So I spent some time in the lab last night toying with a few things. I wanted to find consistent answers for some of Riptor’s abilities.
Flame Carpet: Set up a scenario wherein Riptor knocks me down, lays flame carpet, and then strikes with a string of rapid meaty MPs.
Findings: This is a very spacing dependent situation. If she is directly on top of you, as in “cannot possibly get any closer”, then you have to respect the setup and block on wake up. If you just inside the edge of the carpet or a little further in, you can back-jump out of it. If you’re dead-center of the flame carpet, you’ll get hit with the meaty often, so it’s best to block. If you are just inside the middle of the flame carpet, or slightly closer, you can hold up-forward and jump over Riptor to cross her up with a JHK. My suggestion is to play with the spacing in this scenario, as the finite points in which you can jump or must block are difficult to describe. I’m going to experiment in this scenario with different normals and see what adjustments should be made.
Fire-Breathing Robot Dinosaur: I set up a relentless flame-spam scenario.
Outside of flame range, Heavy Air-ORZ seems to be the most consistent punish. The enormous hitbox makes this an option which is minimally dependent on correct spacing. Additionally, Air-ORZ makes Hisako’s hurt-box tiny and sort of lifts the bottom up from the ground. Timing is an issue however; if you do the ORZ too late, the increased hitbox on the final flame may strike you out of the air. A more spacing dependent option is a Jump-in MK; the spacing is strict, and this puts you at greater risk of getting hit by the Riptor player holding B+HP and knocking you out of the air.
Inside of flame range: aside from stuffing it with a fast normal or burning meter on a shadow ORZ for full punish, it seems as though we must simply block. I may be absolutely wrong and I’m open to suggestions. The good news is that if she goes full-yolo and mashes HP, she’s horrendously unsafe and can be consistently punished.
Raptor Over-Easy: I set Riptor up to tail-flip cross-up continually.
Cr.HP is the best answer to this in several scenarios. Tail-flip has a ton of startup frames and is very reactable. Cr.HP’s hitbox will tag her through most of her flip animation, but it your timing is late, you’re going to get hit. If you DO get hit and she goes for a second one, hold crouch and mash (and I mean MASH) HP. If you do, Cr.HP will come out just as soon as hitstun is over and it will knock her down.
Aside from Cr.HP, Cl.HP can be used at the very beginning of her flip.
Finally, if you do an ORZ while she’s in mid-flip over your head, Hisako will move forward and Riptor will miss you, falling flat on her arse and leaving her open to get punished for her very funny looking whiff (I tested this option in the scenario that Hisako gets hit with the first cross-up, and ORZ’s under the second. I’m not sure if this can be done without first getting hit by the cross-up flip, but it’s a consistent option after getting hit with the first one. I’ll test a proactive ORZ flip-dodge later this week).
Thoughts? Concerns? Any specific scenarios you guys would like me to toy around with?
Oh, and lastly: