P4U2R/Rise Kujikawa/Combos

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 Rise Kujikawa



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko
Rise's Combo page is currently undergoing construction. Sections may be mentioned which may not exist yet.


Combo Theory

Rise's more advanced combos tend to rely on a number of factors (mainly the distance to the corner), so combos will be separated into basic, core, and specialized combos. Each section will be separated into midscreen and corner sections, with notes explaining additional requirements if needed.

In general, Rise's combos will aim to achieve a combination of 3 things:

  • Safejump/setplay setups
  • Corner Carry
  • Damage

Depending on the situation, one or two of these things will be prioritized over the others, but buy-in-large, Rise's combos will try to both maximize damage while setting up setplay opportunities.

Midscreen Combo Theory

Rise's midscreen combos are primarily concerned with either providing a setplay opportunity or carrying the opponent to the corner, where her damage potential is much higher. Meterless options will primarily aim to provide setplay opportunities with a knockdown into 236B, which will hit meaty. Because 236B spawns notes, these can be used to extend pressure if the opponent blocks to provide more corner carry and mixup opportunities. In situations where damage is needed, generally you can replace any instance of 2A+B > 236B with 2A+B > 214A > 236236B to super cancel into hysterical slap and deal respectable damage at lower scaling.

For 25 SP, instead of leading into 236B oki from 2A+B, you can extend a combo with SB disc (236C+D) to greatly increase damage and corner carry. From here you can either microdash 5C to continue into the crouching confirm route for consistency or microdash 2B > 5C for a safer alternative with some caveats.

Corner Combo Theory

Rise's damage is at its best in the corner. She gets access to multiple different links in the corner which dramatically increases her damage output compared to an average midscreen confirm. Universal routes will tend to use 2A+B > 236C > 2B or 22B > 5C > 236B to pop the opponent into the air and ignore standing or crouching conditions.

Unlike midscreen, Rise does not have any crouching specific confirms in the corner. This is because the main reason it's needed for midscreen is to allow both hits of 5C to connect, and because both hits will connect regardless in the corner, it isn't a factor. Rather, there are some combos which will require the opponent to be standing for the first hit of 22A to land.

When in the corner you can SB shove (214A+B) while the opponent is airborne to wallbounce for an extension that will scale better than doing 2A+B > 236C. From here you can continue the combo from the other side away from the corner or dash under to continue while facing the corner (Generally you'll want to continue the combo with 5C). You can also extend with SB Notes (236A+B) to quickly put out notes to ensure note oki on unfavorable corner spacing or prorated starters.

Introductory BnBs

The following combos are essential for playing Rise at a basic level. The concepts in these combos will carry on when playing at higher levels. These combos are generally intended for players who are beginning to learn Rise.

Midscreen BnBKnockdown with B Note (236B) oki
Very Easy

5AA > 2B > 5B > 2A+B > 236B (Meaty)
1133 damage, builds 10 sp.

A basic combo to lead into basic midscreen setplay. If the opponent blocks 236B on wakeup you will be +24f, meaning that you can run up and connect a 5A before they can reversal. This combo leaves notes out after the combo which are Rise's main tool for extending pressure after knockdowns.

Be aware that your opponent can choose to reversal on wakeup after 2AB sweep to beat your 5A. To counter this, perform a microdash after 236B's recovery and hold back as you do your 5A. If done correctly this will beat most reversal options. Beware of delayed reversals like Adachi's DP or counter reversals like Naoto's DP.

Corner Basic Universal BnBKnockdown with safejump oki
Very Easy

5AA > 2B > 5B > 5C(1) > 22B > 5C(2) > 236B > 5AA
2059 damage, builds 20 sp.

An easy combo in the corner that works on anyone, both crouching and not, that will lead into a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. Safejump with j.B to pop notes on your way down or use j.A to save them for pressure extensions.

The 5C > 236B link can be tricky for new players. Make sure to time 236B so that you press B as soon as the second hit of 5C comes out.

Anti-Air BnBConversion from 2B to air combo
Very Easy

2B > jc > j.A > j.B > jc > j.B > j.5C > j.236C/(j.2B > 236B) (Meaty)
1852/1287 damage, builds 14/10 sp. (Damage may vary due to j.B hits)

A safe combo to do when hitting your opponent into the air, which will usually happen with a 2B anti-air. The j.236C ender will knock the opponent to the other end of the screen while j.2B will bring them down to the ground. Keep in mind that j.2B will whiff if the opponent is above Rise, so aim to have the opponent as level with Rise as you can for the best results. Only do 236B if the second hit of j.2B connects. Otherwise your opponent will recover in time to punish you.

Midscreen Crouch Confirm BnBCombo for crouching opponents (Does not work on Kanji)
Easy

5AA > 5B > 5C > delay 214B > 5AA > 5C(1) > 22B > delay 214A > microdash 5D > microdash 214A
2700 damage, builds 29 SP. (Does not work on Kanji)

This combo is great in terms of corner carry and leaves the opponent scanned, which allows you to press your advantage with enhanced persona specials. Bear in mind, if you are too close to the corner, the wallbounce from 214B may send the opponent over you.

In order for this combo to work, the opponent must be crouching. There are a number of delays in this combo which may be difficult to land for newcomers so here are some pointers:

  • For the first delay, the goal is to let the opponent get as far as possible before 214B hits. This usually means you can wait until after the second hit of 5C to input 214A but at further spacings your delay will need to be shorter.
  • For the second delay, a handy trick is to wait until Rise enters her idle animation to input 214A. If done right, the opponent should be hit low enough to get stuck in arrow rain.



Combos

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
# Combo Position Damage Meter Requirements Difficulty Notes Video
1 5AA > 5B > 2B > 2AB > 236BReplace with 214A > 236236B for 2487 damage Anywhere 1199 +10 SP - Very Easy Midscreen standing bnb. Gives 236B oki.Keep in mind 236B will whiff if you end the combo in the corner. Can meter extend with 236A+B > 5AA to ensure a safejump in this case. [1]
2 5AA > 2B > 5B > 22B > 5C(2) > 236B > 5AAReplace with 2B(2) > 214A > 236236B for 3090 Damage Corner 2059 +19 SP - Very Easy Easy corner combo to ensure a note safejump on 5A starter that doesn't rely on the opponent standing. 22B will whiff if you're too far from the corner. [2]
3 AA 2B > jc > j.A > j.B > jc > j.B > j.C > j.236CYou can j.2B after j.B to bring the opponent down and lead into 236B oki if your opponent is at the correct height. Refer to the Introductory BNB section for an example. Anywhere 1960 +14 SP Anti-Air Very Easy Reliable anti-air combo. Damage can vary depending on j.B hits. If j.C(2) often whiffs, you can cancel into j.236C from j.C(1) instead for consistency. If you hit 5AA airborne you can lead into this route. [3]
4 5AA > 2B > 5B > 5C(1) > dl.hopMake sure to delay this enough to not get a 2C cancel from 5C > dl.j.B > microdash 5AA > 2B > 5B > 2A+B > 236B Anywhere 2001 +20 SP Crouching Easy Crouching confirm that will work on anyone anywhere. Gives 236B oki.Keep in mind 236B will whiff if you end the combo in the corner. Can meter extend with 236A+B > 5AA to ensure a safejump in this case. [4]
5 236B (Meaty hit) > dash 5AA > 2B(1) > 2C > dash cancel > 5A , 2C(2) , microdash 2B > 5B > 2A+B > 236B Anywhere 2235 +21 SP - Easy Easy combo to autopilot into when your opponent doesn't block 236B oki. Gives decent corner carry. [5]

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Essential Combos

The following combos are used on a regular basis in Rise's gameplan. It is reccommended that you learn at least one of the enders for each of these routes.

# Combo Position Damage Meter Requirements Difficulty Notes Video
1 5AA > 5B > 5C > dl.214BIdeally you want to hit 214B as late as possible > 5AA > 5C(1) > 22B > dl.214AInput 214A when Rise enters her idle stance for the best results > ... ... > microdash 5D > dash 214A Midscreen 2700 +29 SP Crouching, Not Kanji Medium Basic midscreen crouching confirm BnB. Gives good corner carry and scanned property to continue pressure with. [6]
2 ... > microdash 2[D] > dash > 5AA > ]D[ Midscreen 2526 +26 SP Crouching, Not Kanji Medium Midscreen crouching conversion that ends in a scanned safejump. Depending on when you release 2D you can catch rolls with this setup. Forward jump after 5AA for a crossup [7]
3 ... > dash 236B > 5AA Midscreen 2655 +28 SP Crouching, Not Kanji Medium Midscreen crouching conversion that ends in note safejump. You will need the opponent to be low enough for 5AA to land after 236B. [8]
4 (j.B) > 2B > 5B > 2A+B > 236C > 2B(1) > 5C(1) > 22A > ... ... > 236A > 9 > j.2B > 236C > 5AA Corner 3244 +28 SP - Medium Basic universal corner combo with a note safejump that can loop into itself. This is your bread and butter in the corner. [9]
5 ... > 5C(1) > 5[D] > 214A > dl.]D[ > 5AAA > 214A > 236236C Corner 4620 -15SP 50 SP, Orbs off cooldown Medium Corner damage conversion from the corner BnB. Uses scanned orbs to do good damage, use this to close out rounds. [10]

Scan Oki Crouch ConfirmGet a scan left/right mixup or safejump.
Easy

5AA > 5B > 5C > delay 214B > 5AA > 5C(1) > 22B > delay 214A > 2[D] > dash 5AA 2]D[
2526 damage, builds 26 SP. (Does not work on Kanji)

Gives Rise a safejump if you jump cancel the 5AA and do falling j.B. Also gives a left/right mixup if you neutral jump (same side) or forward jump (crossup).

Note Oki Crouch ConfirmGet a note left/right mixup or safejump.
Easy

5AA > 5B > 5C > delay 214B > 5AA > 5C(1) > 22B > delay 214A > dash 236B > microdash 5AA
2641 damage, builds 28 SP. (Does not work on Kanji)

Gives Rise a safejump if you jump cancel the 5AA and do falling j.B. Also gives a left/right mixup if you neutral jump (same side) or forward jump (crossup).

Counterhit 5C RouteGo to punish combo.
Medium

CH 5C > 5B > 214B > 2B(1) > 5C > dl 214B > 5AA > 5C(1) > 22B > dl 214A > microdash 5D > dash 5AAA > 214A > dl 236236C
5311 damage, uses 50 SP (Does not work on Kanji)

This is your go to punish combo if you can't hit a fatal 214B as 5C is one of Rise's best starters and gives good damage.


Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Minazuki Teleport PunishMake Minazuki hurt for a bad teleport.
Medium

AA FC 2B > 5C > dl 214B > 5C(1) > 22B > dl 214A > 2D > dash 214B > 5AAA > 214A > dl 236236C
5079 damage, uses 50 SP.

Use this combo against teleport happy Minazuki players as it will probably deter them from random teleports.

Character Specific Standing RouteOn Junpei, Teddie, Minazuki, and Sho you can do this route standing.
Hard

Dash 5AA > 5C > 214B > 5AA > 5C(1) > 22B > dl 214A > microdash 5D > dash 214A
2636 damage, gains 27 SP

Hard to hit confirm reliably, but worth the damage boost. You can also opt for other midscreen enders. Dash is also only needed on some characters.

The beginning of this combo also works on Kanji but instead of 5AA > 5C(1) > 22B > dl 214A > microdash 5D > dash 214 you do the ender seen here

Midscreen to Corner

Corner Only

5A Starter

Note: Basically all corner combos ending in 5AA can be taken into either A 214A 236236B (OMC 214214C/D) or 2A+B meaty 236B ender, depending on whether you want damage or oki.

  • (Standing confirm) 5AA (5B 2B) 5C(1) delay 22A, delay 2A+B 236B, 2B(1) hop j.B j.236C, 5AA > ender
Standing only. Requires 50 SP for standard 236236B ender, 150 SP for extended 214214C/D ender.
Standard standing confirm for high damage. Note that 22A will not combo universally on the entire cast if done immediately, in which case a slight delay will be needed so the ascending lightning hits the opponent after the second hit of 5C connects.
  • (crouching confirm) 5AA (5B 2B) 5C(1) hop j.B j.236C 5AA > ender
Standing only. Requires 50 SP for standard 236236B ender, 150 SP for extended 214214C/D ender.
More lenient universal combo that works with a wider range of starters.
  • (crouching confirm) 5AA 5C(1) 22B, 2B(1) 5C(2) 236C, 5AA > ender
Stricter than the above with proration but gives better damage.
  • {standing confirm) 5AA (5B 2B) 5C(1) delay 22A, delay 2A+B 236B, 2B(1) 22A, 5C(1) 5D, 214A
Okizeme setup that gives both scan and note oki. The 2B after the 236B should detonate only one note, leaving one out for use in okizeme.
  • (crouching confirm) 5AA (5B 2B) 5C(1) 2A+B 236A+B, 2B(1) 22A, 5C(1) 5D, 214A
Requires 25 SP.
Same as above. Works on standing too but spending the meter is pointless as the same results can be achieved for more damage meterless on a standing opponent.

Throw starter

  • Throw > 5AA 5C delay 22A, 2A+B 236B, 2B(1) 22A, 5AA > ender
Meterless throw combo. Bad starter proration on throw required a shortened combo.
  • Throw > 5AA 2A+B 236A+B, 2B(1) 22A, 5C 5D, 214A
Requires 25 SP.
  • Throw OMC 214214C(+D)
Requires 100 to 125 SP.
High damage throw reset. Spin state recovery from throw prevents the opponent from being able to escape the Risette Live unblockable even though the combo drops, allowing Risette Live to deal full unscaled damage.



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 Rise Kujikawa