P4AU/Rise Kujikawa

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This page is for a prior version of Persona 4 Arena Ultimax!
This page covers content from P4AU 1.1, which is NOT the most recent revision of the game.
The version of the game released on modern consoles with rollback netcode is P4U2R.
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Rise Kujikawa
P4U2 Rise Portrait.png

Health: 9,000

Combo Rate: 70%

Persona Cards: 4

Backdash Time: ??

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F
Play-style
Hybrid Mixup/Zoning

Introduction

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

  • A famous pop idol for her teen years, Rise took 2011 off in her home town of Inaba, where she was nearly a victim in the serial murder case. Upon being rescued she awoken to Himiko, and aided the Investigation Team as a Navigator, guiding them through battle and finding the culprit, but she herself was unable to fight. Upon returning to Inaba for Golden Week, she is thrust into the P-1 Climax and goes through a transformation, granting Himiko the ability to not only analyze the battlefield, but to personally fight battles.

Strengths/Weaknesses

Strengths Weaknesses
  • Amazing non-Persona normals, including a good anti-air (2B) and jump-in/overhead (J.B).
  • Good pressure game through skills such as Arrow Rain, ROCK YOU! and Risette Field.
  • Can reflect attacks.
  • Very Persona reliant for pressure, damage.
  • Persona normals have very long start up and recovery.
  • Furious Action has Fatal Recovery.

Musical Notes

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

Scanned condition

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

External References


Normal Attacks

5A

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 All 6 3 14 -4 -
5AA 400 All 11 2 15 -2 -
5AAA 1200 All 11 3 26 -12 -

  • Can jump and hop cancel

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 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.


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

5B

Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 13 3(4)15 11 -18 (0) -

  • Can detonate musical notes
  • Can hop cancel. Can jump cancel on hit
  • The () in the Frame Advantage field = Microphone Toss Frame Data

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

2A

Damage Guard Startup Active Recovery Frame Adv. Attribute
160 L 7 5 9 -3 -

  • Chains into itself 3 times
  • Can hop cancel

Standard low, good for high-low mixup and tick throws

2B

Damage Guard Startup Active Recovery Frame Adv. Attribute
300, 300 L, All 9 4(3)4 21 -10 -

  • Good Anti-Air
  • Can detonate musical notes
  • Can jump and hop cancel, which are good for varying your pressure
  • First hit hits low

Pretty good all-purpose move. As 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.

j.A

Damage Guard Startup Active Recovery Frame Adv. Attribute
300 H 6 3 12 - -

Standard jumping jab. Good for air to air battles at closer ranges. It also can be used in some fuzzy setups.

j.B

Damage Guard Startup Active Recovery Frame Adv. Attribute
- H(1), All 9 2×4 14 - -

  • Can detonate musical notes
  • Good jump in

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

j.2B

Damage Guard Startup Active Recovery Frame Adv. Attribute
- All L - - - - -

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

All Out Attack

A+B

Damage Guard Startup Active Recovery Frame Adv. Attribute
- H 28 3 36 -20 -

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

Sweep

2A+B

Damage Guard Startup Active Recovery Frame Adv. Attribute
700 L 12 3 18 -4 -

  • Can Hop cancel

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


Persona Attacks

5C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
500, 500 All 15 - 66 Total -6 -

  • Can dash and hop cancel.
  • Dash Cancel is +0 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!

5D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
500, 500 All 15 - 66 Total -6 -

  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out. Can be held for 53f, laser comes out 8f after letting go of the button

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.

2C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
- All 20 58(4)Till End 53 Total - -

  • Dash Cancel is +39 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.

2D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
500 All 72 40 53 Total - -

  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out. Can be held for 53f, laser comes out 8f after letting go of the button

Same as 5D but the green laser goes from up to down. Good in scenarios where you want the laser to hit at instant air dash height first. 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.C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
500, 500 All 13 - 59 Total - -

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

j.D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute

  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out. Can be held for 53f, laser comes out 8f after letting go of the button

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

j.2D Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute

  • On hit, puts the scanned condition on the opponent
  • Can hold the D button to delay the laser coming out

An air version of her 2D.


Universal Mechanics

Ground Throw

C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
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.

Air Throw

j.C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
1500 Throw - - - - 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.

Reflective Bit

B+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
935 All 44 15 48 -37 -

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

Guard Cancel Attack

6A+B while blocking

Damage Guard Startup Active Recovery Frame Adv. Attribute
- - 14 5 30 -18 -

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


Skill Attacks

ROCK YOU! Persona Required

236A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 600 All 16 29 44 Total -6 -
B 600 All 27 29 47 Total +2 -
SB 600 All 12 29 32 Total +2 -

  • Sets two floating notes which can be detonated by hitting them with any B normal, 214A/B, or another 236A/B. Exploding notes can also trigger other notes if close enough.
  • Notes remain onscreen until detonated or until they expire. They will not go away even if Rise is hit.
  • A version's musical notes last 510F
  • B version's musical notes last 650F
  • SB version's musical notes last 650F

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

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

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

SB 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.

No Touching!

214A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 900 All 14 6 33 -13 -
B 1100 All 24 8 42 -24 -
SB 940 All 18 6 30 -10 -

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


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


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

Platinum Disc Persona Required

236C/D (Air OK)

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 700 All 12 16 [32] 57 Total -23 [+1] -
D - All 24 20,4×5 [44] 61 Total (65 Total) -4 [+23] -
SB - All 12 8,4×8 51 Total (55 Total) [+23] -

  • if the opponent has the scanned condition, the disc will track the opponent
  • () = Air Version frame data
  • [] = Analyzed Frame Data

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.


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.


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.

Tetrakarn/Makarakarn Persona Required

214C/D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - 54 Total - -
D - - - - 54 Total - -
SB - - - - 50 Total - -

  • All versions of the shield lasts 465F if their effect is not triggered

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

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


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


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.

Arrow Rain Persona Required

22A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - All 84 - 47 Total - -
B - All 88 - 51 Total - -
SB - All 80 - 40 Total - -

  • If the opponent has the scanned condition, the bolts will instead track the opponent and also come down in a more organized outside-to-inside pattern, resulting in overall better stun.
  • A version launch startup is 29F
  • B version launch startup is 33F
  • SB version launch startup is 25F

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.


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


B version's 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.


  • Good for covering an approach.

SB version fires more bolts that track the opponent, making it good for covering an approach. 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).


SP Skill Attacks

Hysterical Slap

236236A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - All 4+6 3 42 -28 -
B - All 4+15 3 42 -28 -
SB - All 4+9 3 42 -28 -

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


  • Berserk lasts 205f after super ends

B version 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.


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

Risette Field Persona Required

236236C/D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - All 4+15 (4+12) 370 18 Total - -
D - All 4+36 (4+33) 435 39 Total - -
SB - All 4+15 (4+12) 175 11 Total - -

  • Pressing C or D makes a speaker appear near the opponent before exploding
  • While Risette Field is up, C and D Persona normals as well as Risette: Live on Stage can't be used
  • If the opponent has the scanned condition, the satellite speakers will automatically appear around the opponent and spiral around them
  • Has a cooldown on it after use indicated by a grey version of the usual timer for the super on HUD. Cooldown lasts 435F
  • () = Analyzed frame data

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


D version has 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 startup invulnerable however, and she can be countered during the last 10 frames of startup.


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


Awakened SP Skill Attacks

Risette: Live on Stage Persona Required

214214C/D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - 4+44 1 39 - -
D - - 4+44 1 39 - -
SB - - - - - - -

  • Damage of the super depends on how well you score in the rhythm game
  • 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"

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.


Instant Kill

True ♥ Story Persona Required

222C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
- - 6+60 25 39 -35 -


Navigation

To edit frame data, edit values in P4AU/Rise Kujikawa/Data.