Rila Banner

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

rila A
rila B
rila C
rila D

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)
+
+

Supers

+
+

Ressources

Overview

Rila is a charge character with high damage output. Her only zoning tool is down heavy punch, but her fast anti-air and anti-projectile moves help her control space and shut down opponents from anywhere on the screen.

Offense

2C: Difficult for opponents to deal with, also safe on block. Good for stopping approaches and works well 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): This anti-air 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):The heavy version works as an anti-air and combos into Bloody Fang super. It hits harder than the light version but leaves you open if blocked.

Killer Snake ([1]3D): The heavy version punishes projectiles and combos into Super. If blocked, you can still cancel into Super to catch sloppy punish attempts. It's risky, but can surprise opponents who don’t know the matchup.

5A, 5C and 5D: 5C is a close-range anti-air, while 5D covers more space and counters ambiguous jump-ins. You can also anti-air with 5A, then combo into heavy Quick Scratch. If you have meter, finish with Bloody Fang Super for extra damage.

Supers

Bloody Fang ([1]319K): This super punishes projectiles and can also extend combos from heavy Killer Snake or anti-air heavy Quick Scratch.

Shine beast ([4]646P): Not very practical cause it's slow, but it works as a reversal thanks to its invincible startup. You can hold the button to delay the super and release it whenever you want. If you hold it too long, Rila cancels the move and goes back 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

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

Ranki Ryuu Geri (236K) is unsafe if used alone, but Sho can cancel into super to stay safe and bait punish attempts. Don’t take risks, just wait and react to the super flash with Wild Saver.

Rekkou Ha

This projectile is punishable at certain ranges with Heavy Killer Snake, or from any range with Super Bloody Fang. You can also use Heavy Killer Snake to counter unsafe pressure.

Seiken Shou Ha

If blocked from long range, punish with Super Bloody Fang. Up close, use normals or Heavy Quick Scratch.

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.

Tobihizageri

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

Sashikomi Kick

You can whiff punish his divekick with 5A or Wild Saver. On hit, break using throw. Be cautious, a whiffed divekick can lead to his air fireball super. Block low to avoid his fuzzy setup.

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.

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

It’s tough to deal with since it’s safe, but with good spacing and timing, you can whiff punish it using 2C or Quick Scratch C.

2D

Only punish at close range with 2A > Quick Scratch C.

Killer Snake

Light version is unsafe even on hit. Heavy version lets her cancel straight into super. If blocked, punish with 2A and be ready to react with Wild Saver B if she goes for the super.

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). block the first hit, then quickly switch sides to charge and punish with Quick Scratch or Super.

Bloody Fang

Punish with 5A > quick scratch C > Bloody Fang Super. On 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.

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

It’s unsafe on hit and block unless canceled. However, it can be followed by a super that interrupts your punish. In this case, punish with Wild Saver B.

Engetsuzan

Punish with quick scratch C or Super Bloody Fang.