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Posted

Alright, another "how do I beat this character" question.

 

Specifically it is Yosuke, but more generally it is anyone that stays way above me. 

 

Basically, I'm having difficulty in beating people that jump a ton.

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Posted

Use Arrow Rain to make airspace unsafe, abuse j.B's enormous hitbox and longlasting frames, and if possible, use j.D holding to limit their options.

 

This is all assuming that they're airborne enough to give you breathing space, of course.

  • 1 month later...
Posted

Interesting. Max distance Rock You + note pop covers quite a large ground area that normally Rise struggles with, and unlike Plat Disc I do not think it can be so easily IAD'd. Of course you need to set it up and be properly spaced, but it's something.

I definitely see the potential for shenanigans.

Posted

So is there footage of Rise in the new patch? I watched a few tournaments (acho and some central arcade) and none of them had a single Rise player...I thought these buffs might make people want to play her but nope.

Posted

There's the one match with the Rise I got the footage for the new bubble pop moving forward but that's it. But that's to be expected. It hasn't been a week since the game has released. You'll have to be more patient.

Posted

Rise still can combo into her dance super. You have to do use routes with 22A > SB Notes > Dance super.

The damage dropped a little also. People are still looking for routes midscreen for it.

Old midscreen routes with 22b > delay 214A > 66 dance super are gone.

You might be able to still do them fine with omb/FC routes.

Minimum damage on slap super dropped from 880 to 600.

214AB is fast enough that sweep > 214AB works similar to sweep > 214A.

214AB recovers fast enough that you can easily combo after midscreen on FC hit.

There was a stream that had a day 2 2.0 Rise show of alot of changes really well.

You need nico preminum to watch it though.

Risette field cooldown is pretty bad now. About 15-25 secs.

Not sure if things like Risette field > dance super work due to start up nerf.

C disc recovery is so good that air C disc > C disc works in the corner.

S.Rise tried going for grab > s.berserk > dance super but rip.

The combo paths she should gain with air hit J.2b > SB disc > 5C > 22b etc,

D disc working in combos should help both Rise/S.Rise.

I wouldn't worry too much and just wait for more footage.

Posted

Thanks for all that info Tecta1. It's very much appreciated.

 

15-25 secs on Risette Field cooldown kind of makes me sad since I had a very Risette Field centric play style. But all in all, this change will just force me to use my meter for a more diverse set of things so it's cool. Air C disc > C disc working in the corner sounds really cool visually. I hope someone does a Rise combo video in the coming weeks to show this one off.

Posted

The timing on the release of this combo video is strangely spot on, lol.

Wow, j.2B really looks like it puts in so much work now in corner combos. It's great! The notes you can summon from it gives you nice options for oki or to use in combos. The new 5AA > jump cancel ender the player was experimenting with was also pretty neat too. I'm curious how well it'll hold up against delay teching though. Guess I'll wait to see how it pans out in future gameplay vids.

 

Also, these Hysterical Slap OMB combos are looking pretty swag. Can't wait to learn them.

Posted

Just being able to get a legit knockdown into oki off of random air hits and high hitting arrow rain with j.2b is a big buff if you ask me. All the damage it adds to to combos is just icing on the cake. You may be even able to corner carry into knockdown if you OMC a plat disc ender. Hell, you can probably corner carry note oki from anywhere on the screen now with SB Risette Field > dash to corner > j.2b. Need to see moar!

Posted

I would say that Rise is probably ass now solely because of j.B not being overhead meaning she basically has no overhead anymore, but we'll see I guess.

Posted

The final changelist doesn't mention anything about j.B not being an overhead and we haven't heard any reports that it isn't yet. I'm pretty sure it's still an overhead.

Posted

The final changelist doesn't mention anything about j.B not being an overhead and we haven't heard any reports that it isn't yet. I'm pretty sure it's still an overhead.

Oh then she's probably top tier. Nerf plz.
Posted

"Risette field cooldown is pretty bad now. About 15-25 secs."

 

Oooookay...does it affect the match up vs zoners? I use this super pretty often for get in against them.

Posted

Need to see more footage/Hear stuff from the JP players but my current assessment is it shouldn't. The cooldown should be over by the next time you need it if you managed to keep the momentum you got by using Risette field to cover your approach. More importantly, the projectile invuln buff for Makarakarn shield summon might give us a better alternative in cases where you would want to use Risette Field. It won't be as effective as Risette field for getting in but the fact that it won't cost us meter either is a big plus. And of course, we always have the option of just using solid movement to slowly work our way in so I think we should be fine.

Posted

That particular nerf does. She got invul on some of her persona move startups, not sure how that will work out. Karn has gotten way better with near instant actives so it likely will help at least once against projectiles. And her offense got better, giving her more of a rushdown character feel, so she could be all over that yukiko once she gets in.

Ninja'd

Posted

"Risette field cooldown is pretty bad now. About 15-25 secs."

 

Oooookay...does it affect the match up vs zoners? I use this super pretty often for get in against them.

 

You might have to use it a bit less, but Makakarn actually sounds useful now, and the faster start up on 5/2D could be helpful as well.

Posted

Yeah I noticed that too. Pretty excited!

Also might be redundant I've been having trouble doing pressure midscreen. Usually I stagger or crossup and maybe add a 5C > 2C if I condition the opponent well enough, but I'm having trouble getting them to the corner unless I'm able to land note oki.

Posted

What're Rise's go-to punish tools? 5C is a good starter, but it takes too long to startup. 2B or something?

 depends on your situation. You'll mostly go for 5C counter since it gives you a free 214B and a combo midscreen. You can go for 5C>2C>stuff when the opponent is near the corner. If you're awakened and have 100 meter to spare, I'd recommend doing this : 2B CH>22AB> delayed 214A>66> 214214CD.  it's about 6k for a relatively easy punish that works anywhere on the screen

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