Currently learning MediaWiki to contribute to P4AU pages
Testing beyond this point:
Combo Theory
Rise's more advanced combos tend to rely on a number of factors (mainly the distance to the corner), so combos will be separated into basic, core, and specialized combos. Each section will be separated into midscreen and corner sections, with notes explaining additional requirements if needed.
In general, Rise's combos will aim to achieve a combination of 3 things:
Safejump/setplay setups
Corner Carry
Damage
Depending on the situation, one or two of these things will be prioritized over the others, but buy-in-large, Rise's combos will try to both maximize damage while setting up setplay opportunities.
Midscreen Combo Theory
Rise's midscreen combos are primarily concerned with either providing a setplay opportunity or carrying the opponent to the corner, where her damage potential is much higher. Meterless options will primarily aim to provide setplay opportunities with a knockdown into 236B, which will hit meaty. Because 236B spawns notes, these can be used to extend pressure if the opponent blocks to provide more corner carry and mixup opportunities. In situations where damage is needed, generally you can replace any instance of 2A+B > 236B with 2A+B > 214A > 236236B to super cancel into hysterical slap and deal respectable damage at lower scaling.
For 25 SP, instead of leading into 236B oki from 2A+B, you can extend a combo with SB disc (236C+D) to greatly increase damage and corner carry. From here you can either microdash 5C to continue into the crouching confirm route for consistency or microdash 2B > 5C for a safer alternative with some caveats.
Corner Combo Theory
Rise's damage is at its best in the corner. She gets access to multiple different links in the corner which dramatically increases her damage output compared to an average midscreen confirm. Universal routes will tend to use 2A+B > 236C > 2B or 22B > 5C > 236B to pop the opponent into the air and ignore standing or crouching conditions.
Unlike midscreen, Rise does not have any crouching specific confirms in the corner. This is because the main reason it's needed for midscreen is to allow both hits of 5C to connect, and because both hits will connect regardless in the corner, it isn't a factor. Rather, there are some combos which will require the opponent to be standing for the first hit of 22A to land.
When in the corner you can SB shove (214A+B) while the opponent is airborne to wallbounce for an extension that will scale better than doing 2A+B > 236C. From here you can continue the combo from the other side away from the corner or dash under to continue while facing the corner (Generally you'll want to continue the combo with 5C). You can also extend with SB Notes (236A+B) to quickly put out notes to ensure note oki on unfavorable corner spacing or prorated starters.
Introductory BnBs
The following combos are essential for playing Rise at a basic level. The concepts in these combos will carry on when playing at higher levels. These combos are generally intended for players who are beginning to learn Rise.
A basic combo to lead into basic midscreen setplay. If the opponent blocks 236B on wakeup you will be +24f, meaning that you can run up and connect a 5A before they can reversal. This combo leaves notes out after the combo which are Rise's main tool for extending pressure after knockdowns.
Be aware that your opponent can choose to reversal on wakeup after 2AB sweep to beat your 5A. To counter this, perform a microdash after 236B's recovery and hold back as you do your 5A. If done correctly this will beat most reversal options. Beware of delayed reversals like Adachi's DP or counter reversals like Naoto's DP.
Corner Basic Universal BnBKnockdown with safejump oki
An easy combo in the corner that works on anyone, both crouching and not, that will lead into a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. Safejump with j.B to pop notes on your way down or use j.A to save them for pressure extensions.
The 5C > 236B link can be tricky for new players. Make sure to time 236B so that you press B as soon as the second hit of 5C comes out.
Anti-Air BnBConversion from 2B to air combo
Very Easy
2B > jc > j.A > j.B > jc > j.B > j.5C > j.236C/(j.2B > 236B)
1852/1287 damage, builds 14/10 sp. (Damage may vary due to j.B hits)
A safe combo to do when hitting your opponent into the air, which will usually happen with a 2B anti-air. The j.236C ender will knock the opponent to the other end of the screen while j.2B will bring them down to the ground. Keep in mind that j.2B will whiff if the opponent is above Rise, so aim to have the opponent as level with Rise as you can for the best results. Only do 236B if the second hit of j.2B connects. Otherwise your opponent will recover in time to punish you.
Midscreen Crouch Confirm BnBCombo for crouching opponents (Does not work on Kanji)
Easy
5AA > 5B > 5C > delay 214B > 5AA > 5C(1) > 22B > delay 214A > microdash 5D > microdash 214A
x damage, builds x sp. (Does not work on Kanji)
This combo is great in terms of corner carry and leaves the opponent scanned, which allows you to press your advantage with enhanced persona specials. Bear in mind, if you are too close to the corner, the wallbounce from 214B may put you close the corner.
In order for this combo to work, the opponent must be crouching. There are a number of delays in this combo which may be difficult to land for newcomers so here are some pointers:
For the first delay, the goal is to let the opponent get as far as possible before 214B hits. This usually means you can wait until after the second hit of 5C to input 214A but at further spacings your delay will need to be shorter.
For the second delay, a handy trick is to wait until Rise enters her idle animation to input 214A. If done right, the opponent should be hit low enough to get stuck in arrow rain.
Combos
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
#
Combo
Position
Damage
Meter
Works on
Difficulty
Notes
Video
1
5AA > 5B > 2B > 2AB > 236BReplace with 214A > 236236B for 2487 damage
Anywhere
1199
+10 SP
Everyone
Very Easy
Midscreen standing bnb. Gives 236B oki.Keep in mind 236B will whiff if you end the combo in the corner. Can meter extend with 236A+B > 5AA to ensure a safejump in this case.
Easy corner combo to ensure a note safejump on 5A starter that doesn't rely on the opponent standing. 22B will whiff if you're too far from the corner.
AA 2B > jc > j.A > j.B > jc > j.B > j.C > j.236CYou can j.2B after j.B to bring the opponent down and lead into 236B oki if your opponent is at the correct height. Refer to the Introductory BNB section for an example.
Anywhere
1960
+14 SP
Everyone
Very Easy
Reliable anti-air combo. Damage can vary depending on j.B hits. If j.C(2) often whiffs, you can cancel into j.236C from j.C(1) instead for consistency. If you hit 5AA airborne you can lead into this route.
5AA > 2B > 5B > 5C(1) > dl.hopMake sure to delay this enough to not get a 2C cancel from 5C > dl.j.B > microdash 5AA > 2B > 5B > 2A+B > 236B
Anywhere
2001
+20 SP
Everyone
Easy
Crouching confirm that will work on anyone anywhere. Gives 236B oki.Keep in mind 236B will whiff if you end the combo in the corner. Can meter extend with 236A+B > 5AA to ensure a safejump in this case.
5AA > 5B > 5C > dl.214BIdeally you want to hit 214B as late as possible > 5AA > 5C(1) > 22B > dl.214AInput 214A when Rise enters her idle stance for the best results > ...
... > microdash 5D > dash 214A
Midscreen
2700
+29 SP
Crouching, Not Kanji
Medium
Basic midscreen crouching confirm BnB. Gives good corner carry and scanned property to continue pressure with.
Midscreen crouching conversion that ends in a scanned safejump. Depending on when you release 2D you can catch rolls with this setup. Forward jump after 5AA for a crossup
Gives Rise a safejump if you jump cancel the 5AA and do falling j.B. Also gives a left/right mixup if you neutral jump (same side) or forward jump (crossup).
Note Oki Crouch ConfirmGet a note left/right mixup or safejump.
Gives Rise a safejump if you jump cancel the 5AA and do falling j.B. Also gives a left/right mixup if you neutral jump (same side) or forward jump (crossup).
Kanji Crouch ConfirmCrouch confirm you want to do on Kanji.
Hard to hit confirm reliably, but worth the damage boost. You can also opt for other midscreen enders. Dash is also only needed on some characters.
The beginning of this combo also works on Kanji but instead of 5AA > 5C(1) > 22B > dl 214A > microdash 5D > dash 214 you do the ender seen here
Midscreen to Corner
Basic BnBs
These are your basic bread-and-butter combo routes. Learn these routes before you learn more specific combos.
#
Combo
Position
Damage
Requirements
Difficulty
Notes
Video
1
5AA > 2B > 5B > 2A+B > 236BReplace with 214A > 236236B for 2487 damage
Anywhere
1133
--
Very Easy
Standard BnB w/ 236B okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. (236B will whiff if you are too close to your opponent, like in the corner for instance)
5AA > 2B > 5B > 22B > 5C(2) > 236B > 5AAReplace with 2B(2) > 214A for 3090 Damage
Corner
2059
--
Very Easy
Easy corner combo to ensure a note safejump on 5A starter that doesn't rely on the opponent standing. 22B will whiff if you're too far from the corner.
... > dash > 2[D] > dash > 5AA > dl.]D[Instead of timing the release, you can instead just hold D until it auto-releases
Midscreen
2526
Crouching
Medium
Scan okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with left/right mix. Needs proper timing on 214A to hit low enough on 22B(2)
vid
3
(2B/5B starter) ... > dash > jump > j.5D > air-dash > j.2B > 236BCan replace with 214A > 236236B for 4087 damage or 214A > 236236C > jc > j.B > j.A > land 214A > 236236B for 5177 damage
Midscreen
3253
Crouching
Medium
Scanned property w/ Note okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Crouching conversion for when you don't have meter and are too close to the corner to do the regular midscreen crouching route. Note that 236B oki will whiff if you are too close to the corner.
vid
Corner Routes
Depending on the starter, you can opt for a few different corner routes that deal varying amounts of damage. All of these routes should be able to work with a j.B or j.A starter unless expressly stated in the combo notes.
Your goal for combos in the corner should be to emsure a safejump, unless spending meter for damage would be worthwhile
Pretty strict on proration, will not work if double overhead is used as a starter, or if the opponent is hit with note pop near the start of the combo. Gives scanned property and notes for further pressure.
vid
Metered Combos
Meter is spent in combos primarily for two things:
Utility
Damage
For Utility
These combos use meter in a way that's meant to leave you in a better situation after the combo than unmetered options. Be sparing with these combos, as using these combos too much may prevent you from using meter in crucial moments later on.
Combo
Position
Damage
Requirements
Difficulty
Notes
Video
For Damage
These combos are useful for when you want to commit resources to deal damage. Some combos will have different variations based on how much meter you want to spend. Metered versions of previous combos will be listed here allow easier damage comparisons.
Corner BnB with more meter usage for closing rounds or reducing awakening health
vid
Not in use
Combo
Position
Damage
Requirements
Difficulty
Notes
Video
5AA > 2B > 5B > 2AB > 236BReplace with 214A > 236236B for 2487 damage
Anywhere
1133
--
Easy
Standard BnB w/ 236B okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. (Only at midscreen)
... > dash > 2[D] > dash > 5AA > dl.]D[Instead of timing the release, you can instead just hold D until it auto-releases
Midscreen
2526
Crouching
Medium
Scan okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with left/right mix. Needs proper timing on 214A to hit low enough on 22B(2)
vid
(2B/5B starter) ... > dash > jump > j.5D > air-dash > j.2B > 236BCan replace with 214A > 236236B for 4087 damage or 214A > 236236C > jc > j.B > j.A > land 214A > 236236B for 5177 damage
Midscreen
3253
Crouching
Medium
Scanned property w/ Note okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
vid
⤷ Above combo is the standard midscreen crouching confirm with various enders. Will drop if you are too close to the corner. All enders do not work on Kanji.
Alternate Midscreen corner that works on Kanji. Gives 236B okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
vid
Combo Theory
Rise's combos are generally aimed at achieving a combination of three things:
Safejump/setplay setups
Corner carry
Damage
Depending on the situation, one or two of these things will be prioritized over the others, but buy-in-large, Rise's combos will try to both maximize damage while setting up setplay opportunities.
Her combos have a decent amount of corner carry, which can help her push her opponent into the corner, where her pressure and damage is at its best. Meter can be spent for SB moves like SB Disc or SB Shove to increase the corner carry of a combo in a pinch, but meter is often better spent in pressure, to close out a round, to reduce awakening health, or to initiate her 2-step neutral.