P4AU/Rise Kujikawa: Difference between revisions

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'''<big>Musical Notes: </big>'''<br/>
'''<big>Musical Notes: </big>'''<br/>
Rise has the ability to summon musical notes onto the screen using her ROCK YOU! skill. Musical notes have no hitbox until detonated but once detonated, the notes are multi-hitting (6-7 hits), giving lots of blockstun and hitstun. Special note: Once musical notes are already on the screen, new ones will not come out unless the old ones are detonated or disappear on their own.  
Rise has the ability to summon musical notes onto the screen using her ROCK YOU! skill. Musical notes have no hitbox until detonated but once detonated, the notes are multi-hitting (6-7 hits), giving lots of blockstun and hitstun. Special note: Once musical notes are already on the screen, new ones will not come out unless the old ones are detonated or disappear on their own. If only one note is active, doing 236A/B will simultaneously detonate the existing note and put out a new one.
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  |hitbox=Rise/2AB
  |hitbox=Rise/2AB
  |description=
  |description=
Rise uses the microphone stand to hold her up as she sweeps her legs forward to sweep the opponent. Has good reach.
Rise uses the microphone stand to hold her up as she sweeps her legs forward to sweep the opponent. Has good reach and can low-profile some moves.
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*Can hold the D button to delay the laser coming out
*Can hold the D button to delay the laser coming out


Good for controlling space and covering approach, but has a very long startup that is easily punished by many characters.
Good for controlling space and covering approach, but has a very long startup that is easily punished by many characters, and your Persona will have considerable recovery after preventing you from doing any Persona-reliant move for a few seconds.
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  |hitbox=Rise/BD
  |hitbox=Rise/BD
  |description=
  |description=
Rise's reversal. If the opponent hits the barrier that Himiko summons in front of Rise, the counter attack will come out immediately. However, the counter attack will still come out after a set amount of time, even if the opponent does not hit the barrier. The barrier that Himiko summons will block all attacks until the counter attack comes out. Unfortunately, this technically counts as the opponent's attack being blocked and will allow them to cancel the attack that hits the barrier into anything they could normally cancel it into on block.  On the plus side, canceling into Risette Field makes this move really safe.
Rise's reversal. If the opponent hits the barrier that Himiko summons in front of Rise, the counter attack will come out immediately. However, the counter attack will still come out after a set amount of time, even if the opponent does not hit the barrier. The barrier that Himiko summons will block all attacks until the counter attack comes out. Unfortunately, this technically counts as the opponent's attack being blocked and will allow them to cancel the attack that hits the barrier into anything they could normally cancel it into on block, but on the plus side, hitting the shield will cause hitstop, making Rise immune to a number of safejump setups.  Cancel into Risette Field on block to make this move safe.
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  |hitbox=Rise/236C
  |hitbox=Rise/236C
  |description=
  |description=
*Sets two floating notes which can be detonated by hitting them with any B normal, 214A/B, or another 236A/B.
*Sets two floating notes which can be detonated by hitting them with any B normal, 214A/B, or another 236A/B.  Exploding notes can also trigger other notes if close enough.
*Notes remain onscreen until detonated or until they expire.  They will not go away even if Rise is hit.
*Notes remain onscreen until detonated or until they expire.  They will not go away even if Rise is hit.



Revision as of 14:52, 18 September 2014

Rise Kujikawa

Introduction

P-1 Climax Nickname: The Scandalous Superstar Idol
Persona: Himiko
Arcana: The Lovers
Backstory:

  • Placeholder

Overview

Health: 9000
Persona Cards: 4
Play-style: Hybrid Mixup/Zoning
Air Movement Options: 1 Double Jump/Airdash
Run-type: Dash

Pros/Strengths:

  • Amazing non-Persona normals, including a good anti-air (2B) and jump-in/overhead (J.B).
  • Good pressure game through skills such as Arrow Rain, ROCK YOU! and Risette Field.
  • Can reflect attacks.


Cons/Weaknesses:

  • Very Persona reliant for pressure, damage.
  • Persona normals have very long start up and recovery.
  • Furious Action has Fatal Recovery.


Musical Notes:
Rise has the ability to summon musical notes onto the screen using her ROCK YOU! skill. Musical notes have no hitbox until detonated but once detonated, the notes are multi-hitting (6-7 hits), giving lots of blockstun and hitstun. Special note: Once musical notes are already on the screen, new ones will not come out unless the old ones are detonated or disappear on their own. If only one note is active, doing 236A/B will simultaneously detonate the existing note and put out a new one.

Scanned condition:
Duration: 300F
If Rise hits the opponent with one of her D Persona normals, the opponent will be put under a scanned condition. While the opponent has this condition, the behavior of Rise's Platinum Disc skill and Risette Field will change. The scanned condition will go away if Rise is hit, after a set amount of time or if one of the moves mentioned earlier is used

External References:


Move List

See also: Rise Full Frame Data

Normal Attacks

5A
P4AU Rise 5A.png
P4AU Rise 5AA.png
P4AU Rise 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A - All 6 3 14 -4 -
  • Can jump and hop cancel

Unlike most standing jabs, Rise's standing jab actually hits lower down near the ground level where she kicks the bottom of her microphone stand a bit forward. Rise's fastest jab at 6f with respectable range.

5AA - All 11 2 15 -2 -

Moves Rise forward and sends airborne opponents back down to the ground, allowing you to end combos in sweeps or other low-hitting moves.

5AAA - All 11 3 26 -12 -

Standard 5AAA combo finishes. Comes out relatively fast so it'll still combo at the end of long combos for a chunk of free meter and burst gauge. Has high proration so try to avoid using this at the start of combos.

5B
P4AU Rise 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 13 3(4)15 11 -18 -
  • Can detonate musical notes
  • Can hop cancel. Can jump cancel on hit

Rise swings and throws her microphone stand. If the swing does not hit initially, Rise will throw the mic stand as a mid-range projectile. Good for spacing but has bad recovery on whiff so be careful using this.

2A
P4AU Rise 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- L 7 5 9 -3 -
  • Chains into itself 3 times
  • Can hop cancel

Standard low, good for high-low mixups after j.B.

2B
P4AU Rise 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - 9 4(3)4 21 -10 -
  • Good Anti-Air
  • Can detonate musical notes
  • Can jump and hop cancel, which are good for varying your pressure
  • First hit hits low

Pretty good all-purpose move as it moves Rise forward, hits low, deals decent damage, has fast startup, etc.

j.A
P4AU Rise jA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- H 6 3 12 - -

Standard jumping jab. Good for air to air battles at closer ranges.

j.B
P4AU Rise jB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- H(1), All 9 2x4 14 - -
  • Can detonate musical notes
  • Good jump in

The multiple hits from the bottom of the microphone stand makes it easy to convert into a combo on hit or to start pressure with on block, making it a solid jump in. Only the first hit is an overhead but it can be canceled into j.A for an overhead as well.

j.2B
P4AU Rise j2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - 16 2(6)7 10 -2 -

The dive and the sweep are two different hits. Good for ending air combos because of its ability to ends in a ground knockdown. If the second hit connects, can follow up with specials.

Guard Cancel Attack
P4AU Rise 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Has the same animation as her No Touching! special but doesn't give a wall bounce like it does.

All Out Attack
A+B
P4AU Rise AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- H - - - - -

Rise whips the bottom of her microphone stand down on the opponent. Very punishable on block but has a pretty subtle animation, especially when the white flash is obscured by other move effects.

Sweep
2A+B
P4AU Rise Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- L 12 3 18 -4 -

Rise uses the microphone stand to hold her up as she sweeps her legs forward to sweep the opponent. Has good reach and can low-profile some moves.


Persona Attacks

5C Persona Required
P4AU Rise 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 15 - 66 Total -6 -
  • Can dash and hop cancel. Can jump cancel only on hit

Has two hits, one from the initial "charge up" animation and one from the projectile itself. If Rise cancels into a non-Persona action on the first hit, the Persona will stay out and still perform the second hit, making it good for covering gaps from actions such as hops. Dash cancel is also useful to retain pressure if opponent blocks the second hit. However, note that the two hits are NOT airtight on block which means that the opponent can always reversal though them.

5D Persona Required
P4AU Rise 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 56 40 54 Total +31 -
  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out

Good for controlling space and covering approach, but has a very long startup that is easily punished by many characters, and your Persona will have considerable recovery after preventing you from doing any Persona-reliant move for a few seconds.

2C Persona Required
P4AU Rise 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - 20 - 53 Total - -

Long startup, but Rise can move immediately after setting the bit, making this move insanely + on hit or block allowing for pretty dangerous setups provided you can get it out. Also good in some cases as an approach tool as the projectile shot is very delayed and Rise has a ton of time to run after it.

2D Persona Required
P4AU Rise 2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 72 40 53 Total - -
  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out

Same as 5D but the green laser goes from up to down. Good in scenarios where you want the laser to hit at instant air dash height first. Note that this is slightly slower than 5D for some reason.

j.C Persona Required
P4AU Rise jC.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 13 - 59 Total - -

Similar to 5C but the projectile is angled downward at 45 degrees. The initial hitbox is actually bigger than it looks so it can be used to juggle opponents in air combos even if they look way too high for the projectile to connect. Otherwise, can be used to call out anti-airs since it stops Rise's momentum in the air and she can still move and attack on the way down after the move's recovery.

j.D Persona Required
P4AU Rise jD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 56 40 49 Total - -
  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out

An air version of her 5D. Just like the ground version is very good at shutting down the opponent's ability to move on the ground, the air version can shut down the opponent's ability to move in the air.

j.2D Persona Required
P4AU Rise jD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 71 40 49 Total - -
  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out

An air version of her 2D.


Throws

Ground Throw
C+D
P4AU Rise GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Throw 5 3 22 - -
  • Inflicts the charm status ailment on the opponent

The spin state it leaves the opponent in allows it to be comboed from meterless in the corner or on counterhit. In the corner, you can also OMC into Risette: Live On Stage for an unblockable reset from the spin state.

Air Throw
j.C+D
P4AU Rise AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Throw - - - - -

An air throw that ends with Rise slamming them directly down into the ground, giving good positioning to start pressure.


Furious Action

Reflective Bit
B+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 44 15 48 -37 -

Rise's reversal. If the opponent hits the barrier that Himiko summons in front of Rise, the counter attack will come out immediately. However, the counter attack will still come out after a set amount of time, even if the opponent does not hit the barrier. The barrier that Himiko summons will block all attacks until the counter attack comes out. Unfortunately, this technically counts as the opponent's attack being blocked and will allow them to cancel the attack that hits the barrier into anything they could normally cancel it into on block, but on the plus side, hitting the shield will cause hitstop, making Rise immune to a number of safejump setups. Cancel into Risette Field on block to make this move safe.


Skill Attacks

ROCK YOU!
236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - All - - - - -
  • Sets two floating notes which can be detonated by hitting them with any B normal, 214A/B, or another 236A/B. Exploding notes can also trigger other notes if close enough.
  • Notes remain onscreen until detonated or until they expire. They will not go away even if Rise is hit.

The soundwave Rise sends out is a projectile that can hit the opponent and detonate any existing notes.

A version is fast but has short range and the notes travel slowly over a short distance.

B - All - - - - -

Longer startup than A version but has better range and the notes travel faster; also slightly advantageous on block. Can be used as a meaty as a max range meaty 236B is both safe vs. most reversals and + on block.

SB - All - - - - -

Has faster startup and recovery than meterless versions with B note range and speed. Good for extending combos and pressure in corner as the move is quite advantageous on block and the recovery is fast enough to allow a followup combo on hit.

No Touching!
214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - All - - - - -

Has pretty good startup and damage and usually gives hard knockdown for all but the most prorated combos, so it's a good special for ending combos with raw damage or when other knockdown options won't work for any reason.

B - All - - - - -

Has considerably more startup and recovery than A version but better range and wallbounces. Good for meterless crouch confirm combos as it will combo off 5C on a crouching opponent and has more than enough untech time for a followup juggle.

SB - All - - - - -

Faster than B version (still slower than A) with B version's range and A's recovery. Wallbounces in corner ONLY giving it some use for corner combos.

Platinum Disc Persona Required
236C/D (Air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - All - - - - -
  • if the opponent has the scanned condition, the disc will track the opponent

C version is faster startup and only hits once. If the opponent is scanned, the C disc will instead track the opponent for about half screen and hit them multiple times in place instead of wallbouncing. Good alternative air combo ender that'll give extra damage and leave the opponent on the other side of the screen instead of next to Rise like j.2B.

D - All - - - - -

Has more startup and range, and always has multi-hit effect instead of wallbounce. When scanned, the D disc will chase the opponent fullscreen.

SB - All - - - - -

Has C's startup and D's hit properties, making it a staple for midscreen combos as it will combo off sweep and gives ample time for followups.

Tetrakarn/Makarakarn Persona Required
214C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - - - -

If Tetrakarn is up, the barrier it creates will automatically pushblock the opponent away if it comes in contact with a physical strike. Rise must block the attack to get the pushblock effect. The shield is on a timer and will go away on successful pushblock, if you get hit or if the timer runs out. As an added bonus, the big blue shield that covers Rise lasts for quite a while and makes her harder to see, making your mixups that much scarier.

Note: The move has a cooldown period where it can't be used again after being used. It is indicated in the HUD as a gray version of the usual meter.

D - - - - - - -

If Makarakarn is up, the barrier it creates will automatically absorb the next blocked projectile and counter with a 5C projectile. Rise must block the attack to get the reflect effect. The shield is on a timer and will go away on a successful reflect, if you get hit or if the timer runs out. Note: The move has a cooldown period where it can't be used again after being used. It is indicated in the HUD as a gray version of the usual meter.

SB - - - - - - -

Has the properties of both C and D versions (can still only trigger once) with faster startup. As an added bonus, the shield that covers Rise is much more opaque making it much harder to see what she is doing.

Arrow Rain Persona Required
22A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - All - - - - -
  • If the opponent has the scanned condition, the bolts will instead track the opponent and also come down in a more organized outside-to-inside pattern, resulting in overall better stun.

Has considerable hitstun and blockstun making it very good for both combos and pressure if you can set it up, as the bolts will hit both on the way up and on the way down and can easily be followed up from both.

A version will cause the bolts to come down right in front of Rise. Each version of Arrow Rain has a different pattern of bolts going up and coming down. A version has a higher initial hitbox so it will whiff on some characters standing at point-blank and all characters crouching.

B - All - - - - -
  • If the opponent has the scanned condition, the bolts will track regardless of location and fall in an organized inside-to-outside pattern.

The bolts come down approximately half a stage away. Better for carry combos as the opponent can be pushed into the further bolts with 214A or 236C. As an added bonus, the bolts start from lower on the way up so they will always hit opponents at point-blank, even if crouching. This allows for meterless followup combos in corner off 5C and is + on block when blocked, the downside being that the descending barrage will happen off the edge of the stage and thus be useless.

SB - All - - - - -
  • If the opponent has the scanned condition, the bolts will come down moving side-to-side that results in lots hit/blockstun.

SB version fires more bolts that track the opponent. Has slightly longer startup than the other two versions (so it may not combo in some cases) but hits consistently both on the way up and back down. Very good for setting up Risette Live unblockables as the extra bolts give enough blockstun to cover the entire startup, forcing the opponent to burn meter Guard Cancelling out (or eat massive unavoidable damage) if made to block this move.

The bolts will always fall in an outside-to-inside pattern when unscanned, leaving a dead zone in the middle centered on the opponent (it is actually possible for the opponent to not move at all and avoid getting hit by SB Arrow Rain that way).


SP Skill Attacks

Hysterical Slap
236236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - All - - - - -

Good as a reversal super because of its deceptively good horizontal range; otherwise use it as a combo ender for damage. Can be OMC'd into Risette Live for even more damage although the timing is a bit tight.

B - All - - - - -

More startup and puts Rise in rage state on hit, resulting in more damage. Note that the Rage status effect will persist for a few seconds after the super ends, so beware of wakeup reversals after using this move.

SB - All - - - - -

A version's startup with B version's Berserk status. Doesn't actually deal any more damage than the B version so save the meter in combos and just do the B version whenever possible.

Risette Field Persona Required
236236C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - All - - - - -
  • Pressing C or D makes a speaker appear near the opponent before exploding
  • While Risette Field is up, C and D Persona normals as well as Risette: Live on Stage can't be used
  • If the opponent has the scanned condition, the satellite speakers will automatically appear around the opponent and spiral around them
  • Has a cooldown on it after use indicated by a grey version of the usual timer for the super on HUD.

Pretty fast startup and recovery overall so you can use this as a pseudo-OMC to continue pressure or to make non-OMCable moves safe like Furious Action safe.

D - All - - - - -

Has more startup and less recovery than C version. Not much difference functionally since C version is already pretty much instant.

SB - All - - - - -

The bits orbit around Rise for a fixed time instead of disappearing on hit, resulting in a long-duration, multi-hit lockdown. As an added bonus the opponent cannot burst anything you hit them with while the bits are active.


Awakened SP Skill Attacks

Risette: Live on Stage Persona Required
214214C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 4649 UB - - - - -
  • Damage of the super depends on how well you score in the rhythm game
  • Each version plays 3 different songs for the rhythm game.

Deals massive damage on a perfect score; if you miss any notes she will still deal pretty good damage. If you score poorly (less than half of the gauge, give or take) you will deal almost nothing.

Startup is very long (since it's unblockable) and you cannot cancel into this move off any other move. However, you can still combo into it off Hysterical Slap OMC and certain Arrow Rain setups, and airtight unblockable setups exist in various forms. Very good for punishing the opponent for poor use of meter/burst or lack of situational awareness. Also, has a very long invuln duration for the entire startup so you can actually use this to punish predictable reversal moves, such as Furious Actions.

D - UB - - - - -

Same as C version except the songs that come up on hit are different.

SB 5963 UB - - - - -

The SB version is the most difficult of the rhythm games to play but has the highest pay off in terms of damage. Otherewise, identical startup and recovery.


Instant Kill

True ♥ Story Persona Required
222C+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.


Tips and Tricks

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only