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|5AA > 2B > 5B > 2AB > 236B || Anywhere || {{clr|4|1133}} || -- || {{clr|2|Easy}} || Standard BnB w/ 236B {{keyword|okizeme}} (Only at midscreen) || vid | |5AA > 2B > 5B > 2AB > 236B || Anywhere || {{clr|4|1133}} || -- || {{clr|2|Easy}} || Standard BnB w/ 236B {{keyword|okizeme}} (Only at midscreen) || vid | ||
|- | |- | ||
|5AA > 2B > 5B > 22B > 5C(2) > 236B > 5AA || Corner || damage || -- || {{clr|2|Easy}} || | |5AA > 2B > 5B > 22B > 5C(2) > 236B > 5AA || Corner || damage || -- || {{clr|2|Easy}} || Easy corner combo to ensure a true note safejump on 5A starter. 22B will whiff if you're too far from the corner. || vid | ||
|- | |- | ||
|2B > 5B > 2AB > 236C > 2B(1) > 5C(1) > 22A > 236A > 766 > j.2B > 236C > 5AA || Corner || {{clr|4|3161}} || -- || {{clr|3|Medium}} || Standard corner BnB w/ note safejump. (Not a true safejump if 5A is used in the start of the combo) || vid | |2B > 5B > 2AB > 236C > 2B(1) > 5C(1) > 22A > 236A > 766 > j.2B > 236C > 5AA || Corner || {{clr|4|3161}} || -- || {{clr|3|Medium}} || Standard corner BnB w/ note safejump. (Not a true safejump if 5A is used in the start of the combo) || vid | ||
|- | |- | ||
|5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > {{Tt|dl.|Input 214A when Rise enters her idle stance for the best results}}214A > microdash 5D > dash 214A || Midscreen || {{clr|4|2700}} || Crouching || {{clr|3|Medium}} || Standard crouching confirm w/ corner carry and scanned property. || vid | |5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > {{Tt|dl.|Input 214A when Rise enters her idle stance for the best results}}214A > microdash 5D > dash 214A || Midscreen || {{clr|4|2700}} || Crouching || {{clr|3|Medium}} || Standard crouching confirm w/ corner carry and scanned property. '''Does not work on Kanji''' || vid | ||
|} | |||
===Midscreen Crouching Confirm Variations=== | |||
The midscreen crouching confirm has a few variations on enders that aim for a few different things. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
!colspan="2"| Combo !! Position !! Damage !! Requirements !! Difficulty !! Notes !! Video | |||
|- | |||
|rowspan="3"|5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > {{Tt|dl.|Input 214A when Rise enters her idle stance for the best results}}214A > ...||... > dash > 5D > dash > {{Tt|'''214A'''|Can add > 236236B for 3300 Damage}} || Midscreen || {{clr|4|2700}} || Crouching || {{clr|2|Easy}} || Scanned property w/ corner carry. || vid | |||
|- | |||
|... > dash > 2[D] > dash > 5AA > {{Tt|dl.]D[|Instead of timing the release, you can instead just hold D until it auto-releases}} || Midscreen || {{clr|4|2526}} || Crouching || {{clr|3|Medium}} || Scan {{keyword|okizeme}} 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 > {{Tt|'''236B'''|Can replace with 214A > 236236B for {{clr|4|4087 damage}} or 214A > 236236C > jc > j.B > j.A > land 214A > 236236B for {{clr|4|5177 damage}}}} || Midscreen || {{clr|4|3253}} || Crouching || {{clr|3|Medium}} || Scanned property w/ Note {{keyword|okizeme}}. || vid | |||
|- | |||
|rowspan="2"|5AA > 5B > 5C(2) > 214B > 2B(1) > 22A > 5C(1) > 2AB(whiff) > ... || ... > 766 > j.2B > {{Tt|'''236B'''|Can replace with 214A > 236236B for xxxx Damage}} || Midscreen || {{clr|4|2700}} || Crouching {{clr|3|Medium}} || Alternate midscreen route that will work on Kanji. | |||
|- | |||
|... > microdash 5C(1) > | |||
|} | |} | ||
Revision as of 18:56, 4 October 2022
Hello, my name is Jolteo_
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c1 | c2 | c3 |
r1 | r2 | r3 |
Combos
Bolded sections can be hovered over to see more damaging routes.
Basic BnBs
These are your basic go-to combo routes. Learn these routes before you learn more specific combos.
Combo | Position | Damage | Requirements | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5AA > 2B > 5B > 2AB > 236B | 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) | vid |
5AA > 2B > 5B > 22B > 5C(2) > 236B > 5AA | Corner | damage | -- | Easy | Easy corner combo to ensure a true note safejump on 5A starter. 22B will whiff if you're too far from the corner. | vid |
2B > 5B > 2AB > 236C > 2B(1) > 5C(1) > 22A > 236A > 766 > j.2B > 236C > 5AA | Corner | 3161 | -- | Medium | Standard corner BnB w/ note safejump. (Not a true safejump if 5A is used in the start of the combo) | vid |
5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > dl.Input 214A when Rise enters her idle stance for the best results214A > microdash 5D > dash 214A | Midscreen | 2700 | Crouching | Medium | Standard crouching confirm w/ corner carry and scanned property. Does not work on Kanji | vid |
Midscreen Crouching Confirm Variations
The midscreen crouching confirm has a few variations on enders that aim for a few different things.
Combo | Position | Damage | Requirements | Difficulty | Notes | Video | |
---|---|---|---|---|---|---|---|
5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > dl.Input 214A when Rise enters her idle stance for the best results214A > ... | ... > dash > 5D > dash > 214ACan add > 236236B for 3300 Damage | Midscreen | 2700 | Crouching | Easy | Scanned property w/ corner carry. | vid |
... > 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 | |
5AA > 5B > 5C(2) > 214B > 2B(1) > 22A > 5C(1) > 2AB(whiff) > ... | ... > 766 > j.2B > 236BCan replace with 214A > 236236B for xxxx Damage | Midscreen | 2700 | Crouching Medium | Alternate midscreen route that will work on Kanji. | ||
... > microdash 5C(1) > |
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) | vid | |
2B > 5B > 2AB > 236C > 2B(1) > 5C(1) > 22A > 236A > 766 > j.2B > 236C > 5AAReplace with 2B(2) > 214A for 4024 Damage | Corner | 3161 | -- | Easy | Standard corner BnB w/ note safejump. (Not a true safejump if 5A is used in the start of the combo) | vid | |
5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > dl.Input 214A when Rise enters her idle stance for the best results214A > ... | ... > dash > 5D > dash > 214ACan add > 236236B for 3300 Damage | Midscreen | 2700 | Crouching | Easy | Scanned property w/ corner carry. | vid |
... > 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. | |||||||
5AA > 5B > 5C(2) > 214B > 2B(1) > 5C(1) > 22A > 5C(1) > 2AB(whiff) > 766 > j.2B > 236BReplace with 214A > 236236B for 2487 damage | Midscreen | xxxx | Crouching | Medium | 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 |
Advanced Combos
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.