P4AU/Rise Kujikawa/Combos

From Dustloop Wiki
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(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.


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.


  • 5AAA > 214A > (236236B)
Basic auto combo variant for meter gain. 214A gives hard knockdown and 236236B deals more damage than A version, so this is better than doing the full autocombo.

  • 5AA > 5B > 2B > 2AB > 236B Oki
Requirements: --
Damage: --
Note: Midscreen BnB combo

  • 5AA > 5B > 2AB > 236CD, 66 5C > 22B, delay 214A, 66 5D, 66 5AA 2A+B > Analzyed 22A oki
Requirements: 25 Meter. Must be at least around round start distance from corner.
Damage: 3094
Corner carries about half a stage length. If done properly, the 214A should cause the opponent to fly past the first lightning bolt from the descending 22B and be hit low to the ground.

  • 5AA > 5B > 5C > delay 214B , 5AA > 5C > 22B , delay 214A > 66 2C , 66 5D , 214A
Requirements: Crouch Confirm
Damage: 3440, Meter gain: 34

  • AA 2B > jc j.B > djc j.2B
Requirements: --
Damage: --
Notes: Brings the opponent back down to the ground. Use this route when the opponent is low enough in the air for the j.2B to hit

  • AA 2B > jc j.B > djc j.B > j.C > j.236C
Requirements: --
Damage: --
Notes: Knocks the opponent to the other side of the screen so you can't continue pressure afterwards. Use this route when opponents are too high for j.2B to connect. After landing, you can attempt to keep control of the situation to get back in by doing 5[D] or Arrow Rain

Midscreen to Corner

Corner Only

5A Starter

Note: Basically all corner combos ending in 5AA can be taken into either A 214A 236236B (OMC 214214C/D) or 2A+B meaty 236B ender, depending on whether you want damage or oki.

  • (Standing confirm) 5AA (5B 2B) 5C(1) delay 22A, delay 2A+B 236B, 2B(1) hop j.B j.236C, 5AA > ender
Standing only. Requires 50 SP for standard 236236B ender, 150 SP for extended 214214C/D ender.
Standard standing confirm for high damage. Note that 22A will not combo universally on the entire cast if done immediately, in which case a slight delay will be needed so the ascending lightning hits the opponent after the second hit of 5C connects.
  • (crouching confirm) 5AA (5B 2B) 5C(1) hop j.B j.236C 5AA > ender
Standing only. Requires 50 SP for standard 236236B ender, 150 SP for extended 214214C/D ender.
More lenient universal combo that works with a wider range of starters.
  • (crouching confirm) 5AA 5C(1) 22B, 2B(1) 5C(2) 236C, 5AA > ender
Stricter than the above with proration but gives better damage.
  • {standing confirm) 5AA (5B 2B) 5C(1) delay 22A, delay 2A+B 236B, 2B(1) 22A, 5C(1) 5D, 214A
Okizeme setup that gives both scan and note oki. The 2B after the 236B should detonate only one note, leaving one out for use in okizeme.
  • (crouching confirm) 5AA (5B 2B) 5C(1) 2A+B 236A+B, 2B(1) 22A, 5C(1) 5D, 214A
Requires 25 SP.
Same as above. Works on standing too but spending the meter is pointless as the same results can be achieved for more damage meterless on a standing opponent.

Throw starter

  • Throw > 5AA 5C delay 22A, 2A+B 236B, 2B(1) 22A, 5AA > ender
Meterless throw combo. Bad starter proration on throw required a shortened combo.
  • Throw > 5AA 2A+B 236A+B, 2B(1) 22A, 5C 5D, 214A
Requires 25 SP.
  • Throw OMC 214214C(+D)
Requires 100 to 125 SP.
High damage throw reset. Spin state recovery from throw prevents the opponent from being able to escape the Risette Live unblockable even though the combo drops, allowing Risette Live to deal full unscaled damage.