Introduction
Rila Estansia 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.
Overview
Rila is an unorthodox character with quick dashes and jumps. She hits hard and has very punishing anti-projectile properties. She sticks out as having quite a few unbreakerable link combos. Her supers are not the easiest to combo into but both have very strong uses and do a lot of damage.
Strengths | Weaknesses |
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Move List
Normals
Standing
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Crouching
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
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. |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Close
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Neutral Jumping
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Diagonal Jumping
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Command Normals
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Throws
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Specials
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Rila dashes across the screen and will scratch the opponent. Quick Scratch is relatively safe and does good stun damage. |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Sets them on fire and causes knockdown in addition to having slightly more start-up time and strong anti-air properties. Does higher damage than Quick Scratch at the cost of being unsafe. |
B | Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|---|
- | ![]() |
- | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
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. | ||||||
D | Damage | Guard | Stun | Properties | ||
- | ![]() |
- | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
The HK version hits a lot more and for more damage. |
B | Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|---|
- | ![]() |
- | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
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. | ||||||
D | Damage | Guard | Stun | Properties | ||
- | ![]() |
- | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
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. |
A | Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|---|
- | ![]() |
- | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
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. | ||||||
C | Damage | Guard | Stun | Properties | ||
- | ![]() |
- | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
Requires faster mash. |
Supers
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
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. |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | Template:StartupInv![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Rila jumps at her opponent and bites them, violently biting. Once it connects it becomes a mashable grab with a max of 21 hits, your opponent can counter mash. This will hit both grounded and airborne opponents. Rila jumps very quickly at the opponent, making this an effective way to punish projectiles on reaction. |
Combos
- Meterless Combos
- 2B, 5A xx [4]A - Easy combo to do after crossups.
- j.A, cr.A/st.A xx Spinning Claw
- j.B, cl.5C xx C Spinning Claw - good damage crossup combo
- st.C xx Wild Saber - Weird but funny anti air good looking combo, you need to charge down then press up+C and Kick.
- j.C, 2B xx [4]6C - far jump conversion
- cl.5D, 2C
- In the corner - cl.5D, 2B, 5A xx [4]A - link after 5D
- Combos with meter
- [4]3D, Bloody Fang - basic super combo
- crossup j.B, 2B, 5A xx Bloody Fang - requires the motion for bloody fang to be built into the 2B, 5A link
- Anti-air 5A xx [4]6C, Bloody Fang
Advanced Strategy
Anti-airs
- [2]8B (invuln)
- 8C (react)
- fall 8D (read)
- 2C (react)
- far 2D (react)
- f.5D (read)
- f.5A>[4]6C (situational)
Charging
All specials require 30 frames of charge, her supers require 28.
The charge buffer on super in theory allows for short walk up supers. You have 22 frames of buffer time once the charge requirement is met.
Matchups
Matchup Table
Great | Maherl, Alsion III |
Good | Pielle, Condor |
Even | |
Weak | Tia, Sho |
Bad | Dao-Long, Saizo |
Character Specific Tips
Alsion III
Condor
Dao-Long
Maherl
Pielle
Rila
Rila
Sho
Rila