version or a slap with the LP version.  The LP version makes Rila bounce off the opponent and does not knockdown whereas the HP version causes knockdown. HP version is good in combos!
*Quick Scratch/Quick Uppercut - charge B, F + P. Rila dashes across the screen and will scratch the opponent.  The LP version, Quick Scratch makes Rila bounce off the opponent and does not knockdown, whereas the HP version, Quick Uppercut, sets them on fire and causes knockdown in addition to having slightly more start-up time and strong anti-air properties.  
*Spinning Claw - mash P.  Rila spins around on the floor and moves slowly forward. This move hits a whole lot of times and causes knockdown.  It can be comboed into.
*Spinning Claw - mash P.  Rila spins around on the floor and slowly moves forward. If the opponent is hit, they are sucked into the attack and struck multiple times before they are released.  It can be comboed into.
*Upkicks - charge d, u + K.  This is Rila's uppercut.  The HK version has a small forward-moving roll that can dodge high up attacks before hitting.  Both versions have invulnerable startup, but the LK version will hit while it is invulnerable and the HK version loses its lower-body invulnerability before it begins to hit.  The HK version hits a lot more and for more damage.
*Wild Saber- charge D, U + K.  This is Rila's uppercut.  The HK version has a small forward-moving roll that can dodge high up attacks before hitting.  Both versions have invulnerable startup, but the LK version will hit while it is invulnerable and the HK version loses its lower-body invulnerability before it begins to hit.  The HK version hits a lot more and for more damage.
*Pounce - charge d, d/f + K.  This is a spectacular move where Rila launches herself at the opponent and executes either a 2-hit strike or a 3-hit strike ending in knockdown depending on the strength of the kick used (LK for the former, HK for the latter).  The pounce can hop over lows and projectiles and has a good deal of priority.  If the HK version of Pounce lands, it will juggle into her Scratch super.  You mainly want to use the HK version.
*Killer Snake - charge B, DF + K.  This is a spectacular move where Rila launches herself at the opponent and kicks the opponent two or three times, depending on the strength of the kick used (LK for the former, HK for the latter).  The pounce can hop over lows and projectiles and has a good deal of priority.  If the HK version of Killer Snake lands, it will juggle into her Bloody Fang super; for purposes of knockdown and range, use HK Killer Snake more frequently.
==Super Moves==
==Super Moves==
*Cat Super - charge b, f, b, f + P (hold P to delay).  This is Rila's super where she turns into a cat and then zigzags across the screen.  If you hold P after executing the cat super, you can delay the zigzagging that occurs after the intial hit for quite a long time.  If you delay it too long, Rila will turn back into a human. Even if the first hit is blocked, you can continue to hold P and release it to cause Rila's zigzag attack.  This move has start-up invulnerability making it a great reversal.
*Shine Beast - charge B, F, B, F + P (hold P to delay).  Rila turns into a glowing cat and then zigzags across the screen.  If held for too long, Rila will turn back into a human. Moreover, if the opponent touches Rila while she is still transformed, she will automatically launch the attack.  This move has start-up invulnerability making it a great reversal.
*Scratch - charge d/b, d/f, d/b, u + K, then mash.  This is a fantastic way to get damage from a connected HK Pounce.  That is basically the only purpose of this move. It does a ton of damage too so make sure you land it at every opportunity.
*Bloody Fang - charge DB, then DF, DB, U + K. Rila jumps high and latches onto the opponent, violently biting them as the K buttons are mashed. It comboes well off of an HK Killer Snake, and does good damage if it can be landed.


=The Basics=
=The Basics=
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*Meterless Combos
*Meterless Combos
**cr.B, cr.A/st.A xx Dash Punch - Use HP version to knock down. Easy combo to do after crossups.
**cr.B, cr.A/st.A xx Quick Uppercut -  Easy combo to do after crossups.


*Combos with meter
*Combos with meter
**Pounce (hk version), Scratch super - To make this combo work, start charging immediately after the animation for the pounce begins.
**HK Killer Snake > Bloody Fang - To make this combo work, start charging immediately after the animation for the pounce begins.


=Advanced Strategy=
=Advanced Strategy=
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==Vs. Dao-Long:==
==Vs. Dao-Long:==


==Vs. Mahrel:==
==Vs. Maherl:==


==Vs. Pielle:==
==Vs. Pielle:==

Revision as of 21:10, 17 October 2011

Introduction

Rila Estancia is a wild-hearted Brazilian woman from the Amazon Forest. A protector of nature, Rila enters the FIST Tournament to find out about the evil spirit that is threatening the Amazonian people.

Moves List

Normal Moves

  • Throw - f or b + HP while close
  • Side Kick- f + HK. A kick that will go over lows almost instantly after executed.

Special Moves

  • Quick Scratch/Quick Uppercut - charge B, F + P. Rila dashes across the screen and will scratch the opponent. The LP version, Quick Scratch makes Rila bounce off the opponent and does not knockdown, whereas the HP version, Quick Uppercut, sets them on fire and causes knockdown in addition to having slightly more start-up time and strong anti-air properties.
  • Spinning Claw - mash P. Rila spins around on the floor and slowly moves forward. If the opponent is hit, they are sucked into the attack and struck multiple times before they are released. It can be comboed into.
  • Wild Saber- charge D, U + K. This is Rila's uppercut. The HK version has a small forward-moving roll that can dodge high up attacks before hitting. Both versions have invulnerable startup, but the LK version will hit while it is invulnerable and the HK version loses its lower-body invulnerability before it begins to hit. The HK version hits a lot more and for more damage.
  • Killer Snake - charge B, DF + K. This is a spectacular move where Rila launches herself at the opponent and kicks the opponent two or three times, depending on the strength of the kick used (LK for the former, HK for the latter). The pounce can hop over lows and projectiles and has a good deal of priority. If the HK version of Killer Snake lands, it will juggle into her Bloody Fang super; for purposes of knockdown and range, use HK Killer Snake more frequently.

Super Moves

  • Shine Beast - charge B, F, B, F + P (hold P to delay). Rila turns into a glowing cat and then zigzags across the screen. If held for too long, Rila will turn back into a human. Moreover, if the opponent touches Rila while she is still transformed, she will automatically launch the attack. This move has start-up invulnerability making it a great reversal.
  • Bloody Fang - charge DB, then DF, DB, U + K. Rila jumps high and latches onto the opponent, violently biting them as the K buttons are mashed. It comboes well off of an HK Killer Snake, and does good damage if it can be landed.

The Basics

Note that this section isn't all finished up!

  • Notable normals
    • Crouching C - This move is super annoying and beats a lot of stuff. Be careful on the range you do it at, you want to do it pretty far away. Passable anti-air from really far out.
    • Close standing C - This move is good anti-air.
  • Crossups
    • Jumping B - Great crossup, do it late.
  • Meterless Combos
    • cr.B, cr.A/st.A xx Quick Uppercut - Easy combo to do after crossups.
  • Combos with meter
    • HK Killer Snake > Bloody Fang - To make this combo work, start charging immediately after the animation for the pounce begins.

Advanced Strategy

Match-ups

Vs. Alsion 3:

Vs. Condor:

Vs. Dao-Long:

Vs. Maherl:

Vs. Pielle:

Vs. Rila (self):

Vs. Saizo:

Vs. Sho:

Vs. Tia:

Template:Breakers