Introduction
P-1 Climax Nickname: The Scandalous Superstar Idol
Persona: Himiko
Arcana: The Lovers
Backstory:
Overview
Health: 9000
Persona Cards: 4
Play-style: Zoner/Keepaway
Air Movement Options: 1 Double Jump/Airdash
Run-type: Dash
Pros/Strengths:
- Amazing non-Persona normals, including a good anti-air (2B) and jump-in/overhead (J.B).
- Good pressure game through skills such as Arrow Rain, ROCK YOU! and Risette Field.
- Can reflect attacks.
Cons/Weaknesses:
- Very Persona reliant for pressure, damage.
- Persona normals have very long start up and recovery.
- Furious Action has Fatal Recovery.
Musical Notes:
Rise has the ability to summon musical notes onto the screen using her ROCK YOU! skill. Musical notes have no hitbox until detonated but once detonated, the notes are multi-hitting (6-7 hits), giving lots of blockstun and hitstun. Special note: Once musical notes are already on the screen, new ones will not come out unless the old ones are detonated or disappear on their own.
Scanned condition:
Duration: 300F
If Rise hits the opponent with one of her D Persona normals, the opponent will be put under a scanned condition. While the opponent has this condition, the behavior of Rise's Platinum Disc skill and Risette Field will change. The scanned condition will go away if Rise is hit, after a set amount of time or if one of the moves mentioned earlier is used
External References:
Move List
- See also: Rise Full Frame Data
Normal Attacks
5A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
-
|
All
|
6
|
3
|
14
|
-4
|
-
|
Unlike most standing jabs, Rise's standing jab actually hits lower down near the ground level where she kicks the bottom of her microphone stand a bit forward. Rise's fastest jab at 6f with respectable range.
|
5AA
|
-
|
All
|
11
|
2
|
15
|
-2
|
-
|
Moves Rise forward and sends airborne opponents back down to the ground, allowing you to end combos in sweeps or other low-hitting moves.
|
5AAA
|
-
|
All
|
11
|
3
|
26
|
-12
|
-
|
Standard 5AAA combo finishes. Comes out relatively fast so it'll still combo at the end of long combos for a chunk of free meter and burst gauge. Has high proration so try to avoid using this at the start of combos.
|
|
5B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
13
|
3(4)15
|
11
|
-18
|
-
|
- Can detonate musical notes
- Can hop cancel. Can jump cancel on hit
Rise swings and throws her microphone stand. If the swing does not hit initially, Rise will throw the mic stand as a mid-range projectile. Good for spacing but has bad recovery on whiff so be careful using this.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
9
|
4(3)4
|
21
|
-10
|
-
|
- Good Anti-Air
- Can detonate musical notes
- Can jump and hop cancel, which are good for varying your pressure
- First hit hits low
Pretty good all-purpose move as it moves Rise forward, hits low, deals decent damage, has fast startup, etc.
|
|
j.B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
H(1), All
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9
|
2x4
|
14
|
-
|
-
|
- Can detonate musical notes
- Good jump in
The multiple hits from the bottom of the microphone stand makes it easy to convert into a combo on hit or to start pressure with on block, making it a solid jump in. Only the first hit is an overhead but it can be canceled into j.A for an overhead as well.
|
|
j.2B
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Damage
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Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
16
|
2(6)7
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10
|
-2
|
-
|
The dive and the sweep are two different hits. Good for ending air combos because of its ability to ends in a ground knockdown. If the second hit connects, can follow up with specials.
|
|
All Out Attack A+B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
H
|
-
|
-
|
-
|
-
|
-
|
Rise whips the bottom of her microphone stand down on the opponent. Very punishable on block but has a pretty subtle animation, especially when the white flash is obscured by other move effects.
|
|
Persona Attacks
5C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
15
|
-
|
66 Total
|
-6
|
-
|
- Can dash and hop cancel. Can jump cancel only on hit
Has two hits, one from the initial "charge up" animation and one from the projectile itself. If Rise cancels into a non-Persona action on the first hit, the Persona will stay out and still perform the second hit, making it good for covering gaps from actions such as hops. Dash cancel is also useful to retain pressure if opponent blocks the second hit. However, note that the two hits are NOT airtight on block which means that the opponent can always reversal though them.
|
|
5D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
56
|
40
|
54 Total
|
+31
|
-
|
- On hit, puts the scanned condition on the opponent
- Can hold the D button to delay the laser coming out
Good for controlling space and covering approach, but has a very long startup that is easily punished by many characters.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
20
|
-
|
53 Total
|
-
|
-
|
Long startup, but Rise can move immediately after setting the bit, making this move insanely + on hit or block allowing for pretty dangerous setups provided you can get it out. Also good in some cases as an approach tool as the projectile shot is very delayed and Rise has a ton of time to run after it.
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
72
|
40
|
53 Total
|
-
|
-
|
- On hit, puts the scanned condition on the opponent
- Can hold the D button to delay the laser coming out
Same as 5D but the green laser goes from up to down. Good in scenarios where you want the laser to hit at instant air dash height first.
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
13
|
-
|
59 Total
|
-
|
-
|
Similar to 5C but the projectile is angled downward at 45 degrees. The initial hitbox is actually bigger than it looks so it can be used to juggle opponents in air combos even if they look way too high for the projectile to connect. Otherwise, can be used to call out anti-airs since it stops Rise's momentum in the air and she can still move and attack on the way down after the move's recovery.
|
|
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
56
|
40
|
49 Total
|
-
|
-
|
- On hit, puts the scanned condition on the opponent
- Can hold the D button to delay the laser coming out
An air version of her 5D. Just like the ground version is very good at shutting down the opponent's ability to move on the ground, the air version can shut down the opponent's ability to move in the air.
|
|
j.2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
71
|
40
|
49 Total
|
-
|
-
|
- On hit, puts the scanned condition on the opponent
- Can hold the D button to delay the laser coming out
An air version of her 2D.
|
|
Ground Throw C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
Throw
|
5
|
3
|
22
|
-
|
-
|
- Inflicts the charm status ailment on the opponent
The spin state it leaves the opponent in allows it to be comboed from meterless in the corner or on counterhit. In the corner, you can also OMC into Risette : Live On Stage for an unblockable reset from the spin state.
|
|
Reflective Bit B+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
All
|
44
|
15
|
48
|
-37
|
-
|
Rise's reversal. If the opponent hits the barrier that Himiko summons in front of Rise, the counter attack will come out immediately. However, the counter attack will still come out after a set amount of time, even if the opponent does not hit the barrier. The barrier that Himiko summons will block all attacks until the counter attack comes out. Unfortunately, this technically counts as the opponent's attack being blocked and will allow them to cancel the attack that hits the barrier into anything they could normally cancel it into on block. On the plus side, canceling into Risette Field makes this move really safe.
|
|
ROCK YOU! 236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
- Sets two floating notes which can be detonated by hitting them with any B normal, 214A/B, or another 236A/B.
- Notes remain onscreen until detonated or until they expire. They will not go away even if Rise is hit.
The soundwave Rise sends out is a projectile that can hit the opponent and detonate any existing notes.
A version is fast but has short range and the notes travel slowly over a short distance.
|
B
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
Longer startup than A version but has better range and the notes travel faster. Can be used as a meaty as a max range meaty 236B is both safe vs. most reversals and + on block.
|
SB
|
-
|
-
|
All
|
-
|
-
|
-
|
-
|
Has faster startup and recovery than meterless versions with B note range and speed. Good for extending combos and pressure in corner as the move is quite advantageous on block and the recovery is fast enough to allow a followup combo on hit.
|
|
Platinum Disc 236C/D (Air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
- if the opponent has the scanned condition, the disc will track the opponent
Good alternative air combo ender that'll leave the opponent on the other side of the screen instead of next to Rise like j.2B. When the disc tracks an opponent under the scanned condition, it'll lock down the opponent for 6-7 hits on hit or block. Combined with its tracking, this makes the scanned version a very good tool for covering an approach.
The C version has the disc go only as far as in front of Rise
|
D
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
The D version makes the disc go further, about 1/3rd of the screen
|
SB
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
The SB version pulls the opponent back towards Rise, useful for extending combos midscreen
|
|
Tetrakarn/Makarakarn 214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
If Tetrakarn is up, the barrier it creates will automatically pushblock the opponent away if it comes in contact with a physical strike. Rise must block the attack to get the pushblock effect. The shield is on a timer and will go away on successful pushblock, if you get hit or if the timer runs out. Note: The move has a cooldown period where it can't be used again after being used. It is indicated in the HUD as a gray version of the usual meter
|
D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
If Makarakarn is up, the barrier it creates will automatically reflect a projectile that comes into contact with it. Rise must block the attack to get the reflect effect. The shield is on a timer and will go away on a successful reflect, if you get hit or if the timer runs out. Note: The move has a cooldown period where it can't be used again after being used. It is indicated in the HUD as a gray version of the usual meter.
|
SB
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Arrow Rain 22A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
Long startup but the barrage of lasers fired by this move has a lot of hitstun and blockstun. In neutral, good for getting in if you can get the space to use it and manage to get them to block or get hit by it. On whiff, the barrage of lasers can be used to halt the opponent's ability to advance forward if it comes down in front of them.
The lasers also hit when they're going up into the air, making it possible to combo into this move in the corner meterless and with SB Platinum Disc midscreen
A version: The barrage of lasers comes down right next to Rise
|
B
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
B version has the barrage of lasers comes down at the other side of the screen
|
SB
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
SB version has the barrage of lasers tracks and will come down wherever the opponent is
|
|
Hysterical Slap 236236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
Good as a reversal super because of its deceptively good horizontal range.
|
B
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
SB
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
SB version has more invincibility than the other versions but also gives Rise the Berserk status ailment for a short duration
|
|
Risette Field 236236C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
- Pressing C or D makes a speaker appear near the opponent before exploding
- While Risette Field is up, C and D Persona normals as well as Risette: Live on Stage can't be used
- If the opponent has the scanned condition, the satellite speakers will automatically appear around the opponent and spiral around them
- Has a cooldown on it after use indicated by a grey version of the usual timer for the super on HUD.
Good for allowing Rise to get in by restricting an opponent's movement with the threat of the exploding speakers. Also, good in combos because of its ability to juggle the opponent.
|
D
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
SB
|
-
|
All
|
-
|
-
|
-
|
-
|
-
|
|
Awakened SP Skill Attacks
Risette: Live on Stage 214214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
4649
|
UB
|
-
|
-
|
-
|
-
|
-
|
- Damage of the super depends on how well you score in the rhythm game
- Each version plays 3 different songs for the rhythm game.
Does really good damage when you get a perfect score on the rhythm game. Has good invincibility frames, allowing it to be used as a reversal but has a more limited horizontal range compared to Hysterical Slap.
|
D
|
-
|
UB
|
-
|
-
|
-
|
-
|
-
|
SB
|
5963
|
UB
|
-
|
-
|
-
|
-
|
-
|
The SB version is the most difficult of the rhythm games to play but has the highest pay off in terms of damage
|
|
True ♥ Story 222C+D
|
|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Click [★] for character's full frame data