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Tecta1Eastside

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

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This thread is for posting and discussing Rise combos. Combos will be compiled here in the opening post as they're posted/found

If you need an updated 1.1 list of Rise combos check here.

My YouTube channel also combos

It took a myself a very long time to organize everything.

https://www.evernote.com/shard/s408/sh/dfeb6e26-7c6d-4776-90cd-61099597dace/ba2f7f0801d51ef8a185c000c988b087

http://m.youtube.com/?#/user/TectalEastside

[table]

Notations

j.X

Jump Attack

dc

Dash Cancel

jc

Jump Cancel

sjc

Super Jump Cancel

OMC

One More Cancel

OMB

One More bursts

[/table]

Midscreen Combos

A Starters

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5AAAA

DMG 1375 21 SP

5AAAAA

DMG 2299 [29 SP Required]

5AA > 5B > 2B > 2AB > 236B

DMG 1345 11 SP Note oki

5AA > 5B > 5C(2) > delay 214B > 5AA > 5C > 22B > delay 214A > 66 5D > 214A

DMG 3224 30 SP+Scan [crouching]

5AA > 5B > 2B > 5C(2) > delay 214B > 5AA > 22B > delay 214A > 66 2C(4) > 214A > 236236B

DMG 4245 Cost 50SP [17SP required] [crouching]

5AA > 5B > 2AB > 236CD > 66 5C > 22B > delay 214A > 66 5D > 66 5AA > 2AB > 22A

DMG 3094 tracking 22x [16sp required] Cost 25 SP

5AA > 5B > 5C(2) > delay 214B > 5AA > 5C(2) > 22B > delay 214A > 66 5D > 66 5AA > 2AB > 214A > delay 236236C > delay 5B > 214A > 236236A

DMG 5371 Cost 100 SP 65 SP required [crouching]

5AA > 5B > 2B > 2AB > OMB > delay 66 5C > 22B > 66 2D > 214B > delay 5AAA > 214A > 236236C > delay 66 5B > 214A > 236236A

DMG 6.1k Cost 100 SP + burst

Awakening

5AA > 5B > 2AB > 236CD > 66 5C > 22B > delay 214A > 214214CD

DMG 5875 Cost 100 SP Idol Game

DMG 5139 Cost 75 C or D Idol Game

5AA > 5C > 22B > delay 214A > 66 214214CD

DMG 5861 Cost 75 SP Idol Game [Anti-Air bnb]

5A > 5B > 2AB > OMB > 5C(2) > 22B > delay 214A > 214214CD

DMG 7051 Cost 75 SP + burst SB Idol Game [68 SP required]

DMG 6.0k Cost 50 SP + burst C or D Idol Game [43 SP required]

J.A > J.B > 236CD > 5AA > 5C > 22B > delay 214A > 66 214214CD

DMG 6297 Cost 100 SP SB Idol Game

DMG 5561 Cost 75 SP C or D Idol Game

J.A > J.B > OMB > 66 5C > 22B > delay 214A > 66 214214CD

DMG 6906 Cost 75 SP + Burst SB Idol Game

DMG 5855 Cost 50 SP + Burst C or D Idol Game

[/collapse]

B Starters

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2B > j.B > j.B > j.2B

CH 2B > 214B > delay 5AA >

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C Starters

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CH 5C(2) > 214B > 2B(1) > 5AA > 5C(2) > 214B > 5AA > 5C(2) > 214B > 5AAA > 214A > 236236B

DMG 5321 Cost 50 SP

CH 5C > delay 214B > 5AA > 5C > 22B > delay 214A > 66 2D > 66 214B > 5AAA > 214A > delay 236236C > 66 delay 5B > 214A > 236236A

DMG 6.5k Cost 100SP [54 SP required]

CH 5C > delay 214B > 2B > 5B > J.B > J.B > OMB > delay 66 5C > 22B > delay 214A > 66 2D > 66 214B > delay 5AAA > 214A > delay 236236C > delay 66 5B > 214A > 236236A

DMG 7.5K Cost 100 + burst

[/collapse]

D Starters

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[/collapse]

System Starters

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[/collapse]

Skill Starters

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[/collapse]

SP Skill Starters

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[/collapse]

Near Corner Combos

A Starters

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[/collapse]

B Starters

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CH 2B(2) > 214B > 5AA > 5C > 22B > delay 214A > 66 j.C > j.236C > delay 5AAA > 214A

DMG 4002

[/collapse]

C Starters

[collapse]

[/collapse]

D Starters

[collapse]

[/collapse]

System Starters

[collapse]

[/collapse]

Skill Starters

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[/collapse]

SP Skill Starters

[collapse]

[/collapse]

Corner Combos

A Starters

[collapse]

5AA > 2B > 5B > 5C(2) > delay 22A > delay 2AB > 236B > 2B(1) > 22A > delay 5C > 5D > 214A

DMG 3108 30SP 1 bottom note + Scan

5AA > 5B > 5C(2) > 2B > 5B > 5C(2) > 22A > j.C > delay 5AAA > 214A

DMG 3189 SP 41+ Scan

5AA > 2B > 5B > 5C(2) > delay 22A > delay 2AB > 214C or 214D > 5C > 22A > 5C > 5D > 214A

DMG 2868 27SP Barrier + Scan

5A > 2B > 5B > 5C(2) > delay 22A > delay 2AB > 236B > 2B(1) > mjc j.B > j.236C > 5AAA > delay 236236B

DMG 4.5K Cost 50 SP [6 SP Required]

5A > 5B > 5C(2) > delay 22A > delay 2AB > 236B > 2B > delay 2AB > delay 214A > delay low to the ground > j.C > j.236C > 5AAA > 214A > 236236B

DMG 5016 Cost 75SP [54 SP Required]

5AA > 5B > 5C(2) > 22B > 2B > 236C > delay 5A > 5C(2) > 22A > 5C > 5D > 214A

DMG 3006 SP 29 Scan [Chie specific?]

5AA > 5C(2) > mjc j.B > j.236C > delay 5A > 5C > 22A > delay 5C > [2D] > 214A [release 2D]

DMG 2507 SP 23

[/collapse]

B Starters

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[/collapse]

C Starters

[collapse]

[/collapse]

D Starters

[collapse]

[/collapse]

System Starters

[collapse]

[/collapse]

Skill Starters

[collapse]

[/collapse]

SP Skill Starters

[collapse]

[/collapse]

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Some combos from the recent combo video

 

Throw > OMC IAD j.B > j.A > micro dash 5AA > 2B > 5B > Sweep > 236B Oki
Corner Throw > microdash 5A > 2A > 5AA > 2B > 5B > Sweep > 236A oki
5AA > Sweep > 236CD > 5C > 214B > 2B > 5C > 22A > j.B > (Lasers hit coming back down) > dj.B > j.2B
AOA > C > j.B > dj.B > j.2B >
5A > 2A > 5AA > 2B > 5B > Sweep > 236B oki
236B > 5A > 2A > 5AA > 2B (Activates Musical notes from 236B oki)  
Close to Corner 236B > 5A > 2A > 5AA > 2B (Activates Musical notes from 236B oki)  > 2C > 5D > dash 5AA > Sweep > 236A oki

Corner Throw > microdash 5AA > 2B > 5B > 5C > 2B > 5B > Sweep > 236A oki

Throw > OMC dash 5A > 2A > 5AA > 2B > 5B > Sweep > 236B oki

Corner AOA > D > 236B > 2B (Activates Musical Notes) > 236B > 5AA > 2C oki

Corner Throw > 5AA > 2B > 5B > Sweep > 22A oki

Corner 2D (Input 2D but doesn't hit yet) > AOA > (2D Hits) > dash 5AA > 2B > 5B > Sweep > 22A

Throw > OMC dash 5AA > 2B > 5B > Sweep > 236B oki

Corner 2D (Input 2D but doesn't hit yet) > AOA > (2D Hits) > dash 5AA > 2B > 5B > 5C > 2B > 5B > Sweep > 236A oki

Corner CH 5AA > 2B > 5B > 5C > 236C > 236236C > (3 of the bits juggle Narukami) > C (places last bit to juggle Narukami) > 214214CD

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some vs croucher

 

(2C) > IAD J.B > minidash 2B >  5B > 5C > 214B >  2B (1) > 5C > 22A > J.B > DJ.B > J.2B Deals 3700+with 2c starter.

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ummmmmmm...

 

 

why can rhythm super be mashed to get the buttons? it doesnt seem to matter how many buttons you press so long as the correct one is pressed at the right time... im mashing abc and getting all but the last note very consistently

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(5AA or 2B > 5B) sweep > 236CD > 5C > 214B > 2B (1) > 5C > 22A > SJ.B (1-2hit) > J.D > J.2B

 

2.9k with 5AA

3.5k with 2B > 5B

 

Midcombo scan

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Edit: Ah, didn't even see that someone beat me to it, but yeah...I'm trying to incorporate scan into as many combos as possible since scanned state is so cripping.

This can probably be improved, but, corner:
5B > 2B > 5C(1) > 22A > 5C(2) > 2C > 5D > (scan hits) > 5AB

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In this combo, and some similar combos involving 22A, you actually have time to squeeze in a j.D after the first j.B to leave them in scanned status afterwards.

Edit: Although it seems in this particular case, j.B > j.2B might not connect? So in longer combos you may need to go straight into j.2B

5AA > Sweep > 236CD > 5C > 214B > 2B(1) > 5C(1) > 22A > j.B > j.D > (lightning hits) > (scan hits) > dj.2B

 

It's easier to do with super jump imo. slight delay j.b > j.d > j.2b

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https://www.youtube.com/watch?v=_dNb5PFaT-Y this is what i settled on since i figure having 214bs in your combo is just going to make it not work if you aren't exactly midscreen.

 

also, i'm positive using j.2b for a  knock down is going to give you ass for oki. I really wanted to get my earlier combo to end with a 214b and see if it was still untechable, i doubt it though.

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Stuff from challenge mode that seems useful in practice:

Crouch confirm > 5C 214B (input between first and second hits of 5C) 2B 5C etc.

Corner confirm > sweep 236A+B 2B(1) 5C 22A etc. (higher proration starters can do 2B(2) instead of 2B(1) 5C to detonate both notes and get more stun)

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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

Throw > OMB > 66 5C(1) > 22A > j.B > j.D > jc > j.2B > 2216+scan

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From near max-range 5B:

 

5B > 2AB > 236CD > 66 5AA > 5B > 5C(1) > 22A/B > 214A > sj.B > j.C > j.236C - 3162
5B > 2AB > 236CD > 66 5AA > 5B > 5C(1) > 22A > sj.B > j.D > j.2B - 2803/scan
5B > 2AB > 236CD > 66 5AA > 5B > 5C(1) > 22A > 236A > 214C - 2597/notes+tetrakarn

 

(while scanned)

5B > 2AB > 236236C > 214B > 5C(1) > 22A > j.B > j.C > jc > j.B > j.C > j.236C - 4076

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Jourdal posted this today seems better than the other combos so far if anyone wanna transcribe them since i'm on work lunch break don't have the time 

 

https://www.youtube.com/watch?v=RQlXspxIZIs

 

A lot of those combos are really inconsistent omg. I can barely do them. My arms hurt. :<

 

5AA > 2A+B > 236C+D > microdash 5C(1) > 22A > microdash 2C > 5D > microdash 5AA > 2A+B > 214A

5AA > 2A+B > 236C+D > microdash 5C(1) > 22B > microdash 5AA > 236C > microdash 2A > 5AA > 2A+B > 236A

 

Those are HARD

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doing 5c by itself is hardest. doing dash 2b is the next best thing. doing a 2b though means another normal must be taken out so the combo wont drop. otherwise these combos are like 1f links and need a microdash aka hard. without the dash, 5c is most consistent when canceled from 236cd as the last 1 or 2 hits from the disk finish. l believe there are 8 hit total but can be less.

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http://www.nicovideo.jp/watch/sm24353644 rise aoa vid

 

i mirrored it and the combos at my youtube for easy access as well

 

http://youtu.be/H5dmrzFFrus

 

combos 

 

 
corner 
aoa fatal, 2b(1), 5c, 236c, 2a, 5c, 236c, 2b, 5c, 214a 3.5k
 
aoa, 2b(1), 5c, 236c, 2a, 5c, 236c, 5aaa, 214a 3.7k 
 
 
midscreen to corner aoa d fatal, iad jb, j.c(1), j236c, land 2b(1),5c, 236c, 5aaa, 214a, 236236b 4.7k 50 meter
 
corner aoa d fatal, 2b(1), 5c, 236c, 2a, 5c, 236c, 5aaa, 214a, 236236b 4.6k
 
corner aoa d fatal, iad jb, jc(1), j236c, 2b(1), 5c, 236c, 5aaa, 214a, omb, 214214c 5.1k 50 meter + awakening + burst
 
midscreen fatal 214b, 2a, 5c, iad, j.a, 2b, 214ab, iad, j.b, jc(1), j236c,2b(1), 5c, 236c, 5aaa, 214a, omb, 214214c 5.3k 75 meter + awakening + burst
 
midscreen fatal 214b, 2a, 5c, iad, j.a, 2b, 214ab, iad j.b, j.c(1), j236c, land, 2b(1), 5c, 236c, 5aaa, 214a, omb, 214214cd  5.6k 100 meter + awakening + burst
 
midscreen fatal 214b, 2a, 5c, iad j.a, 2b, 214ab, iad j., j.c(1), 236c, land, 2b(1), 5c, 236c, 5aaa, 214a, 236236b 75 meter 5k 
 
corner fatal 214a, 2a, 5c, 2c, j.b, j.c(1), j236c, land, 2b(1), 5c, 236c, 5aaa, 214a, 236236b 50 meter 4.6k
 
corner fatal 214a, 2a, 5c, 2c, iad j.b, j.c(1), j236c, land, 2b(1), 5c, 236c, 5aaa, 214a, 236236b, omc, 214214c 100 meter + awakening 5.6k

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A lot of those combos are really inconsistent omg. I can barely do them. My arms hurt. :<

 

5AA > 2A+B > 236C+D > microdash 5C(1) > 22A > microdash 2C > 5D > microdash 5AA > 2A+B > 214A

5AA > 2A+B > 236C+D > microdash 5C(1) > 22B > microdash 5AA > 236C > microdash 2A > 5AA > 2A+B > 236A

 

Those are HARD

 

The corner versions are are easy, at least:

 

Standing: 5AA 5B 5C 22A delay 2A+B 236A 2B(1) hop j.B j.236C 5AAA 214A delay 236236B (about 4.5k)

Crouching: 5AA 5B 5C hop j.B 236C (as low as possible) 5AAAAA (about 3.5k)

 

Pretty good for combos that build almost 50 meter just doing them.

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Remember that 22A won't hit on crouchers or skinny people from a 5C when they are standing. This makes a lot of the corner combos inconsistent and you need new variation versus skinny characters like Yukiko and Rise.

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vs crouchers/small characters, you can still do:

 

xx > 5C > 214AB > 5AA > 5C(1) > 22A > 7j.B > j.D > dj.2B

 

or

 

5B > 5C > 2AB > 236AB > 2B(1) > 5C(1) > 22A > 5C(1) > 5D > j.2B

 

which gives you note+scan oki

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Midscreen I do 5AA 2A+B 236C+D 5C 214B 2B5C 22A j.C j.D leaves them scanned but they can air tech

also 5AA 2A+B 236C+D 214B 2B5C 22A 236A lightning hits  j.2B leaves them near the notes.

 

Corner I 2A/5AA 5C 2A+B 236A+B 2B(1) 22A 5C2D j.2B leaves them scanned and near a note.

 

Still trying to find better combos. These work on all bodies so far, the first combo has a harder time on skinny characters like Rise.

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Sounds good, thanks. If they can air tech that's ok because it leaves her with disk + shield/lightning/2c/d

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Yeah only downside is I need a combo to do when near the corner but not really the corner, the 214B bounces them too far behind for the rest of the combo to connect.

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