This subpage contains any edits of Ria Corst's version of Pikaman. What is listed here is limited to what the edits change, meaning information should not be duplicated from the article about the original version outside of the idle animation and portrait, even if they haven't changed.
Ryun's edit makes pikaman a six-button character while still retaining the fundamental playstyle of a three-button character like the original, though the button layout has been changed to make it more traditional and easier to use, with the regular Normals now assigned to Ⓐ, Ⓑ, and Ⓒ. The additional button (Ⓩ) is used exclusively in Simul mode when pikaman_R is paired up with itself or a character compatible with its tag system, tagging the partner in when used on its own, or calling the partner in for an assist when used in conjunction with . While pikaman_R features a total of seven palettes, the seventh palette functions identically to the first six as a result of the unused palette-based coding present in the original for palettes 7-12 being removed.
One of the biggest changes made to pikaman is the expanded moveset that assigns variants of each Special to the main attack buttons, complete with EX Specials, and a brand new attack similar to Zangief's Spinning Piledriver. Inputting Ⓐ+Ⓒ activates a teleport-esque move when used during a combo, causing pikaman_R to go through the opponent and slightly launch them into the air at the cost of 1000 Power; when used outside of a combo in conjunction with [ ], it makes pikaman_R jump forward a specific distance relative to the opponent's position, allowing for pikaman_R to close the gap between it and its opponent quickly while also increasing the effectiveness of its aerial attacks when used against grounded opponents. Pikaman_R is also faster in its attacks than the original pikaman, and even though it deals much less damage with its individual attacks, the damage dampener is far less prominent than it was originally, allowing pikaman_R to take out large chunks of the opponent's Life through comboing. In addition to the expanded moveset, the Specials that used Power in the original version are now attributed as Hypers.
Stats[]
Unchanged from original version.
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Some or all of this character's movelist is in a language other than English. English translations for attack names can be viewed by hovering the mouse cursor over the non-English text.
Original names, activation methods and properties for moves that have been modified are faded. Only animations that have changed are shown. Moves that have only been renamed are not listed.
Removed Specials[]
ロケット頭突き
Command Input
Properties
Ⓒ
Uses 1000 Power
雷
Command Input
Properties
+Ⓒ
Uses 2000 Power
魔人拳
Command Input
Properties
+Ⓒ
Requires 地上オーバードライブ to be active Overdrive Gauge must be at less than or equal to half Uses 2000 Power
Modified Specials[]
突進
Command Input
Properties
or Ⓐ+Ⓑ
Ⓧ / Ⓑ
Ⓐ, Ⓑ and Ⓐ+Ⓑ versions: Ⓐ version: Ⓑ
version: does not hit airborne opponents Ⓒ version: Ⓐ+Ⓑ version: , uses 500 Power
Ⓧ version:
Ⓐ
Ⓑ
Ⓒ
Ⓐ+Ⓑ
突進キック
Command Input
Properties
or Ⓐ+Ⓑ
Ⓐ
Ⓒ version: Ⓐ+Ⓑ version: , uses 500 Power
Ⓐ
Ⓑ
Ⓒ
Ground
Aerial
Ⓐ+Ⓑ
Modified others[]
地上オーバードライブ
Command Input
Properties
Ⓐ+Ⓧ
Ⓧ+Ⓨ
Decreases opponent's hit state velocities Overdrive Gauge must be full Gradually empties Overdrive Gauge Ends when Overdrive Gauge runs out
まもる
攻性防御
Command Input
Properties
Ⓑ+Ⓒ just before opponent's attack makes contact
Ⓐ+Ⓑ just before opponent's attack makes contact
Negates all damage Ⓐ to activate カウンター if hit by melee attack
Ⓨ to counterattack
高速移動
Command Input
Properties
during 後退ダッシュ
Teleports behind opponent
Ground
Aerial
Added Specials[]
対空投げ
Command Input
Properties
or Ⓐ+Ⓑ
Ⓒ and Ⓐ+Ⓑ versions: *, becomes a throw if melee attack doesn't connect Ⓐ version: Ⓐ+Ⓑ version: , uses 500 Power
Ⓐ
Ⓑ
Ⓒ
Ⓐ+Ⓑ
電光石火
Command Input
Properties
Ⓐ+Ⓒ when previous attack makes contact
Uses 1000 Power
カウンター
Command Input
Properties
Ⓐ when hit by melee attack during まもる
Standing and crouching versions: Aerial version:
Standing
Crouching
Aerial
Added Hypers[]
ロケット頭突き
Command Input
Properties
Ⓨ
Uses 1000 Power
Ground
Aerial
雷
Command Input
Properties
+Ⓨ
Uses 2000 Power
Ground
Aerial
魔人拳
Command Input
Properties
+Ⓨ
Overdrive Gauge must be full Empties Overdrive Gauge Uses 2000 Power
ガードシフト
Command Input
Properties
+Ⓒ while stand guarding
Uses 1000 Power
バースト
Command Input
Properties
Ⓐ+Ⓧ during hit state
Cancels remaining frames of current hit state Overdrive Gauge must be full Empties Overdrive Gauge