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.
Shooting Star EX 236C while in S/P-Power
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7,7,8,8,11,6,3*6(+47)
-
13
2,2(7)3,4,2(10)4(14)23
23
KD
-13
HL
-
N
N
A improved version of Rick's Shooting Star. Consumes a bit of meter, so be careful. You can use it for combos like the A version, but that's it. Terrible for Blockstrings, as Rick starts punching regardless if he hit the opponent or not, so just stick to using it as a combo tool, since it can start the infinite.
Blazing Sunburst 214A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
32
-
49
4
24
KD
-
UNB
-
Y
-
Rick's unblockable, he winds up a bit before delivering a punch. Really slow, but grants a hard knockdown, so your best shot at using it is on oki or as a knowledge check.
Full Moon Fever 214B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
45-218 total
-
-
-
-
-
-
Dodges high attacks.
Divine Blast 214C
Divine Blast Abort
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
214C
31
-
37
12,5,3
27
KD
-17
HL
-
Y
-
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
214C-D
-
-
-
-
43 total
-
-
-
-
-
-
Hellion 623A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10,29(35)
-
5
1,1(12)4,3
34
KD
-21
HL
-
Y
Y
Rick does 2 punches up close, but only one from a distance, can be used as an slow anti air. However, where it shines is for extending combos, such as doing a Hellion after Shooting Star EX to do almost half a health bar. It can also be used as a reversal.
S-Power
Gaia Breath 641236BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
32,51(76)
-
11
4(21)1
46
KD
-19
HL
-
N
N
P-Power
Howling Bull 641236C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7*14,26(92)
-
1+11
102
-
KD
+12
HL,L
-
N
Y
Great super. Rick does a series of punches, before shooting a projectile. Near fullscreen, great damage, starts up instantly and it's plus. Use it, as it's one of the best supers in the entire game.