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



Commands
Specials
Supers
Normals
Commands
Specials
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.