Rig's Best Moves

Murakame

Active Member
I just picked him up and I have no idea what moves or strings I should be using with him other than the ones that put him in bending stance. what are some moves you guys recommend using?
 

ScattereDreams

Well-Known Member
Since no else loves Rig.. okay.

Might I say all his unholdable stuns are his best moves because they all lead to free 8k launchers.

When not utilizing his stance, he's not the fastest character in the game and can be easily beaten out of his moves when not used correctly.

:6::6::K: i19 and :6::6::P: i14 are my personal favorites. They're his best long range moves, but I'd put 66p over 66k since it's faster. However 66k stuns on NH, and 66p causes a knock down on CH.

:8::K: is a i12 launcher on CH, and it's good for interrupting players who like to delay or freecancel into other strings. Very good against Christie, Hitomi, or anyone who isn't respecting frames. CH :8::K: into :P::P::4::K::K::K: will work on all. The follow up from 8kk is good because similarly to Helena, he can create a OTG for those who don't tech, but you have very few frames for delaying.

:4::P: is i15 with a :P: follow up that natural combo's which is rare in DOA. Plus it's -5 on block which is safe against everyone except grappling characters with i4 throws.

:2::K::K: or :P::P::2::K::K: is great on water stages if you're opponent is not expecting it. 2k i18 and the follow up kick comes out fast.

:3::K: is one of his mind game shenanigans, but if players don't know his follow up's they won't respect his mind games. 3k is i16. From there he can string into a low kick, a high that cancels into bending stance and his +2 on block, or 3k6k mid kick that leaves him at -13. But he can fake the mid kick and cancel into bending/FLA stance.

:3::3::K: is Rig's 2nd launcher. It's i16 which is 4 frames slower than his 8k. But offers more launch height on CH.

I believe anything that cancels Rig into bending stance is usually +2 on block and usually ends in a high kick.

:236::F+P: is Rig's throw launcher. It's i12 and 9k will cause a float. It also can believe used on ceiling's which can lead to a guaranteed CB combo.

:236::K: Rig's dragon kick. +10 on block, but doesn't guarantee anything because Rig's fastest attack from BND stance is his 5K neutral kick which is i10, but of course it takes one frame to register and will connect on the 11th frame instead.

From BND stance

:K::K: is +2 when blocked, the first kick is i10, and causes a stun.

:K::K::6::K: is -12 when blocked but this when this lightning fast string his the opponent it puts them in a sit down stun and guarantee's a CB.

:4::K: is i14 and -1 when blocked but transitions back into BND :4::K::K: is +2 and also transitions back into BND.

:4::H+K: is a jumping round house kick that guard breaks. it's i29, but +8 when blocked; also hold resistant. On hit this kick causes a stun stagger, guaranteeing a 8k launcher. Good when your opponent is under pressure and doesn't know what to expect next. I generally throw this in after his neutral throw from BND stance.

:6::K: from BND stance has the same animation as his 66k from neutral stance, but this version is i15 being 4 frames faster. It'll put opponents into a sit down stun if they're doing anything with low attributes guaranteeing 8k or 33k for more launch height. This version is also -3 on block and can be faked out by tapping 4 during the startup frames.

:7::[[K]]: is another guard break from BND stance. when fully charged on NH or CH will put opponent into sit down stun guaranteeing 8k launch. On block the guard break is 12. Good for delaying vs. holds.

:6::H+K: from BND stance has good range and from the right distance will whiff both mid and low wake kicks if you use 4p+k to transition into BND.

:8::K: From BND stance is hop kick that avoids "all lows". Very good against low wake up kicks and can juggle off when successfully landed.

Will continue more later...
 

Ni Pah Chan

New Member
:2::P: is i13 is a decent high crush, safe and reset the situation. It leaves you -4 on block, 0 on NH and +9 on CH. From BND stance you can use :2::H+K: to also high crush. I usually use this after a throw when the opponent has a i9 jab.
 

Supersonic

Member
2H+K is a high crush, but i feel that it doesnt drop your hit box fast enough in most situations, so i rather try to beat out their high with a 5KK from BND if i dont expect them to block. i will however, use 2H+K when they are blocking and i dont feel like grabing, cause to 2KK, leaves my second kick counter-able still
 

Murakame

Active Member
2H+K is a high crush, but i feel that it doesnt drop your hit box fast enough in most situations, so i rather try to beat out their high with a 5KK from BND if i dont expect them to block. i will however, use 2H+K when they are blocking and i dont feel like grabing, cause to 2KK, leaves my second kick counter-able still
wont KK only beat out i9 if he has transitioned into the stance in frame advantage? If so its a small risk doing it after the throw because BND T gives no advantage it only resets the situation.
 

Supersonic

Member
wont KK only beat out i9 if he has transitioned into the stance in frame advantage? If so its a small risk doing it after the throw because BND T gives no advantage it only resets the situation.
True, but it is the mind game of it that i generally go for. I tend to find if i Grab once or twice from BND they may try an attack instead of a counter, or at least keep blocking. its really only a decent option after you condition your opponent. now, if they know of rig (which they dont because we are the only 5 people who play him in the world :p), then a low attack would definately crush the BND KK. but after you learn that your opponent knows that option, you can bust them up with the 8K, or even a 2K or 6K if you are sly enough. (i hope that all made sense cause i can be bad at getting my thoughts across)

but all in all it comes down to the pressure you put on them which has been my biggest struggle playing him. but once you have them guessing, make sure they guess wrong, and once they are unsure of themselves, then you have free reign to do as you please
 

Murakame

Active Member
but all in all it comes down to the pressure you put on them which has been my biggest struggle playing him. but once you have them guessing, make sure they guess wrong, and once they are unsure of themselves, then you have free reign to do as you please

This is so true. I've had games where once I enter the BND I dominate until they lose all thier health and others where I got held / interupted all day lol.
 

Supersonic

Member
now after getting dumped on my a rush down player, i think we should also seek out good moves for infiltration. like when a helena, hitomi, hayabusa, kokoro, Pai is rushing you down, intead of having to turtle, what can you do to break that and get back on the offensive. so far i use...
2P
PP2KK
and SOMETIMES 8K

other than that i havent found much else quick enough or that moves you out of the way
 

ScattereDreams

Well-Known Member
If you're opponent is consistently poking, delaying, and free-canceling into other strings, look for a pause and interrupt with 8k. It's i12, and launches on CH. The speed is equivalent to a somersault kick (7k)
 

Supersonic

Member
so, i was playing around with different ways to launch on CB, and one thing to try against light weight characters is :4::K::K::5::4::K::K::5::6::H+K::K:
it has a suprisingly high damage output... for heavier characters shave off one of the 4KK's.. it is great for heavy weights, but there are other combo's that you can use to squeeze out more from middle weights
 

jinis god

New Member
I need my stick infront of me, cause my memory is bad. but id say

B+k
b+p
b+p ,k,k
ummm
u+k
f+p,k,k
f+k,k
d,d+k
hcf throw
f,f, throw
will update more when i get home.
 

DrDogg

Well-Known Member
2H+K
- moderately fast low that gives good advantage on hit

6KK4
- Two moderately fast mids that are hard to step and lead into TLC (Turn Leg Cut stance) for mix-ups.

4KK and BND 4KK
- Rig's fastest mid from BND and one of his best BND transitions. If the opponent is high counter happy or likes to use high crushes, only use the first hit.

3K2KK or 6P2KK
- A mid punch or mid kick string that transitions into BND and has a virtually unseeable low. If the opponent is high counter happy or likes to use high crushes, only use the first two hits. If the opponent catches on to the animation and starts to counter the low (they shouldn't), free cancel after the first attack.

2P
- Basically Rig's best high crush from neutral. On hit, a throw is usually a good choice. On CH I go for his launching throw.

BND KK
- Rig's fastest attack. Against any character other than Kasumi, Christie, Alpha and Eliot, this should be your go-to attack from BND unless you anticipate a high crush or high counter. Against those characters, it should primarily be used if they think they can beat Rig out with a fast mid (they can't).

BND 2H+K
- Rig's best high crush from BND.

BND Throw
- For opponents who like to block or counter high/mid. This is especially useful against parry characters. This also works well after TLC.

BND 4H+K
- Rig's best attack from BND and what you should be going for at all times. If this hits, you get a guaranteed combo for over 50% if the opponent attempts to slow escape. If it's blocked, Rig has frame advantage. This works best once you've trained the opponent to block or counter high/mid.

BND 8K
- Rig's best low crush from BND.

BND 6K
- A safe mid from BND that causes a sit-down stun against a crouching opponent. This is best used if you anticipate a low counter.

BND 3K
- Aside from BND throw, this is Rig's only tracking attack from BND. Use this against an opponent who likes to step.
 

Lei

Member

Eh,

BND: Throw is unsafe on hit only use it on similiar speed tier characters. Any faster and it's unsafe on hit.

6KK4 is terrible on block and hit you're better off poke with 4K(-1 on block +5 on hit even after stance feint) and on CH gives you launcher options or even 4PP

3K2KK and 6P2KK are both not natural hits from low to high and they are free to block whatever they want the entire string and the high has a big chance of whiffing because of that and if you cancel on low you are -7 on hit.

My op for top 10 normals are as follows:

2H+K: Hands down probably the best button as a poke. Tracks as a Standing low so deceptive and on hit with fastest shake you are at +4 on hit and in most situations you are +9 since a lot of people don't have the reaction to shake that fast from a stand alone poke. On CH on fastest shake it nets you at +8 and without fastest +15.

5P: fastest high normal and his options from his 5p are solid with 5PPK2K/6K/5K or his 3 other string options from jab.

4P+K: Backwards BND transition sets up whiff punishes quit often and the options from BND as whiff punishes are very solid.

3P: mid punch poke -5 on block and on CH nets you are sit down stun 50/50 of 7K/P

66K: Solid poke from mid range especially to disrespect their spacing game, Decently fast at i15 and has very high wall splat proximity. On crouchers it nets a sitdown stun so it's a good punish when baiting for instance Mila side step TKD's.

4K: Mid kick poke, -1 on block and +5 on hit. Transitions to bkd and even after BKD feint nets you same frames.

236Throw: Launcher throw under roof nets from 150-190 dmg, and without roofs nets you a guaranteed force tech of +24 as well as a solid 100 dmg.

4PP: NHC, and wallsplats, -5 on block. Solid option for wall pressure.

5Kk/BND 5Kk: Solid high poke return leaves +1 on block on first hit and the 5K following any of his kick strings is +2 on block

BND 6H+K, multihit normal Small amount of hop frames, moves forward. Neutral on block stun on hit. Solid button as an approach.
 

DrDogg

Well-Known Member
Just because you don't know how to use these attacks does not mean you should just assume they're terrible. Next time ask questions instead of assuming they're not good. Not saying I'm always correct, because I'm not... but some of your complaints are just plain wrong.

BND: Throw is unsafe on hit only use it on similiar speed tier characters. Any faster and it's unsafe on hit.

It's 0 on hit.

6KK4 is terrible on block and hit you're better off poke with 4K(-1 on block +5 on hit even after stance feint) and on CH gives you launcher options or even 4PP

Did you read anything beyond 6KK4? You don't stop there. 6KK4K is uninterruptable so an opponent would be unwise attempt to punish. In addition, you can delay 66K4P so the opponent has to wait until Rig stops his spin, at which point you're essentially at advantage.

3K2KK and 6P2KK are both not natural hits from low to high and they are free to block whatever they want the entire string and the high has a big chance of whiffing because of that and if you cancel on low you are -7 on hit.

I never said they were natural combo. In fact, I explicitly stated what to do if the opponent counters. Now, I'm not sure what you're doing wrong to make them whiff, but I've never had them whiff.... ever. In fact, the only time I can even make it whiff in training mode is if the opponent blocks the low, which is why I said to free cancel.

As far as being -7 on hit, an opponent should be attempting a high crush, stepping, or countering high. They should not be attacking with anything that would interrupt your next attack or even a free cancel that wouldn't hit after 4KK or any of Rig's strings that end in a high that transitions into BND.
 

Lei

Member
The Throw is 0 on hit however the stance cancel is not instant and it does in fact require frames. It is unsafe on hit.

6KK4 you can go with the string all day but as soon as they know the string they will block the mid and throw out a high crush and it's free. How do I know because rikuto does this all day as well as everyone else once they know. It's based on player ignorance more than it is solidified.

-7 on hit it doesn't matter what they interrupt with like you said they should be trying a high crush stepping or countering high when in fact the only option they need is a high crush. Once again -7 on hit is not -7 on hit. The Stance feint (Free cancel) is in fact not instant and does require frames meaning that they are free to take their advantage because you cannot step inside bnd to punish their button. If you at at -7 and try to press a button and say christie throws out [3]P (i15) you will get CH and if you free cancel you now have to take a mixup of throw or button and then the string mixup.
 

DrDogg

Well-Known Member
The Throw is 0 on hit however the stance cancel is not instant and it does in fact require frames. It is unsafe on hit.

Why are you canceling out of BND? No one said anything about canceling out of BND. Stop being so close-minded and you might get better with Rig.

I'm not going to argue with you anymore about the other stuff you posted. You clearly don't understand what I'm saying, and text-based conversation is simply not enough. If you're going to be at Final Round or some other tournament, I'll show you first hand. Otherwise, feel free to assume I don't know what I'm talking about and keep being stagnant with your Rig.

BTW... my Rig beats Rikuto.
 

Lei

Member
Why are you canceling out of BND? No one said anything about canceling out of BND. Stop being so close-minded and you might get better with Rig.

I'm not going to argue with you anymore about the other stuff you posted. You clearly don't understand what I'm saying, and text-based conversation is simply not enough. If you're going to be at Final Round or some other tournament, I'll show you first hand. Otherwise, feel free to assume I don't know what I'm talking about and keep being stagnant with your Rig.

BTW... my Rig beats Rikuto.

I have bodied you with rig, just an fyi. Oh but wait here comes the "it was online" while I could understand that. Any "recent" games you would have with Rikuto playing with Rig would be online. So it would be like wise, it's irrelevent.

I could care less if you take games off of Rikuto. He gets irritated enough you will that's just how he is by nature. I have taken games off of him with rig big deal. That wasn't the point, it's still irrelevent.

Why would you cancel out of BND? Because the fastest option you have is i10 at 5K, 4K being your fastest frame trap that's not a high is 14 frames. Any character with a solid high crush or 2P will hit you out that's why you would cancel out of BND. Unless you want to press the High and take a CH or even press 4K which by solid I mean faster than i14, You will still lose the trade. And the Range from the BND throw the first 5K whiffs anyhow. Maybe you should break the situation down further.

Dr.Dogg, You clearly don't understand what I am saying even though I have already explained the point of my debate you refuse to actually look at what someone is saying and hypocritically do exactly what you just told me to do and keep a closed mind. Hey, we are human though no one is truly open minded.

Have a good day sir.
 

DrDogg

Well-Known Member
Seriously? Okay, fine...

I have bodied you with rig, just an fyi. Oh but wait here comes the "it was online" while I could understand that. Any "recent" games you would have with Rikuto playing with Rig would be online. So it would be like wise, it's irrelevent.

I was only referring to offline games. Online is 100% meaningless.

I could care less if you take games off of Rikuto. He gets irritated enough you will that's just how he is by nature. I have taken games off of him with rig big deal. That wasn't the point, it's still irrelevent.

You brought up Rikuto, not me.

Why would you cancel out of BND? Because the fastest option you have is i10 at 5K, 4K being your fastest frame trap that's not a high is 14 frames. Any character with a solid high crush or 2P will hit you out that's why you would cancel out of BND. Unless you want to press the High and take a CH or even press 4K which by solid I mean faster than i14, You will still lose the trade. And the Range from the BND throw the first 5K whiffs anyhow. Maybe you should break the situation down further.

Most characters do not have a mid-hitting high crush that's fast enough to beat out BND 4K. If they use a low attack to high crush, BND 8K crushes that and juggles. In the few instances in which a character has a mid-hitting high crush that is faster than i14, that's a match-up specific issue and has nothing to do with this thread or the conversation at hand.

To comment on the bit you added, the first K only whiffs if the opponent does nothing (and even then it doesn't whiff all the time), in which case the second is blocked and nothing changes about the situation. If the opponent uses a mid, which is why you're attacking with K in the first place, then it connects just fine.

Dr.Dogg, You clearly don't understand what I am saying even though I have already explained the point of my debate you refuse to actually look at what someone is saying and hypocritically do exactly what you just told me to do and keep a closed mind. Hey, we are human though no one is truly open minded.

I understand what you're saying just fine. I simply do not agree with it and believe you are wrong on many instances. In addition, I grow tired of arguing with you about it. My initial post in this thread was not intended to start a debate. It wasn't even a topic of discussion. It was to help out new Rig players. You decided to call my list into question when there was simply no reason to. You didn't even bother to ask why I stated some of the things in my initial post, you came right out of the gate saying I was wrong (when in fact I was not).

Keep in mind I have played Rig longer than anyone who posts on FSD. I don't just say things randomly. I've put a lot of time into this character. I may not always be correct, but there are better way to accuse me of inaccuracies.
 
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