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


Midscreen

  • 5AAA > 214A > (236236B)
Basic auto combo variant for meter gain. 214A gives hard knockdown and 236236B deals more damage than A version, so this is better than doing the full autocombo.


  • 5AA > 5B > 2B > 2AB > 236B Oki
Requirements: --
Damage: --
Note: Midscreen BnB combo


  • 5AA > 5B > 2AB > 236CD, 66 5C > 22B, delay 214A, 66 5D, 66 5AA 2A+B > Analzyed 22A oki
Requirements: 25 Meter. Must be at least around round start distance from corner.
Damage: 3094
Note:
Corner carries about half a stage length. If done properly, the 214A should cause the opponent to fly past the first lightning bolt from the descending 22B and be hit low to the ground.


  • 5AA > 5B > 5C > delay 214B , 5AA > 5C > 22B , delay 214A > 66 2C , 66 5D , 214A
Requirements: Crouch Confirm
Damage: 3440, Meter gain: 34
Notes:


  • AA 2B > jc j.B > djc j.2B
Requirements: --
Damage: --
Notes: Brings the opponent back down to the ground. Use this route when the opponent is low enough in the air for the j.2B to hit


  • AA 2B > jc j.B > djc j.B > j.C > j.236C
Requirements: --
Damage: --
Notes: Knocks the opponent to the other side of the screen so you can't continue pressure afterwards. Use this route when opponents are too high for j.2B to connect. After landing, you can attempt to keep control of the situation to get back in by doing 5[D] or Arrow Rain


  • AA 2B > jc j.B > j.2B > 236C+D > microdash 5C > 22B > 214B > dash 2C > 2[D] > 5AA
Video Example
Requirements: 25 Meter
Damage: --
Notes: Because the second hit of j.2B now connects consistently, you can extend your air to air combos by canceling into SB Platinum Disc.

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