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Tecta1Eastside

[P4AU] Rise Combo Thread Updated 8/1/15

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This doesn't seem to work on Labrys or Shadow Labrys.  5C 22A/B doesn't seem to work on her at all unless you are point blank and just hit with raw 5C, cancelling from any other normals just seems to push you too far away and the 22A/B whiffs

 

5C(2) > 22A does work on Labrys, and 5C(1) > 22B works on her if you do it as quickly as possible. They have to be right in the corner, though.

 

Try to time the 22A so it hits right after the 5C(2) does. It's similar timing to a midscreen 5C(2) > 214B combo.

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Alright I got it, I didn't know you could delay the 22A that long and have it actually still combo.

 

I'm curious what ASW actually planned for her combos to be like because a lot of her stuff feels like it kind of just happens to work rather than being intentional

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Highest damage I could find off OMB was:

CH 5c dash 2b 5b 2ab OMB dash 5c 22b 214a 214214cd for 8k damage.

Also, point blank 2b(1) 5c combos on standing opponents, so you can do things like j.b j.a 2b(1) 5c 214b 5aaa 214a to increase your midscreen damage.

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Midscreen:

 

Throw > OMC > 66 5C > 214B > 2B(1) > 5C(1) > 22A > delay j.B > j.D > jc > j.2B - 2758+scan

 

Anybody have advice for this combo? I've tried a bunch of different timings for the j.B, but I've only gotten the j.D to hit once. I've also tried just jumping just straight up as was as forward jumping, but this combo just won't work for me.

 

Or if there's a better midscreen throw OMC combo that has been found, someone let me know, please.

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So guys, I want to explore some combo options off of 2b(1 hit) 5c 214b after the wall bounce.  The challenge mode shows that you can hit them when they bounce back with 2b, but the timing seems really tight unless I just don't know it.  I've hit with 5a 2b very few times, but was wondering if anyone could help with the visual cue or timing for when is the right time to perform 2b after the wall bounce.  I feel like there can be a myriad of combo options there for both damage and set ups from this combo starter, and it can obviously be done without meter.

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It should be 5C delay 214B.  The farther out you hit them the more advantageous it is and the easier it is to follow up.  It is tigher on some characters, i.e. Minazuki. Ideally you want the 214B to connect after the second hit of 5C and as close to to the move's max range as you can get it.

 

Also note that it only works on crouch at most ranges except for I think point-blank 5C.

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Corner only (haven't tested midscreen)

 

22A > 214214C+D

Let 22A's second hits hit,

 

Should do about 6k if you perfect the rhythm.

(I usually get around 5.7k damage at times) 

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Midscreen you can do sweep > 236C+D 665C(1) 22B 214A 66 214214C(/+D). Not as much as the OMB version though and still runs the clock, so usefulness is kinda limited.

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Hey guys can anyone give me good corner combos for Rise that has decent damage. Combos with and without using heat. (Note i tried the one i found from youtube but it seems outdated(?) I've been trying this 5AA 5B 5C 22A 2AB 236A but 236A won't hit.)

 

 

Thanks!

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Universal:

5AA > 5B > 5C > hop > j.B > j.236C > 5AA[A > 214A] or [> 2AB > 236B]

easier on crouching opponents, but also works on standing

 

Standing opponents:

5AA > 5B > 5C > 22A > 5AAA > 214A

(25) 5AA > 5B > 5C > delay 22A  > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A

delay of 22A is character specific

 

Crouching opponents:

5AA > 5B > 5C > 22B > 5AA[A > 214A] or [2AB > 236B]

(25) 5AA > 5B > 5C > 22B > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A

 

Throw: 5AA > 5B > 5C > 22A > 5AAA > 214A

 

Awakened:

(75-100) 5AA > 5B > 2AB > 236AB > 2B(1) > 22A > 236A > 214214C(D)

also works off a throw

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j.B j.D timing is pretty tight.  It should be superjump also btw but I don't know if that makes any difference for what you're trying to do.

 

Sorry for the super late response, but thanks, I'll try that out. 

 

I'm still unsure of exactly what I'm supposed to be doing, like if I'm supposed to delay super jump and do j.B as I'm rising or falling, but I'll mess around with it in training mode and see if I can figure it out.

 

Hey guys can anyone give me good corner combos for Rise that has decent damage. Combos with and without using heat. (Note i tried the one i found from youtube but it seems outdated(?) I've been trying this 5AA 5B 5C 22A 2AB 236A but 236A won't hit.)

 

 

Thanks!

 

You need to delay the sweep a bit.

 

 

Universal:

5AA > 5B > 5C > hop > j.B > j.236C > 5AA[A > 214A] or [> 2AB > 236B]

easier on crouching opponents, but also works on standing

 

Standing opponents:

5AA > 5B > 5C > 22A > 5AAA > 214A

(25) 5AA > 5B > 5C > delay 22A  > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A

delay of 22A is character specific

 

Crouching opponents:

5AA > 5B > 5C > 22B > 5AA[A > 214A] or [2AB > 236B]

(25) 5AA > 5B > 5C > 22B > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A

 

Throw: 5AA > 5B > 5C > 22A > 5AAA > 214A

 

Awakened:

(75-100) 5AA > 5B > 2AB > 236AB > 2B(1) > 22A > 236A > 214214C(D)

also works off a throw

 

I'll have to test the last one out, because I've just been doing: corner throw > 2B (2) > 5C (2) > 22A > 236A > 214214C(+D). Gets about 5.4k with the SB super, IIRC.

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I'll have to test the last one out, because I've just been doing: corner throw > 2B (2) > 5C (2) > 22A > 236A > 214214C(+D). Gets about 5.4k with the SB super, IIRC.

 

Does a few hundred less damage than I remembered it doing. It's 4961 dmg if you do: 2B (2) > > 5B > 5C (2) > 22A > 236A > 214214C+D

 

Still, not bad at all for an easy corner throw combo.

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Are there any non-OMC/OMB mid screen throw combos? I don't know how to follow up, I usually just throw a microphone stand at their face in the hopes of stealing some meter.

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I need combos off of airthrows and dp->risette field. My airthrow combo is currently:

 

Airthrow, OMC, 2B(2), 5C(1), 22A, 214A, run forward jB, dj(B, C(1), 236C) - ~3040-3127

 

Maybe there's better

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Crouching opponents:

 

(25) 5AA > 5B > 5C > 22B > 2AB > 236AB > j.B(1) > hop > j.B > j.236C > 5AAA > 214A

 

Throw: 5AA > 5B > 5C > 22A > 5AAA > 214A

 

For throw, this one is better:

throw, 2B(2), 5B, 5C(1), hop (B, 236C), 2A, 5AAA, 214A, 236236B - 3819

 

And as for the other combo, it seems hard and most of the time they drop out before the third 5A in the autocombo...there is also a typo, should say 2B(1) instead of j.B(1). For the corner crouching combo I use:

 

5AA, 5B, 2B(2), 5C(2), 5B, 2B(2), 5C(1), hop B, 5AAA, 214A, 236236B - 3782

 

Doesn't require any meter (aside from the super).

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Here are a few good, easy combos that deal respectable damage.

 

5aa 2b(2) 5b 5c 2b(2) 5b 5c hjc j.5a 5aaa 214a 236236b (hop cancel the second 5c as soon as possible, and j.5a as close to the ground as you can, so it links into 5aaa)

 

AoA~D 236B 2B(2) 5C(2) 236C 5AAA 214A 236236B (the 5A of the 5AAA needs to be timed to connect.)

 

AoA~D 22A 236A 214214CD (Laughably, this does the most damage of any AoA~D combo into Dance Super I can come up with.)

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I need combos off of airthrows and dp->risette field. My airthrow combo is currently:

 

Airthrow, OMC, 2B(2), 5C(1), 22A, 214A, run forward jB, dj(B, C(1), 236C) - ~3040-3127

 

Maybe there's better

 

I've been doing Air Thrown > OMC > 2B (2) > 5C (1) > 22A > j5C > j5D (land) > j5B> jc > j5B > j5B > j236C - 3074

 

Maybe you can replace the j236C with j5C into Risette Field but I haven't been able to do it because I'm bad.

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Say I'm cornered but I roll a move and cross the opponent up, what is a suggested CH combo?

 

Also, for:

5AA (5B 2B) 2A+B > 236C+D, 5C(1) > 214B, 5AA 2A+B

 

How come sometimes the opponent will tech early making 5C or 5AA after 214B not connect?

 

Edit: I was trying to see how much I can delay 236CD or not at all to see if it would affect it but is the case just me not linking 5C correctly?

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I have 2 questions. In the challenge 24 you have to do 2b 5C 214B 2B, etc... But how? When I want to hit the second 2B Rise hasn't recovered from the 214B, I have tried countless times but have been able to hit just twice.

 

And the other one. Is it possible to do OMB>rhythm super?

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