Rila Estansia

Rila is a free-spirited Brazilian from the Amazon who enters the Tournament to fight an evil spirit endangering her people. Her alter-ego, Virgo Sandra, was raised by a giant snake after being orphaned.

Colors

Gallery

1 2 3

Commands

Dynamite Kick +

Specials

Killer Snake +
Spinning Claw
Quick Scratch +
Wild Saver +

Supers

Shine Beast +
Bloody Fang +

Normals

far
close
down
up
ub/uf
far
close
down
up
ub/uf
far
close
down
up
ub/uf
far
close
down
up
ub/uf

Commands

+

Specials

+ ( only)
+ ( only)
+

Supers

+
+

Overview

Rila is a charge character with high damage output. Although she lacks zoning tools, her powerful anti-airs and strong damage make her very effective in close and mid-range combat.

Offense

2C: This move troubles opponents, safe on block and hard to punish. Great for stopping approaches and effective as an anti-air.

Neutral jump C: This can beat most normals and some anti-air specials when they're out of their invincibility frames.

Quick Scratch ([4]6A): Fast and mostly safe, except vs. Tia and Saizo. Good for catching opponents off guard. Use the heavy version in combos for more damage.

Defense

Wild Saver ([2]8K): It launches diagonally upward but can miss if used too early at close range, especially against cross-up jumps. In that case, use 5D.

Quick Scratch ([4]6C): It can be used as an anti-air and combo into super Bloody Fang, dealing much more damage than the LP version but is unsafe.

Killer Snake ([1]3D): Heavy version punishes mid-close projectiles and confirms into Super. On block, a quick Super can catch bad punishes attempts, risky but works on unfamiliar opponents.

5A, 5C and 5D: 5C is a close-range anti-air, while 5D covers more space and counters ambiguous jump-ins. Cancel 5A into Quick Scratch C, and follow with Bloody Fang Super if meter is available.

Supers

Bloody Fang ([1]319K): Use it to punish projectiles and as a follow-up to Killer Snake D or after an anti-air Quick Scratch C

Shine beast ([4]646P): It has limited practical applications but can still serve as a reversal due to its invincible startup. Hold the button to freeze the super startup and release it anytime. If held too long, Rila will return to neutral.

Tips

Chip damage

Spinning Claw deals the most chip damage, but it’s hard to land quickly. It’s better to go for Killer Snake D or Quick Scratch C instead.

Super shortcut

There are several shortcuts to perform the Bloody Fang super: you can use [1]37K or [1]32147K

Resources

Replays

Meterless combos

  • 2B > 5A > [4].6C
  • 2B > 2A > [4].6C
  • 2A > 5A > [4].6C
  • 2A x 2 > [4].6C
  • jD > 5C > Spinning Claw
  • jD > 5B > 5A > [4].6C
  • jD > 5B > 2B > [4].6C
  • crossup j.B > 5B > 5A > [4].6C
  • close 5D > 2C
  • corner: 6D > 5A > [4].6C

Metered combos

  • [4].3D > Super Bloody Fang
  • crossup j.B > 2B > 5A > Super Bloody Fang
  • Anti-air 5A > [4].6C > Super Bloody Fang
  • (corner) 6D > 5A > [4].6C > Super Bloody Fang

Anti-air

  • 5A > [4].6C > Super Bloody Fang
  • 5C > Super Bloody Fang

Ranki Ryuu Geri

This hopkick can be followed by his air super (Geki Rekkou Ha), which can counter your usual punish attempt. Watch his meter, wait and react to the super flash with Wild Saver instead of taking risks.

Rekkou Ha

This projectile can be punished depending on the range with Killer Snake D or Super Bloody Fang. You can also counter unsafe fireball pressure with Killer Snake D.

Seiken Shou Ha

If Blocked from afar, punish with Bloody Fang Super. at close range, use normals or quick Scratch C.

Onigawara

Punish with 5A (tight timing). Safe if canceled into his projectile. On hit, if canceled into 236K, you can break it with Wild Saver B.

Tobihizageri

Safe on block, but leaves him throwable up close. From afar, the startup gap can be punished with Wild Saver B.

Sashikomi Kick

Whiff punish with 5A or Wild Saver. On hit, break with throw. Be careful, a whiffed divekick can lead into his air fireball super. if you block high, he can setup a high/low mixup with his jump D > Super or 2B. Block low to avoid the mixup.

Saber Bash

This move doesn’t hit high despite the animation and is unsafe. Punish with 5A > quick scratch C.

Flying Peach Bomber

An overhead move that is confirmable on hit. Be ready to punish it on block with 5A > quick scratch C. Also on whiff with your anti-air Wild Saver.

Bonjour Shot

Punish his projectile depending on the range with Killer Snake D or your Super Bloody Fang. It's unsafe if done too close.

Robin Liner

The light version doesn’t knock down and is unsafe on both block and hit. For the heavy version, punish like other anti-airs with 5A > Quick Scratch C

Monsieur Crash

Monsieur Crash is a three-hit move, easily punishable. Be careful, as he can delay each part of it to counter your punish attempt.

Merci Un Deux Trois

His aerial dive can interrupt your anti-air or jump. When you block all three hits, Pielle passes behind you. Punish with 5D.

Super Rose

It crosses the entire screen with a wide hitbox, useful for countering jump attempts. Whiff punish at super flash with Wild Saver D.

Thunder Croiser

Punish with quick scratch C. If close enough, use Killer Snake D.

Tomahawk Jack

Mainly used as an anti-air, it can also confirm into his super juggle, Atlas Rock Buster. Punish a whiffed or blocked Tomahawk with quick scratch C or Super Bloody Fang.

Gran Buffalo Horn

This slide helps him close the gap while you're knocked down. Otherwise, it is easily punishable on whiff with 2D and on block with 2A > Wild Saver D.

Sky Bridge

If blocked close, punish with Bloody Fang or 5C; if blocked far, punish with quick scratch C.

Heel Stomp

This effective jump command attack comes out quickly and stays active. It can counter your normal anti-airs if you react too late. The best way to counter it is by using your special, Wild Saver B.

Atlas Rock Buster

This super has startup invincibility and creates pushback. Punish with quick scratch C. You can also react after the first blocked hit with 2B, throw, or Super Shine Beast to get better damage output or positioning.

2C

Hard to deal with since it’s safe. With some practice and good spacing, you can whiff punish it with 2C or Quick Scratch C, but it’s tricky and risky.

2D

Punish only at close range with 2A > quick scratch C.

Killer Snake

Light version is unsafe on hit and block. Heavy lets her instantly follow with an invulnerable super. On block, use 2A and be ready to use Wild Saver B if a super comes.

Quick scratch

Light version is safe and can catch you off guard at mid and close range. You can whiff punish it with any normal. Heavy version is unsafe.

Spinning Claw

It stays active for a long time and can counter ground normals and specials. Whiff punish with Super Bloody Fang or Killer Snake.

Shine Beast

On block, she ends up on the other side (at mid and close range). With practice, block the first hit, then quickly switch your guard to charge and punish with quick scratch or Bloody Fang.

Bloody Fang

Punish with 5A > quick scratch C > Bloody Fang Super. If you get hit, mash buttons and directions to reduce damage.

Soul Spike

If the light version is blocked close or in the corner, punish with 2B. When she has meter, punish the heavy Soul Spike with a throw to avoid the follow-up super frametrap.

Mirage Spear Kick

Used for chip damage and meter build. Safe on block.

Rising Upper

Fast recovery and invincible startup. Punish close range with 5A > quick scratch C > Bloody Fang.

Rapid Gale

This projectile can be punished depending on the range with Killer Snake D or Super Bloody Fang. You can also counter unsafe fireball pressure with Killer Snake D.

Heel Break

Two-hit sequence, last hit is an overhead. After the first hit, punish or break with throw or Wild Saver B.

Rapid Charge

She switches sides mid-air on block. Quickly adjust your guard to maintain your charge and punish, or use Spinning Claw while she's mid-air.

Burning Revolver

Punish with quick scratch C > Bloody Fang Super.

Cutlass Flasher

This super hits high and switches sides. Keep your charge low to be ready to punish.

Horus Shade

A safe overhead with slow startup, making it easy to react. Whiff punish with wild saver or 5C on close range.

Death Shred

Overhead (second hit) and also function as anti-air. Interrupt the second hit, if blocked crouching.

Poison Fog

A slow, close-range projectile for chip damage or wakeup pressure.

Deadly Claw

The light version lands in front, while the heavy lands behind at close range. Punish with 5A or quick scratch C; if it lands behind, use 2C.

Dash Knee

A special dash attack that is only safe at the right spacing. Punish on block with 5A or quick scratch C.

Cadabra bomber

Safe if fully blocked, but punishable after the first sequence with Wild Saver B or Shine Beast.

Abdomen Step

Punish with 2A (tight timing) or whiff punish with Wild Saver B.

Slash & Punish Sword

Long-range special. Punish with quick scratch C.

Balloon Bomb

Hits high and can cross up; punish with 2C or quick scratch C > Super.

Shiva Dance

Punish with quick scratch C or Super Bloody Fang.

Kouryuu Ga

On whiff, punish with Killer Snake D or Bloody Fang. In the corner, punish with quick scratch C.

Senkyuu Tai

If blocked at close range use 5A > quick scratch C > Super. You can also use neutral jump C > 5C > quick scratch C.

Shoutenchuu

Safe on block. Whiff punish with 5A > quick scratch C > Super.

Shin Kyoku Ranbu

Hits Mid, Punish with Killer Snake D > Bloody Fang Super or Quick Scratch C > Super.

Stand C

Punish the far version on hit with 2C. On block, punish with Quick Scratch C. The close version hits low and is safe.

Ryuuei Kyaku

A slide that must be canceled with bomb and at a high range to be safe. Otherwise, punish with 5A

Yashagami

Unless canceled, it's unsafe on hit and block but can be followed by a super, interrupting your punish. In this case, punish with Wild Saver B.

Engetsuzan

Punish with quick scratch C or Super Bloody Fang.