Night Warriors: Darkstalkers' Revenge/Aulbath (Rikuo): Difference between revisions

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'''Spinning Current:''' Press HP during dash
'''Spinning Current:''' Press HP during dash
Rikuo morphs into a sea shell spinning into his opponent for multiple hits. The damage is decent but there is no real advantage to using this move.
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'''Tongue Lash 2nd:''' Press B after throw
'''Tongue Lash 2nd:''' Press B after throw
The timing is hard to get down, but worth to learn to add the extra damage especially if you use throws alot.
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'''Trick Fish:''' Press b, b + K [ES]
'''Trick Fish:''' Press b, b + K [ES]
After leaping backward, Rikuo will leap forward at the opponent knocking them down. Button strength determines the distance covered not damage. LK covers roughly half-screen, MK covers 3/4th screen and HK just barely covers full-screen.
ES version covers the same distance of the HK strength for multiple hits, knock down and slightly more damage. Not the best use for your meter.
----


'''Screw Shot:''' Press B, F + P [ES]
'''Screw Shot:''' Press B, F + P [ES]
Rikuo torpedoes himself at the opponent much like a Psycho Crusher for multiple hits. LP travels half-screen for 3 hits, where the MP & HP version travel 3/4th of the screen for 2 hits. The LP strength should always be used - it does more damage and is much safer, given that this special does not knock down. This is the only option Rikuo has for two-in-ones.
ES Screw Shot travels about 3/4th of the screen for more hits and damage. Still it does not knockdown but is much safer when it connects and can be used in two-in-ones. 


'''Poison Breath:''' QCF + K [ES]
'''Poison Breath:''' QCF + K [ES]
Rikuo emits a purple gaseous cloud from his gills that leaves the opponent stunned for roughly a second. This attack can connect as far as right outside of sweep distance and doesn't do much damage. However, it is barred from the projectile damage scaling, though there's not much to scale anyway since it only does a miniscule 6% damage. Stick to using the LK version since it has the least amount of start-up and more frame advantage.
ES Poison Breath does the same damage but fires a moving cloud rather than a stationary cloud. This ES will travel roughly 3/4th of the screen.
*Both versions will bring a jumping opponent down to the ground in a stun state.


'''Sonic Wave:''' QCF + P (Guard Reversal) [ES]
'''Sonic Wave:''' QCF + P (Guard Reversal) [ES]
Rikuo's projectile which does slightly more than the Poison Breath. It works rather similar in leaving the opponent stunned for roughly a second, except having less start-up and being subject to damage scaling. In addition, this is an actual moving projectile. LP has very little range as far as outside of Standing LP range. MP can connect as far as outside of sweep range and HP travels half-screen.
ES Sonic Wave does slightly more damage and travels full-screen.
*Unlike Poison Breath, both versions of the Sonic Wave will not ground a jumping opponent. It will put the opponent into a stun state but only cause them to float up, hence limiting your options to attack them with one attack rather than a full combo as in with the Poison Breath.
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'''Sky Neptune:''' Close, HCB + MK or HK [ES]
'''Sky Neptune:''' Close, HCB + MK or HK [ES]
A rather strange command throw that knocks the opponent down and leaves them rather close. Cannot be teched like normal throws.
ES Sky Neptune is completely useless in that it is the same exact move and damage, except that it throws the opponent behind you rather than forward.


'''Crystal Lancer:''' Close, HCB + MP or HP [ES]
'''Crystal Lancer:''' Close, HCB + MP or HP [ES]


A simple command throw that leaves some distance between you and the opponent. Cannot be teched like normal throws.
ES Crystal Lancer barely does more damage and throws the opponent just barely a shorter distance, but can be hard to tell to the naked eye. A good waste of super meter.
----





Revision as of 18:25, 25 April 2013

Introduction

Moves List

Normal Moves

-Standing Normal Frame Data -


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 6 +7 +5 y H/L
Far 6 +7 +5 y H/L
Strong Close 7 -1 -3 y/n H/L
Far 7 -1 -3 n H/L
Fierce Close 9 -9 -21 n H/L
Far 9 -9 -21 n H/L
Short Close 6 +5 +3 y L
Far 6 +5 +3 y L
Forward Close 7 -3 -5 y H/L
Far 7 -3 -5 y H/L
Roundhouse Close 8 -2 -4 n H/L
Far 9 -4 -6 n H/L


-Crouching Normal Frame Data -


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 6 +8 +6 y H/L
Strong crouching 7 +8 +6 y/n H/L
Fierce crouching 8 kd -3 n H/L
Short crouching 6 +6 +4 y L
Forward crouching 8 0 -2 n L
Roundhouse crouching 9 kd -3 n L


-Dashing Normal Frame Data -


Name State Startup Hit adv Blk adv Buff Blk pos
Jab dashing 6 +8 +6 n H/L
Strong dashing 7 +8 +6 n H/L
Fierce dashing 10 0 -2 n H/L
Short dashing 6 +6 +4 n L
Forward dashing 8 0 -2 n L
Roundhouse dashing 9 kd -3 n L


-Jumping Normal Frame Data -

>
Name State Startup Blk pos
Jab jumping 6 H
Strong jumping 7H
Fierce jumping 9 H
Short jumping 6 H
Forward jumping 8 H
Roundhouse jumping 11 H

Special Moves

Spinning Current: Press HP during dash

Rikuo morphs into a sea shell spinning into his opponent for multiple hits. The damage is decent but there is no real advantage to using this move.


Tongue Lash 2nd: Press B after throw

The timing is hard to get down, but worth to learn to add the extra damage especially if you use throws alot.


Trick Fish: Press b, b + K [ES]

After leaping backward, Rikuo will leap forward at the opponent knocking them down. Button strength determines the distance covered not damage. LK covers roughly half-screen, MK covers 3/4th screen and HK just barely covers full-screen.

ES version covers the same distance of the HK strength for multiple hits, knock down and slightly more damage. Not the best use for your meter.


Screw Shot: Press B, F + P [ES]

Rikuo torpedoes himself at the opponent much like a Psycho Crusher for multiple hits. LP travels half-screen for 3 hits, where the MP & HP version travel 3/4th of the screen for 2 hits. The LP strength should always be used - it does more damage and is much safer, given that this special does not knock down. This is the only option Rikuo has for two-in-ones.

ES Screw Shot travels about 3/4th of the screen for more hits and damage. Still it does not knockdown but is much safer when it connects and can be used in two-in-ones.

Poison Breath: QCF + K [ES]

Rikuo emits a purple gaseous cloud from his gills that leaves the opponent stunned for roughly a second. This attack can connect as far as right outside of sweep distance and doesn't do much damage. However, it is barred from the projectile damage scaling, though there's not much to scale anyway since it only does a miniscule 6% damage. Stick to using the LK version since it has the least amount of start-up and more frame advantage.

ES Poison Breath does the same damage but fires a moving cloud rather than a stationary cloud. This ES will travel roughly 3/4th of the screen.

  • Both versions will bring a jumping opponent down to the ground in a stun state.

Sonic Wave: QCF + P (Guard Reversal) [ES]

Rikuo's projectile which does slightly more than the Poison Breath. It works rather similar in leaving the opponent stunned for roughly a second, except having less start-up and being subject to damage scaling. In addition, this is an actual moving projectile. LP has very little range as far as outside of Standing LP range. MP can connect as far as outside of sweep range and HP travels half-screen.

ES Sonic Wave does slightly more damage and travels full-screen.

  • Unlike Poison Breath, both versions of the Sonic Wave will not ground a jumping opponent. It will put the opponent into a stun state but only cause them to float up, hence limiting your options to attack them with one attack rather than a full combo as in with the Poison Breath.

Sky Neptune: Close, HCB + MK or HK [ES]

A rather strange command throw that knocks the opponent down and leaves them rather close. Cannot be teched like normal throws.

ES Sky Neptune is completely useless in that it is the same exact move and damage, except that it throws the opponent behind you rather than forward.

Crystal Lancer: Close, HCB + MP or HP [ES]

A simple command throw that leaves some distance between you and the opponent. Cannot be teched like normal throws.

ES Crystal Lancer barely does more damage and throws the opponent just barely a shorter distance, but can be hard to tell to the naked eye. A good waste of super meter.



-Special Move Frame Data -

Name Strength Startup Hit adv Blk adv Blk pos
Trick Fish Short 9 kd -16 H/L
Forward 9 kd -16 H/L
Roundhouse 9 kd -16 H/L
ES 9 kd - H/L
Screw Shot Jab 16 -2 -4 H/L
Strong 16 -6 -8 H/L
Fierce 16 -7 -9 H/L
ES 16 +1 -1 H/L
Poison Breath Short 29 +61 +7 H/L
Forward 31 +57 +3 H/L
Roundhouse 35 +53 -1 H/L
ES 35 +53 -1 H/L
Sonic Wave Jab 15 +52 +8 H/L
Strong 16 +48 +4 H/L
Fierce 18 +44 0 H/L
ES 18 +44 0 H/L
Sonic Wave (Guard Reversal) Jab 17 - - -
Strong 18 - - -
Fierce 20 - - -
ES 20 - - -
Sky Neptune Forward 2 kd - UBK
Roundhouse 2 kd - UBK
ES 2 kd - UBK
Crystal Lancer Strong 2 kd - UBK
Fierce 2 kd - UBK
ES 2 kd - UBK
Pursuit Regular 39 - - -
ES 39 - - -
  • Sonic Wave (Guard Reversal) has 33 frames of invincibilty

Super Moves

Direct Scissors: Press D, D + 2P (Level 3 only) (Available only with default color)

Aqua Spread: F, DF, D + 2P or 2K

Sea Rage: HCF + 2P

Water Jail: F, D, DF + 2P

-EX Move Frame Data -


Name Startup Hit adv Blk adv Blk pos
Direct Scissors 25 kd -16 H
Aqua Spread 43 kd - H/L
Sea Rage 28 - - H/L
Water Jail 33 restraint - UBK

The Basics

Advanced Strategy

Match-ups

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