Introduction
Rila is a savage who was raised in the jungle. She fights using her fists and claws to rip her opponents to shreds! She fights like a cat that can set her opponents on fire.
Moves List
Normal Moves
- Throw - f or b + HP while close
- Hopkick - f + HK. A kick that will go over lows almost instantly after executed.
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!
- 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.
- 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.
- 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.
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.
- 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.
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 Dash Punch - Use HP version to knock down. Easy combo to do after crossups.
- Combos with meter
- Pounce (hk version), Scratch super - To make this combo work, start charging immediately after the animation for the pounce begins.