Introduction
He is a rushdown and tricky character with a lot of traps and dash options
Moves List
Normal Moves
Standing LP/LK - whiff crouching characters
Standing MP - short range with decent damage
Standing MK - Nice horizontal range
Standing HP - Anti Air
Crouching LK - combo starter
Crouching MK - Had nice horizontal low range
Crouching HP - close combo ender
Crouching HK - far combo ender
Jumping LK - Useful for tick throws
Jumping HP - Nice range for cross ups
Jumping HK - Slow but useful for long range combat
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.
- 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)
Given the criteria and the pay-off this super is a complete gimmick. It's modeled off of his Crouching HP, but the only difference is it must be blocked high. It does only 15% damage at best and cannot be comboed. If you want to waste 3 bars and a low damaging super over-head go ahead but don't expect a refund.
Aqua Spread: F, DF, D + 2P or 2K
Now you can either press and hold 2P to delay the attack or by using 2K the super will hit the opponent where they are. By delaying it you can limit your opponent's movement, you can also hit them from behind but not for much damage as the whole super will not connect. Surprisingly it cannot be airblocked. The damage is decent and it knocks down, setting up for an OTG Sea Rage.
Sea Rage: HCF + 2P
Rikuo creates a giant tidal wave. Unfortunately this move suffers from a huge gap with the initial 1-2 hits that knock down and the following 6 hits that can easily be blocked as the opponent gets up. You can use it for punishment from max distance or hit with it OTG after a Aqua Spread connects. Overall, this super is quite hindered due to the large gap.
Water Jail: F, D, DF + 2P
Water Jail is the go to super of choice. It doesn't do much damage and is scaled for damage like normal projectiles strangely enough. Water Jail may not do much damage but its strength comes from its ability to control space and get a free hit to follow-up to possible Water Jail loop. The bubble Rikuo creates is unblockable and travels full-screen. However, if he is hit before the bubble connects than the bubble will not connect. The longer the opponent is in the bubble, the more damage they will take but they can also mash out. Take note, that while your opponent is in the bubble you cannot execute Poison Breath or Sonic Wave.
The Basics
Combos
Standing close MK, Screw Jet (LP) - 5 hits, 31% damage
Standing close MK, ES Screw Jet - 9 hits, 35% damage
Standing close MK, Trick Fish - 2 hits, 26% damage
Standing close MK, ES Trick Fish - 4 hits, 32% damage
Crouching LK, MP (1 hit), MK (2 hits), HK - 5 hits, 25% damage
Crouching LK, Standing MP (2 hits), MK, HK - 5 hits, 28% damage
Aqua Spread, OTG Sea Rage - 5-6 hits, 38%-42% damage (the timing on this is very precise, you cannot execute Sea Rage too early or too late)
Advanced Strategy
Backdask Cancel
He can cancel a backdash after connect a Standing Close MK + back and then tap back foward, you need to backdash and then tap foward 2-3 times, its only recommended at Turbo Speed due to the hardness
Dash Cancel Loop
In Turbo Mode you can cancel a Dash Cancel LP and then Link a Standing MK.
Frame Data
Normals | ||||||||||
Strenght | Startup | Active | Recovery | Hit | Guard | Gauge Increase ((miss/hit/equivalent)) |
Guard Height | Cancel | Notes | |
近立ち |
LP | 6 | 3 | 7 | +7 | +5 | // | LM | ○/連打可 | |
MP | 7 | 9・6 | 14 | -1 | -3 | // | LM | ○+× | ||
HP | 9 | 14 | 28 | -9 | -21 | // | LM | × | ヒット時吹き飛び | |
LK | 6 | 3 | 6 | +5 | +3 | // | LM | ○/連打可 | ||
MK | 7 | 3 | 22 | -3 | -5 | // | LM | ○ | ||
HK | 8 | 4 | 25 | -2 | -4 | // | LM | × | ||
遠立ち |
LP | 6 | 3 | 7 | +7 | +5 | // | LM | ○/連打可 | |
MP | 7 | 9・6 | 14 | -1 | -3 | // | LM | ○+× | ||
HP | 9 | 14 | 28 | -9 | -21 | // | LM | × | ヒット時吹き飛び | |
LK | 6 | 3 | 6 | +5 | +3 | // | LM | ○/連打可 | ||
MK | 7 | 3 | 22 | -3 | -5 | // | LM | ○ | ||
HK | 9 | 4 | 27 | -4 | -6 | // | LM | × | ||
Crouching | LP | 6 | 3 | 6 | +8 | +6 | // | LM | ○/連打可 | |
MP | 7 | 3(5)3 | 8 | +8 | +6 | // | LM | ○+× | ||
HP | 8 | 3(3)3 | 24 | Fall | -3 | // | LM | × | 8F~13F:巨大な食らい判定Startup | |
LK | 6 | 3 | 8 | +6 | +4 | // | L | ○/連打可 | ||
MK | 8 | 3(3)3 | 16 | 0 | -2 | // | L | × | ||
HK | 9 | 4 | 24 | Fall | -3 | // | L | × | ||
<A name="attack1-dash"></A>通常技 (ダッシュ中) | ||||||||||
Strenght | Startup | Active | Recovery | Hit | Guard | Gauge Increase ((miss/hit/equivalent)) |
Guard Height | Cancel | Notes | |
LP | 6 | 3 | 6 | +8 | +6 | // | LM | × | ||
MP | 7 | 3(5)3 | 8 | +8 | +6 | // | LM | × | ||
HP | 10 | 6・6・6 | 17 | 0 | -2 | // | LM | × | ||
LK | 6 | 3 | 8 | +6 | +4 | // | L | × | ||
MK | 8 | 3(3)3 | 16 | 0 | -2 | // | L | × | ||
HK | 9 | 4 | 24 | Fall | -3 | // | L | × | ||
Jumping Normals | ||||||||||
Strenght | Startup | Active | Recovery | Hit | Guard | Gauge Increase ((miss/hit/equivalent)) |
Guard Height | Cancel | Notes | |
垂直め |
LP | 6 | 着地まで | - | - | - | // | HM | × | Cancel after Startup |
MP | 7 | 8 | 14 | - | - | // | HM | × | ||
HP | 9 | 10 | 14 | - | - | // | HM | × | ||
LK | 6 | 着地まで | - | - | - | // | HM | × | ||
MK | 8 | 14 | 9 | - | - | // | HM | × | ||
HK | 11 | 着地まで | - | - | - | // | HML | × | ||
<A name="throw-air"></A>Air Throw | ||||||||
お互い空中&相手の近くで File:U.gif以外 + MP or HP |
Startup | Active | Recovery | 投げ成立 | Throw Escape | Gauge Increase | 投げ方向 | Notes |
1 | KD | 不可 | レバー | |||||
追い討ち攻撃</ | ||||||
相手KD or Fall時にFile:U.gif要素 + K |
Strenght | Startup | Active | Recovery | Gauge Increase (空/当) |
Notes |
ノーマル | 17 | 25 | 着地1 | / | ||
ES | 17 | 25 | 着地1 | 0/ 0 | ||
Match-ups
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