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.
i19 and
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.
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
into
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.
is i15 with a
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.
or
is great on water stages if you're opponent is not expecting it. 2k i18 and the follow up kick comes out fast.
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.
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.
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.
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
is +2 when blocked, the first kick is i10, and causes a stun.
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.
is i14 and -1 when blocked but transitions back into BND
is +2 and also transitions back into BND.
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.
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.
:[[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.
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.
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...