P4U2R/Rise Kujikawa

From Dustloop Wiki
While Rise's page here may be undergoing rewrites, there are some rather fleshed-out resources covering the character in this version:

Rise gitbook: https://jolteo.gitbook.io/p4u2.5-rise-guide

Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.

Overview

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.
P4U2R Rise Kujikawa Nameplate.png
P4U2 Rise Portrait.png
Health
9,000
Backdash
20F (1~6F Inv All)
Persona Cards
4
Combo Rate
65%
Fastest Attack
5A (6F)
Reversal Type
Counter -> Attack
Fatal Starters
214A/B/A+B, 236236C/D Bomb
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
236236C/D/C+D, Ground 214214C/D/C+D

 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!

Pros
Cons
  • 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.
  • Combo Versatility: Combos can both deal a respectable amount of damage and lead into her strong setplay. Most combos will have slight variations to optimize for one or the other.
  • 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).
  • Persona Reliant: To get meaningful pressure and damage Rise relies on her persona, getting persona broken means Rise is incapable of what makes her a strong character.

Unique Mechanics

Scanned Condition

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

Starter Guide

Normal Attacks

5A

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.
5A 200 All 6 3 14 -4 Body
5AA 400 All 10 2 15 -2 Body
5AAA 1200 All 11 3 26 -12 Body
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
  • Grounds opponents on hit.
  • Jump cancelable on hit and block
  • Rise's best starter for combos
  • Delayable from 5A to catch mashing

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
  • Jump cancelable on hit and block

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.
160 Low 7 5 9 -3 Foot

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.
500, 300 All 13 3(4)15? 11 -18 [0] Chest, Projectile
  • Detonates musical notes.
  • Jump cancelable on hit.
  • Hop cancelable on block.
  • First active frames are the physical hit, second set is the mic throw.
  • Mic throw clashes with projectiles.

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.

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.
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. Also is the staple low in high/low mixups.

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

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.
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. Will clash with some anti-airs on occasion.

In pressure is her staple high option in high/low mixups. Only the first hit is an overhead but it can be canceled into j.A for a double overhead.

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.
400 All, Low 16 Until L+2(6)7 10 -2 Head, Foot
  • Only special cancelable if the sweep hits.
  • Good corner combo tool to setup safejump conversions with 236C

The dive and the sweep are two different hits. Good for ending air combos because of its ability to end in a ground knockdown. Second hit only connects when the opponent is about the same elevation as Rise, otherwise the opponent will just be sent down to the floor with j.2B(2) whiffing.

Second hit can be used as a cheeky low that can be converted from with 236C/D, though any other low is better.

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.
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
  • One of Rise's best starters.

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!

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 +39 on block
  • Cannot be cancelled into specials or other normals on block.
  • Be cautious using this move in neutral.
  • Great tool to setup high/low mixup opportunities both midscreen and in the corner.

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.

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.
500, 250 All 13 4(17)Until Hit Total 59 Body, Projectile Persona 1~Until Active All
  • Easily punished if your opponent has a way to punish air options from fullscreen.

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.

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.
  • Arrow rain is usually a good move to cover the startup of scan
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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
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

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

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

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

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.

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

Skill Attacks

ROCK☆YOU!

Persona Required 236A/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.
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 (except j.2B) or 236A/B/A+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. 2A+B > 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.
  • Fixed note placement.

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


236B
  • Notes last 650f.
  • Plus on block.
  • Can vary where the notes are placed by holding B after.

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.
  • Plus on block.
  • Can vary where the notes are placed by holding B after.

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 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 29 block/33 hit -10 Body
214B 1100 All 24 8 38 block/42 hit -21 Body 25-28 All
214AB 940 All 11 6 22 block/24 hit -3 Body 12-17 All
All versions
  • Forces fatal counter.
  • Bad starter outside of fatal counter.

214A
  • Not a good pressure ender

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

Fastest version of the three, with longer post-active invuln than B. Will wallbounce from midscreen on fatal counter starter and only in the corner on regular hit.

Platinum Disc

Persona Required 236C/D (Air OK)

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.
  • Best midscreen poke tool.

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.

Tetrakarn/Makarakarn

Persona Required 214C/D

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.

Arrow Rain

Persona Required 22A/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.
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).

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. Her only reversal that works while persona broken.


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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
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

Persona Required 236236C/D

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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
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

Persona Required 214214C/D

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. Doesn't work while persona broken.

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
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
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

Persona Required 222C+D when IK Conditions are met

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

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 Rise Kujikawa



To edit frame data, edit values in P4U2R/Rise Kujikawa/Data.