Breakers Revenge/Rila

From SuperCombo Wiki

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.

Rila
Strengths Weaknesses
  • Above average stun modifier
  • High damage, good quality pokes (2C especially)
  • Strong anti-projectile specials and supers
  • Quick, hopping dash goes over lows and an invincible backdash
  • Short jump arc
  • [2]8B is an excellent anti-air that beats crossup
  • Low defense modifier
  • Requires charge to do specials
  • Combo conversions are more limited or situational
Rila
BRRilaVictory.png
Defense 118
Stun 3136

Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Not your standard jab. Your fastest move and a combo staple but also functions as a far counter poking tool. Has applications as a high reward far anti-air tool.


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Has decent applications as an anti-air but it is slower than 5A and has far less reward.


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Leans back and goes airborne towards the end of the move.

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
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
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Close


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Rila goes airborne, avoiding lows and throws. Leaves her advantaged afterwards, making this an excellent oki option.

Neutral Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Diagonal Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Command Normals

Dynamite Kick
6D
Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Rila is airborne, avoiding lows and throws. Juggles the opponent on hit, allowing for followups in the corner.

Throws

Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Consider CD as an alternative throw OS to cl.5C.


Specials

Quick Scratch
[4]6A
RilaScratch.gif
Damage Guard Stun Properties
- Mid.png - -
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.


Quick Uppercut
[4]6C
RilaUpper.gif
Damage Guard Stun Properties
- Mid.png - Knockdown.png
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.


Wild Saber
[2]8K
RilaSaber.gif
B Damage Guard Stun Properties
- Mid.png - -
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
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

The HK version hits a lot more and for more damage.


Killer Snake
[4]3K
RilaSnake.gif
B Damage Guard Stun Properties
- Mid.png - Startupinv.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Rila launches herself at the opponent and kicks the opponent two times. The pounce can hop over lows and projectiles and has a good deal of priority.

D Damage Guard Stun Properties
- Mid.png - Startupinv.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Rila launches herself at the opponent and kicks the opponent three times. Goes further, faster, and higher than the B version.

  • Thanks to startup invincibility and distance travelled this can be used as an escape from lows or mobility tool after knockdown.
  • Juggles into her Bloody Fang super; for purposes of knockdown and range, use HK Killer Snake more frequently.


Spinning Claw
Px5 (rapidly)
RilaClaw.gif
A Damage Guard Stun Properties
- Mid.png - Knockdown.png
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
- Mid.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Requires faster mash. More hits, moves faster.

Supers

Shine Beast
[4]646P (Hold to delay)
RilaBeast.gif
Damage Guard Stun Properties
- Mid.png - Startupinv.pngHardknockdown.png
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.


Bloody Fang
[1]319K
RilaFang.gif
Damage Guard Stun Properties
- Mid.png - Startupinv.pngHardknockdown.png
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.

Very forgiving input, although the inputs are listed as [1]319, the only strict requirement is the [1] charge. You can substitute 6, 4 instead of 3, 1 and you can end in any up direction.

Combos

Meterless Combos

  • 2B, 5A xx [4]A/C - Use A for stun, C for damage
  • j.A, cr.A/st.A xx Spinning Claw
  • dj.C, 2B xx [4]6C - far jump conversion
  • cl.5D, 2C - good link combo for oki
  • In the corner - cl.5D, 2B, 5A xx [4]A - link after 5D
  • crossup j.B, cl.5C xx [2]8D - input is [2]8C~D to get the standing charge special
  • In the corner - 6D, 5A xx [4]6C

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
  • In the corner - 6D, 5A xx [4]6C, Bloody Fang
  • crossup j.B, cl.5C xx C Spinning Claw, Bloody Fang - huge damage

Combo videos

Advanced Strategy

Rila's gameplan is the unortodox rusher character that likes to get closer/poking the opponent with charging specials and make Spinning Claw traps (mashing special), or answering projectiles with supers, she is a gender bender Blanka In a Nutshell.

Anti-airs

  1. [2]8B (invuln)
  2. 8C (react)
  3. fall 8D (read)
  4. 2C (react)
  5. far 2D (react)
  6. f.5D (read)
  7. f.5A>[4]6C (situational)

Source: Breakrevgifs

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.

Oki

  • Meaty cl.5D or far 5D works to beat wakeup throws or abare.
  • Meaty 2B for the low mixup, loses to wakeup throw.
  • Killer Snake, Scratch, Uppercut and dashes can all be used to pursue enemies. D Killer Snake goes very far and recovers quickly. Keep in mind opponent's ukemi options.

Breakers

Rila has a pretty good selection of breakers.

  • Invincibility - [2]8B or Shine Beast
  • Anti low/projectile - [4]3C/D or Bloody Fang
  • Safer options - Backdash or jump

Matchups

Matchup Table

Advantage
Great
Good Pielle, Condor, Maherl, Alsion III
Even
Weak Tia, Sho
Bad Dao-Long, Saizo

Character Specific Tips


Sho


Pielle


Condor


Rila


Tia


Alsion III


Maherl


Dao-Long


Saizo

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu