Color 10
Platinum the Trinity
Color 11
I-No
Color 28
Fuuka Yamagishi (P4A)
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Rise gitbook: https://jolteo.gitbook.io/p4u2.5-rise-guide
Overview
Rise's playstyle is a blend between a zoner, rushdown, and a setplay character, all of which she does fairly well. The various tools that Rise can use grant her ways of pressuring opponents both full-screen and up close, meaning that she can maintain her distance or rush the opponent when the situation calls for it. (If her opponent doesn't have tools to deal with her full-screen pressure).
At a distance, Rise can make use of scan, arrow rain, notes, j.C, and 2C situationally. When used in the right ways, these tools can either be used to keep an opponent out of their effective range or to pressure opponents and close the distance between you and them. Generally, you don't want to use these tools in the opponent's face without some kind of setup because these moves can easily be interrupted or punished if used improperly.
Up close, Rise can make use of powerful setplay tools, arguably the most powerful of these being notes. 236A, 236B, and 236A+B are moves which are active for a long time and spawn notes that explode whenever they come into contact with Rise's B moves. (normals and specials) When these notes explode, they create hitboxes while are multihit, lingering, and moving in the direction opposite of where Rise is facing. These properties allow Rise to setup her oki with 236B's lingering initial hitbox, and high-low and left-right mixups with the plus frames that exploding notes generate. This, in combination with powerful normals like j.B allow Rise to be one of the most oppressive characters in the game.
Rise excels in setting up strong mixups and being able to pick her fights, and characters who can keep her from doing these things tend to give her trouble. Namely, characters who can interrupt her full-screen pressure and keep her on the defensive or keep her from playing setplay are match-ups that impose some challenges to her game plan.

Rise Kujikawa excells at zoning, rushdown and setplay. If you're looking for a flexible character who loves to pick their own fights or you're a fiend for idols or DDR, Rise is your character!
- Suffocating pressure: Strong pressure tools allow Rise to be a threat both up close and full-screen.
- Strong normals: Strong normals in her 2B and j.B which complement her pressure and can both clash and punish opponents in certain situations.
- Great conversionability: Combos can both deal a respectable amount of damage and lead into her strong setplay.
- Oppressive setplay Oppressive setplay tools that allow Rise to keep the opponent blocking while she sets up a mix-up.
- Risky Reversals Risky reversal options and easy to punish DP make Rise's options out of block limited.
- Two-Step Neutral: Full-screen pressure is slow to start up, so characters that can interrupt these tools from full-screen hinder Rise's ability to approach safely
- Weak Midrange: In mid-range, Rise's options suffer from being either too short, or being too slow to start up without being punished (with 1 exception in 236C).
Unique Mechanics
Duration: 300F
If Rise hits the opponent with one of her D Persona normals, the opponent will be put under an scanned condition. While the opponent has this condition, the behavior of Rise's Platinum Disc, Arrow Rain, 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
Starter Guide
Normal Attacks
5A
- 5A
- Jump cancelable on hit and block.
Unlike most standing jabs, Rise's 5A 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
- Gounds opponents on hit.
Moves Rise forward and sends airborne opponents back down to the ground, allowing you to end combos in sweeps or other low-hitting moves. Great pressure tool because of its ability to jump canceled and its ability to move Rise forward providing a good point to reset pressure.
- 5AAA
Comes out relatively fast so it'll still combo at the end of long combos. Has high proration so try to avoid using this at the start of combos.
2A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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160 | Low | 7 | 5 | 9 | -3 | Foot |
- Gatlings into itself 3 times.
- Hop cancelable.
Standard low, good for high-low mixup and tick throws.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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500 | 100 | 500 | 1 |
5B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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500, 300 | All | 13 | 3(4)15? | 11 | -18 [0] | Chest, Projectile |
- Detonates musical notes.
- Jump cancelable on hit.
- Hop cancelable.
- First active frames are the physical hit, second set is the mic throw.
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 noticeable recovery on whiff.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
- The [] in the Frame Advantage field is when opponent blocks Microphone Toss
2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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300, 300 | Low, All | 8 | 4(3)4 | 21 | -10 | Foot, Body | 7~15 Head |
- Detonates musical notes.
- Strong anti-air.
- First hit is a low. Second hit is a mid.
- 2B(2) Jump cancelable on hit and block.
- Hop cancelable on hit and block.
Pretty good all-purpose move. As an anti-air, it has good vertical reach. The fact that 2B moves Rise forward can also be great to give it deceptively more horizontal reach than you'd expect but it can also work against you if you don't space it properly. Be sure to space it properly.
In pressure, it has several great uses. Because it can detonate the musical notes, it's very useful in musical note oki when you want to take advantage of the blockstun of the exploding notes to chain into 2C without a gap. It's also jump cancelable on block, providing another good point to vary your pressure.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
j.A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
300 | High | 6 | 3 | 12 | Head |
Standard jumping jab. Good for air to air battles at closer ranges. It also can be used in some fuzzy setups.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 2 |
j.B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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200, 100×3 | High, All×3 | 9 | 2×4 | 14 | Head |
- Detonates musical notes.
- Hits 4 times, only j.5B(1) is an overhead.
- Great 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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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200 | 100 | 50 | 2 |
j.2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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400 | All, Low | 16 | Until L+2(6)7 | 10 | -2 | Head, Foot |
The dive and the sweep are two different hits. Good for ending air combos because of its ability to end in a ground knockdown.
- Only special cancelable if the sweep hits.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 3 |
Persona Attacks
5C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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500, 500 | All | 15 | 7(17)Until Hit | Total 66 | -8 | Body, Projectile+Chest | Persona 1~Until Active All |
- Can dash and hop cancel.
- Dash Cancel is -2 on block
- Great pressure and combo Tool
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 through them.
As a combo tool, 5C is great against airborne, crouching or cornered opponents to allow Rise to combo into Arrow Rain or B No Touching!
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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100, 300 | 100 | 100 | 4, 3 |
- Dash Cancel is -2 on block
2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
332, 169×2, 600 | All | 20 | 32 <(8)8,18(5)Until Hit> | Total 53 | Body, Projectile+Chest | Persona 1~Until Active All |
- Dash Cancel is +37 on block
Long startup, but Rise can move immediately after setting the bit, making this move very + 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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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100, 300 | 100, 100 | 50, 50 | 4×3, 3 |
- Dash Cancel is +39 on block
- Immediately performs (8)8,18(5)Until Hit after first hit touches opponent. Technically the (8) are still active frames and can hit other opponents
j.C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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500, 250 | All | 13 | 4(17)Until Hit | Total 59 | Body, Projectile | Persona 1~Until Active All |
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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200, 300 | 100 | 50 | 4, 3 |
5D/j.D and 2D/j.2D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
5D | 500 | All | 56 | 40 | Total 46 | +31 | Projectile | |
j.D | 500 | All | 56 | 40 | Total 49 | Projectile | ||
2D | 500 | All | 72 | 40 | Total 43 | Projectile | ||
j.2D | 500 | All | 71 | 40 | Total 49 | Projectile |
- All Versions
- Applies Scanned on hit.
- Hold the D button to delay the laser.
- Can be held for 53f.
- Laser comes out 8f after releasing D.
- 5D and j.D
- Laser travels from the bottom of the screen to the top.
Good for controlling space and covering an approach. If you hold the D button to delay the laser, you can have it cover a mixup instead or in some instances, go for a cross up mixup using quick escape. Comboing into this can give Rise much stronger oki than normal.
j.D is simply 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.
- 2D and j.2D
- Laser travels from the top of the screen to the bottom.
Good in scenarios where you want the laser to hit at instant air dash height first. A good scenario where you would want this behavior is when you want to go for a throw mixup. Because the laser has to travel down towards a grounded opponent, this means the opponent won't immediately be in blockstun like they would in the case of 5D, putting the mixup of run up throw back on the list of things you can do to start pressure.
j.2D is simply an air version of her 2D.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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5D | 400 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.D | 400 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
2D | 400 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.2D | 400 | 100 | 50 | 4 |
5D:
- Hold button to delay the laser coming out (max 53F)
- Laser comes out 8F after letting go of the button
j.D:
- Hold button to delay the laser coming out
- Can be held for 53f
- Laser comes out 8f after letting go of the button
2D:
- Hold button to delay the laser coming out
- Can be held for 53f
- Laser comes out 8f after letting go of the button
j.2D:
- Hold button to delay the laser coming out
- Can be held for 53f
- Laser comes out 8f after letting go of the button
Universal Mechanics
All Out Attack
5A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
300 | High | 28 | 3 | 30 | -12 | 10~28 Guard Strike |
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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 800 | 50 | 5 |
Sweep
2A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
700 | Low | 12 | 3 | 18 | -4 | Foot | 4~14 Chest |
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.
- Can Hop cancel
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 4 |
Ground Throw
C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
1100 | Throw | 5 | 3 | 22 | Throw |
- Inflicts the charm status ailment on the opponent for 240F
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.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1000 | 50 | 0, 4 |
- Inflicts Charm for 240F
Air Throw
j.C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
1500 | Throw | 4 | 3 | 16 | Throw |
An air throw that ends with Rise slamming them directly down into the ground, giving good positioning to start pressure. You can OMC and continue the combo with 2B or 5C as well.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1200 | 50 | 0, 2 |
Reflective Bit
B+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
935 | All | 44 <4 After hit> | 15 | 48 | -37 | 1~44 Guard All <1~4 After hit Guard All> |
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, the counterattack comes out very quickly once triggered, making it difficult to safejump. Cancel into Risette Field on block to make this move safe.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 100 | 50 | 3 |
- When Rise guards an attack during startup, she automatically attacks 4F after
Guard Cancel Attack
6A+B while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0 | 14 | 5 | 30 | -18 | 1~21 Guard All |
Has the same animation as her No Touching! special but doesn't give a wall bounce like it does.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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4 |
Skill Attacks
ROCK☆YOU!
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236A | 600 | All | 16 | 29 | Total 48 | -10 | Projectile | Persona 1~Until Active All |
236B | 600 | All | 27 | 29 | Total 47 | +2 | Projectile | Persona 1~Until Active All |
236AB | 600 | All | 12 | 29 | Total 32 | +2 | Projectile | Persona 1~Until Active All |
Note Explosion | 200, 100×2 | All | 9 | 8×3 | Projectile |
- All Versions
- Sets two floating notes on screen.
- Notes are detonated by hitting them with any B normal or 214A/B.
- Soundwave can hit opponents and also detonates Notes.
- 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.
Amazing okizeme tool that also sees use in combos. 2AB > 236B as an ender will set two notes and force the opponent to block the soundwave meaty (and it's already +2 on block).
- 236A
- Notes last 510f.
- Unsafe on block.
A version is fast but has short range and the notes travel slowly over a short distance.
- 236B
- Notes last 650f.
- Plus on block.
B version has more startup but has better range and the notes travel faster; also slightly advantageous on block. As a max range meaty, 236B is both safe vs. most reversals and + on block.
- 236AB
- Notes last 650f.
SB version 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.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | 300 | 100 | 500 | 2 | ||||||||||||||||||||||||||||||||||||
236B | 300 | 100 | 500 | 2 | ||||||||||||||||||||||||||||||||||||
236AB | 300 | 100 | 500 | 2 | ||||||||||||||||||||||||||||||||||||
Note Explosion | 300 | 100 | 0 | 3 |
236A:
- Note lasts for 510F
236B:
- Note lasts for 650F
236AB:
- Note lasts for 650F
No Touching!
214A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214A | 900 | All | 14 | 6 | 33 | -13 | Body | |
214B | 1100 | All | 24 | 8 | 42 | -24 | Body | |
214AB | 940 | All | 18 | 6 | 30 | -10 | Body |
- 214A
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. Wallbounces in the corner as a fatal counter starter.
- 214B
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.
- 214AB
Faster than B version (still slower than A) with B version's range and A's recovery. Will wallbounce from midscreen on fatal counter starter and only in the corner on regular hit.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | 300 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
214B | 300 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
214AB | 300 | 100 | 50 | 4 |
214B:
- Fatal Counter
214AB:
- Fatal Counter
Platinum Disc
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236C | 700 [250, 50×9] | All | 12 | 16 [16 <4×9>] | Total 49 | -15 [+9] | Projectile | Persona 1~Until Active All |
236D | 500, 50×7 [250, 50×12] | All | 24 | 4×10 [44 <4×12>] | Total 61 | +4 [+20] | Chest+Projectile | Persona 1~Until Active All |
236CD | 500, 50×9 [250, 50×13] | All | 12 | 4×10 [64 <4×13>] | Total 51 | +10 [+22] | Chest+Projectile | Persona 1~Until Active All |
- All Versions
- Tracks Scanned opponents.
- Data in [] is for when opponent is Scanned.
- 236C
- Tracks almost fullscreen when Scanned.
- Hits multiple times when Scanned.
C version is faster startup and only hits once. If the opponent is scanned, the C disc will instead track the opponent almost full 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.
- 236D
- Tracks fullscreen when Scanned.
D version has more startup and range, and always has multi-hit effect instead of wallbounce. When scanned, the D disc will chase the opponent fullscreen.
- 236CD
- Fast, multihitting blockstring and combo extender.
SB version 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.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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236C | 300 | 100 | 300 [50] | 4 [2] | ||||||||||||||||||||||||||||||||||||
236D | 100 | 300 | 500 [50] | 2 | ||||||||||||||||||||||||||||||||||||
236CD | 100 | 300 | 50 | 2 |
236C:
- Value in [] is Analyzed version
- Air version duration is 57F total
236D:
- Value in [] is Analyzed version
- Air version duration is 65F total
- Max 8 [13] hits. [On hit/block, goes into values in <>]
236CD:
- Value in [] is Analyzed version
- Air version duration is 55F total
- Max 10 [14] hits. [On hit, goes into values in <>]
Tetrakarn/Makarakarn
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214C | Total 37 | 9~37 Guard Strike | ||||||
214D | 1000 (reflected) | Total 40 | Projectile | 9~40 Guard Projectile | ||||
214CD | 1000 (reflected) | Total 37 | Projectile | 9~37 Guard Strike+Projectile |
- Only triggers effect once.
- Rise must block the attack to get the reflect effect.
- It reflects the projectile back to the opponent on hit for 1000 damage.
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.
- 214C
- Pushblocks opponent on contact with a physical hit.
- The shield is on a timer and will go away on successful pushblock or if you get hit or tech the throw.
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.
- 214D
- Absorbs next blocked projectile and counters with 5C's projectile which tracks the opponent.
- The shield will go away on a successful counter or if you get hit or tech the throw.
- 214CD
- Pushblocks a physical hit OR counters the next projectile.
The SB version has 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.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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214C | ||||||||||||||||||||||||||||||||||||||||
214D | ||||||||||||||||||||||||||||||||||||||||
214CD |
214C:
- If the effect is not triggered by an opponent, the shields last 465F
214D:
- If the effect is not triggered by an opponent, the shields last 465F
- Projectile tracks opponent when triggered
214CD:
- If the effect is not triggered by an opponent, the shields last 465F
- Projectile tracks opponent when triggered
Arrow Rain
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
22A | 500, 50×8 | All | 29 | 3(52)5×8 | Total 47 | Projectile | ||
22B | 500, 50×16 | All | 33 | 3(52)5×16 | Total 51 | Projectile | ||
22AB | 500, 50×16 | All | 27 | 3(52)5×16 | Total 40 | Projectile |
- All Versions
- Tracks Scanned opponents and locks down for longer.
Has considerable hitstun and blockstun making it very good for both corner 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.
- 22A
- A version launch startup is 29f.
Causes 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.
- 22B
- B version launch startup is 33f.
Bolts come down approximately half a stage away. Better for corner 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.
- 22AB
- SB version launch startup is 25f.
- Good for covering an approach.
Fires more bolts that track the opponent. Even if the opponent attempts to air block to try and avoid getting pinned down on the ground, the time they'll be stuck in the rain is more than enough to set up a D Laser and have it on standby for when they do come back down.
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).
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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22A | 300 | 100 | 500 | 3 | ||||||||||||||||||||||||||||||||||||
22B | 300 | 100 | 500 | 3 | ||||||||||||||||||||||||||||||||||||
22AB | 300 | 100 | 500 | 3 |
SP Skill Attacks
Hysterical Slap
236236A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236A | 200, 100×5, 1200 | All | 4+(70 Flash)+6 | 3 | 42 | -28 | Body | 1~12 All |
236236B | 200, 120×8, 1200 | All | 4+(70 Flash)+15 | 3 | 42 | -28 | Body | 1~21 All |
236236AB | 200, 120×8, 960 | All | 4+(70 Flash)+9 | 3 | 42 | -28 | Body | 1~15 All |
- 236236A
- Reversal super and combo ender.
Fastest of the three, does not self-inflict rage.
- 236236B
- Applies Rage which lasts 29f after super ends, 8f after opponent recovers.
Has 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.
- 236236AB
- Applies Rage which lasts 205f after super ends, 184f after opponent recovers.
A version's startup with B version's Berserk status. Doesn't actually deal any more damage than the B version and leaves you super vulnerable afterward, so save the meter in combos and just do the B version whenever possible. Has very niche uses in OMB combos.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236A | 1000 | 100 | 50 | 4×6, 5 | ||||||||||||||||||||||||||||||||||||
236236B | 1000 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
236236AB | 1000 | 100 | 50 | 4 |
236236A:
- Rage effect lasts 205F after the super ends
- Minimum damage 60, 30×5, 360 (570)
236236B:
- Rise enters Rage state from second hit onwards
- Rage effect lasts 205F after the super ends
- Minimum damage 60, 36×8, 360 (708)
236236AB:
- Rise enters Rage state from second hit onwards
- Rage effect lasts 205Fs after the super ends
- Minimum damage 60, 36×8, 288 (636)
Risette Field
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236236C | 600 per sattelite [300, 60×N per sattelite] |
All | 4+(78 Flash)+15 [4+(78 Flash)+3] |
370 per satellite [6×N per sattelite] |
Total 4+(78 Flash)+14 | 1~8 All | ||
236236D | 600 per sattelite [300, 60×N per sattelite] |
All | 4+(78 Flash)+36 [4+(78 Flash)+24] |
370 per satellite [6×N per sattelite] |
Total 39 | 1~29 All | ||
236236CD | 50×N per satellite [300, 60×N per satellite] |
All | 4+(78 Flash)+8 [4+(78 Flash)+0] |
6×N per sattelite | Total 11 | 1~4 All | ||
236236C Bomb | 800 | All | 31 | 6 |
- All Versions
- Spawns four bits that orbit Rise.
- Pressing C or D makes a speaker appear near the opponent before exploding.
- C and D Persona normals as well as Risette: Live on Stage can't be used while Risette Field is active.
- Sattelite Speakers appear directly on top of Scanned opponents and track them.
- Has a cooldown after use indicated by a grey version of the timer for the super on HUD.
- Cooldown lasts 435F
- Data in [] is for Scanned opponents.
- 236236C
- Very fast overall.
Use this as a pseudo-OMC to continue pressure or to make non-OMCable moves like Furious Action safe.
- 236236D
- More startup and less recovery than C version.
The main difference is the 29 frames invulnerability, which can cause many moves to whiff that would normally hit the C version. It is not a reversal, and she can be countered during the last 10 frames of startup.
- 236236CD
- Bits do not go away on contact and are fixed to a timer.
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.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236236C | 0 | 600 | 50 | 5 [3] | ||||||||||||||||||||||||||||||||||||
236236D | 0 | 600 | 50 | 5 [3] | ||||||||||||||||||||||||||||||||||||
236236CD | 0 | 600 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236236C Bomb | 500 | 100 | 0 | 4 |
236236C:
- Cooldown lasts 435F
- Value in [] is Analyzed version
- Opponent experiences 0F [9F] additional hitstop on hit/counter hit
- Disables Persona moves while satellites are still active
- Each sattelite does 1 [12] hit max
- During non-Analyzed version, press C/D to place bomb, consumes one satellite
236236D:
- Cooldown lasts 435F
- Value in [] is Analyzed version
- Opponent experiences 0F [9F] additional hitstop on hit/counter hit
- Disables Persona moves while satellites are still active
- During non-Analyzed version, press C/D to place bomb, consumes one satellite
236236CD:
- Cooldown lasts 435F
- Value in [] is Analyzed version
- Opponent experiences 4F [9F] additional hitstop on hit/counter hit
236236C Bomb:
- Fatal Counter
- Minimum damage 160
Awakened SP Skill Attacks
Risette: Live on Stage
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214214C | 0, 1350/2525/3900 | Unblockable | 4+(15 Flash)+59 | 1 | 39 | 1~63 All | ||
214214D | 0, 1350/2525/3900 | Unblockable | 4+(15 Flash)+59 | 1 | 39 | 1~63 All | ||
214214CD | 0, 1350/3900/4649 | Unblockable | 4+(15 Flash)+59 | 1 | 39 | 1~63 All |
- Damage depends on how well you score in the rhythm game.
- Damage is in format Failure/Excellent/Perfect.
- Each version plays 3 different songs for the rhythm game.
- The C version plays "Pursuing My True Self"
- The D version plays "Belongings"
- The SB version plays "Shadow World"
- There are three portions of each song, each with their own note pattern. Should you land one version four times in a match, it will loop back to the first variation
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.
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.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214C | 0 | 0, 2000 | 50 | 2, 5 | ||||||||||||||||||||||||||||||||||||
214214D | 0 | 0, 2000 | 50 | 2, 5 | ||||||||||||||||||||||||||||||||||||
214214CD | 0 | 0, 2000 | 50 | 2, 5 |
214214C:
- Success Timing for button presses in rhythm game has 12F window
- Damage depends on how well player times inputs during rhythm game
- Mininum damage 540/505/780
214214D:
- Success Timing for button presses in rhythm game has 12F window
- Damage depends on how well player times inputs during rhythm game
- Mininum damage 540/505/780
214214CD:
- Success Timing for button presses in rhythm game has 12F window
- Damage depends on how well player times inputs during rhythm game
- Mininum damage 540/780/929
Instant Kill
True ♥ Story
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
All | 6+(40 Flash)+60 | 25 | Total 129 | -35 | 1~114 All |
It certainly is an instant kill. ArcSys already used the rhythm game mechanic for Live on Stage so this is just a cinematic.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 100 | 50 | 4 |
Colors
Color 10
Platinum the Trinity
Color 11
I-No
Color 28
Fuuka Yamagishi (P4A)

Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Attack Attributes •
SP/Persona/Burst Gauge Usage •
Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
Archived Information
• Patch Notes •
Tier Lists •
Golden Arena •