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.