One of the titular newcomers to Real Bout 2, Rick is a notorious offensive powerhouse with great pressure, loads of combo chains, and the ability to cash out obscene amounts of damage and corner carry on a clean hit. He has pretty much everything he could need to win, sans a projectile. Some of his attacks are easy to bait out and Breakshot, but playing defense against Rick means letting him get his game started, so you're playing with fire the entire time. He sits deservedly in the top tier.
One of the titular newcomers to Real Bout 2, Rick is a notorious offensive powerhouse with amazing pressure, loads of combo chains and the ability to cash out with obscene amounts of damage and corner carry on a clean hit. He has pretty much everything you could need to win, even a projectile. Some of his attacks are easy to bait out and Breakshot but playing defense against Rick means letting him get his game started, so you're playing with fire the entire time. He sits deservedly in the top tier.
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*Strong suite of normals and combo chains
*Strong suite of normals and combo chains
*High combo damage, and also an infinite
*High combo damage and also has an infinite
*Smothering pressure
*Smothering pressure
*Multiple special moves with evasive properties, invincibility, or built-in movement
*Multiple special moves with evasive properties, invincibility, or built-in movement
One of the titular newcomers to Real Bout 2, Rick is a notorious offensive powerhouse with amazing pressure, loads of combo chains and the ability to cash out with obscene amounts of damage and corner carry on a clean hit. He has pretty much everything you could need to win, even a projectile. Some of his attacks are easy to bait out and Breakshot but playing defense against Rick means letting him get his game started, so you're playing with fire the entire time. He sits deservedly in the top tier.
Pros
Cons
Strong suite of normals and combo chains
High combo damage and also has an infinite
Smothering pressure
Multiple special moves with evasive properties, invincibility, or built-in movement
Two unblockables, one of which is a Breakshot and can lead to a juggle
Sick stage theme
Slow overhead that's easily reacted to, limiting his high/low mixup
No special ways to get around zoning, and his only projectile is his P-Power
Attacks are commonly easy to Breakshot
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
3/11
5
4
8
+4
0
HL
Y
-
-
n.5A
(within 49px)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
3/11
5
4
8
+4
0
HL
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
3/11
6
4
17
+1
-3
HL
Y
-
-
n.5B (within 57px)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
3/11
8
4+4
13
+1
-3
HL
Y
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
6/22
11
6
21
-1(+6)
-7(+1)
HL
Y
-
-
n.5C (within 59px)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
6/11
8
6
20
0(+7)
-6(+1)
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
-
7
5
4
+4
0
HL
Y
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
4
12
+1
-3
L
Y
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
11
6
20
KD
-7(+1)
L
Y
-
-
Command
Chopping Right 6A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10,10
-
23
6(6)6
20
0
-6
H
N
-
-
Smashing Sword 3A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
3,3
20
0
-6
HL
Y
-
-
Punisher 66C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
10
4,2
26
-6
-12
HL
N
-
-
Step Punch 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
11
6
26
-6
-12
HL
Y
-
-
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
7,7
-
5
-
6
+8
+4
H
N
-
-
Diagonal Hop
7,7
-
5
-
6
+8
+4
H
N
-
-
Neutral Jump
7,7
-
5
-
6
+8
+4
H
N
-
-
Diagonal Jump
7,7
-
5
-
6
+8
+4
H
N
-
-
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11
-
7
6
6
+8
+4
H
N
-
-
Diagonal Hop
11
-
7
6
6
+8
+4
H
N
-
-
Neutral Jump
11
-
7
6
6
+8
+4
H
N
-
-
Diagonal Jump
11
-
7
6
6
+8
+4
H
N
-
-
j.C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
19
-
9
8
8
+15
+9
H
N
-
-
Diagonal Hop
19
-
9
8
8
+15
+9
H
N
-
-
Neutral Jump
19
-
8
6
8
+15
+9
H
N
-
-
Diagonal Jump
19
-
8
8
8
+15
+9
H
N
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
-
8
6
20
0
-6
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
18
-
8
6
20
KD
-6
L
Y
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
24
4
12
+3
+1
H
-
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
24
4
12
+1
-1
L
-
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
26
4
11
12
-3
HL
-
-
-
Throw
Punching Bag 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Feints
Feint Shooting Star 6AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
18
-
-
-
-
-
-
Special Moves
Shooting Star 236A/C
A VersionC Version
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
2,4,4,24(26)
-
10-19
9
11
+2
-4
HL
-
Y
N
Your most common combo tool and also a way to quickly move forward. When input, Rick will dash forward, and if he reaches the opponent within a 9 frame period, he will launch into a four-hitting combo, and undergo 11 frames of recovery if he doesn't. The attack itself is basically safe on block outside of lightning fast punishes, but very easy to Breakshot. The sheer distance this move covers lets Rick threaten an approach from a great distance away, and he can space it to get in without attacking and go for a cheap throw. Be warned that hitting an airborne opponent with this will frequently leave Rick open for a punish.
C
7,7,8,8,19(39)
-
25
2,2(7)3(3)2(18)2,12
23
KD
-13
HL
-
N
N
Can't combo into it, unsafe on block, slow as hell. Don't use it.