RurouniLoneWolf Posted February 26, 2015 Posted February 26, 2015 Much like in a few of Rise's combos involving 214B, the trick is to delay the 214B after 5C so that it hits them further out/near the end of the animation. If you do that, you should find it isn't too hard to get the 2B after
rubedo777 Posted February 26, 2015 Posted February 26, 2015 And the other one. Is it possible to do OMB>rhythm super? I played around with this before but I forgot now...pretty sure if you OMB 214A in a juggle combo in the corner, you can combo the dance super.
MegaBlues Posted February 26, 2015 Posted February 26, 2015 If you're in the corner, you don't need to OMB to use dance super. You can simply do something into 22A > Sweep/236A > DDR. Now, midscreen, you need to do stuff into 214B > 2B > 5B OMB DDR.
TastyPancakez Posted February 26, 2015 Posted February 26, 2015 Midscreen you can do 5AA > 2AB > 236CD > 66 5C > 22B > 214A > Run up 214214C/D iirc? Not sure if it's CH only since I never really do it but it exists. Off a CH/FC, 2B > 22AB > delay 236A > dance also works midscreen in ther corner it's an easy combo, 5AA > 2B > 5C > 22A > delay 236A > 214214C/D works. If the opponent is crouching you can use 22AB instead of 22A since iirc 22A doesn't confirm off of crouchers. You can get dance unblockable with grab (after grabbing quickly OMC and then dance super), though that's corner only.
Balguna Posted February 27, 2015 Posted February 27, 2015 I have 2 questions. In the challenge 24 you have to do 2b 5C 214B 2B, etc... But how? When I want to hit the second 2B Rise hasn't recovered from the 214B, I have tried countless times but have been able to hit just twice. And the other one. Is it possible to do OMB>rhythm super? Personally I found the easiest way to do 24 is to just OMC the 214B. Rise starts that challenge with 100 meter so you can do that and still be able to do 236236C near the end.
Ryd' Posted February 27, 2015 Posted February 27, 2015 You're better off learning the timing on the delay since that string is her critical for her midscreen crouch and CH confirms.
fruits_punch95 Posted March 2, 2015 Posted March 2, 2015 Thanks to all the people who replied. The timing in 5C> 214B > 2B is still being difficult but I am getting it more frequently now. Though for the challenge mode I just did what Balguna suggested.
rubedo777 Posted March 3, 2015 Posted March 3, 2015 Online I use 2A instead of 2B. Lower damage but more consistent...after the new patch, it will be easier to land 2B since it got a speed buff I believe.
TastyPancakez Posted March 3, 2015 Posted March 3, 2015 i have some anti air combos though idk how optimal they are 2B > jc > j.B > j.236CD > 5AAA > 214A (CH) 2B > jc > j.C > j.236CD > 66 5C > 22A > 5C > 5D > 214A (CH) 2B > jc > j.C > j.236CD > 66 5C > 22B > 214A > run up 5D (CH) 2B > jc > j.C > j.236CD > 66 5C > 214B > 5AAA > 214A sometimes you don't 66/dash based off of spacing are there better combos?
rubedo777 Posted March 3, 2015 Posted March 3, 2015 probably just going straight into 5C, 22A/22B after 2B...though I haven't thought about using air 236CD for extension, I'll check that out. Speaking of which...that midscreen combo some people use, where they do 22B, then 214A and bouncing them into the second part of 22B...it rarely works out for me, maybe I'm doing something wrong. Always when I do it, it hits the very edge of the lightning rain for one hit and by the time I can continue the combo, they drop out. So...what is the exact proper combo midscreen, that uses 22B? I'm talking after you hit them out of the air with 5AA.
TastyPancakez Posted March 3, 2015 Posted March 3, 2015 ^ i haven't compared 2b > 5c yet, just i thought about 236cd after watching some 2.0 stuff. i should compare the damage output. it's just timing. you don't 214a right away obviously so you have to delay it a bit. i haven't timed how long u should do it (:v) so you can probably just get it down to muscle memory. i can try timing it later for an example or visual cue, maybe someone else will clarify
MegaBlues Posted March 3, 2015 Posted March 3, 2015 I believe that AA CH 2B 5C 214B 5AA 22B 214A hop 214B 5AAA 214A 236236B is a valid combo. EDIT: I made a mistake writing this. The correct combo is: AA CH 2B 214B 5AA 5C 22B 214A hop 214B 5AAA 214A 236236B.
rubedo777 Posted March 3, 2015 Posted March 3, 2015 ^ i haven't compared 2b > 5c yet, just i thought about 236cd after watching some 2.0 stuff. i should compare the damage output. it's just timing. you don't 214a right away obviously so you have to delay it a bit. i haven't timed how long u should do it (:v) so you can probably just get it down to muscle memory. i can try timing it later for an example or visual cue, maybe someone else will clarify I thought it made more sense to do 214A right away, so that it can reach the center of the lightning rain earlier (and therefore hit more than once). Right now it just hits the edge for one hit and opponent quickly drops out.
TastyPancakez Posted March 3, 2015 Posted March 3, 2015 whoops my mistake (sorry was being a bit haughty) after actually testing it and looking into i think it actually probably has to do with the position of the character during the first hit of arrow rain. someone who's actually good can confirm this tho lol like for example 5aa > 2ab > 236cd > 66 5c > 22b > 214a works on the timing you use
MegaBlues Posted March 3, 2015 Posted March 3, 2015 Oh, yes. That combo is -extremely- reliable. You just need to delay the 214 by the smallest hair. If you do it well enough, you can even do a sweep before the 214B.
TastyPancakez Posted March 26, 2015 Posted March 26, 2015 whats the best crouching confirm corner combo? i use 5aa > 2b > 5b > 5c > 22b > 5c > 236b > 5aa for a note oki reset gimmick etc but i think there are better things than that i do prefer things like oki and resets more than dmg tbh but the higher dmg ones are good too
rubedo777 Posted March 26, 2015 Posted March 26, 2015 whats the best crouching confirm corner combo? i use 5aa > 2b > 5b > 5c > 22b > 5c > 236b > 5aa for a note oki reset gimmick etc but i think there are better things than that i do prefer things like oki and resets more than dmg tbh but the higher dmg ones are good too I think you have to use ex notes for more damage and do the ground loop...5AA, 5B, 2B, 5C, 5B, 2B, 5C, sweep, ex notes, 5AA. Not sure if there's better.
Ryd' Posted March 28, 2015 Posted March 28, 2015 For EX notes: High/low 5AA 5B 5C(1) 2A+B 236A+B 2B(1) 22A 5C 5D 214A Gives you note+scan and around 3k off a high starter. From there you have enough time to 5/2B (pop) 2C, run a quick iad mixup, and still have scan up for: high/low 5AA 5B 5C(2) 22B delay 2A+B 236A 5C(1) 236C 5AA 2A+B (2A+C j.B to have meaty pops for oki) For similar damage, meterless + oki However, if you want to burn meter for more damage (doesn't work w/low starter) j.A/B 5AA 5B 2C(2) 22B 2A+B 214A 5C(1) 236C 5AAA 214A 236236B Gets you around 4.5k; builds 45 meter, so you don't even need to have had much going in. Drawback is you don't have anything set for oki, but that doesn't matter if it kills.
Loli Bacon Posted April 3, 2015 Posted April 3, 2015 Remember guys, note oki includes the notes that are still there for pressure. You can do stuff > 214A > (note pops) for a pressure reset/frame trap. Go for note oki all the time! Stuff I've been doing: DP > Risette Field (3 hits) > roll > 214214C+D Does about 4k off a DP. Good for closing out a round if you have 125 meter.
Air_Jones Posted April 10, 2015 Posted April 10, 2015 What are some good pressure blockstrings to use?
maso Posted April 11, 2015 Posted April 11, 2015 What are some good pressure blockstrings to use? Ideally, you want to do something into 2b note pop > 2c > mix up. You can do 5a/2a tic throw to check if they can throw tech. You can do 5a > 5a frametrap to bait mashing or jumpouts. 5a > shorthop > jB is pretty good command grab bait (Kanji, Marge) Raw ass 2C can be thrown and leads to mix up, but it's quite reactable to jump out or outright reversal. Don't use too often. Point blank 22AB can lead straight into 5aa > DDR. DPable without note pop cover, and useless if they got meter to burn on counterroll. EX Plat Disc > 5a allows you to restart your pressure midscreen if you need to. EX Note/ROCK YOU point blank > 5a sets up notes and is +2 on block, which means it's pretty safe to everything but DPs or stuff with invincibility. The frame advantage allows you to easily bait these though. If you're desperate to close a round you can also Risette Field during pressure.
UnsafeUnblockables Posted April 11, 2015 Posted April 11, 2015 Since i haven't seen anybody mention them yet in this thread does anybody know any shadow burst routes with her or do i have to figure them out myself
JormungandrXXI Posted April 11, 2015 Posted April 11, 2015 One route for Midscreen (5A,5B,2B,5C)2AB>Shadow Frenzy>5C>214A>214B>22AB>2B(1)>236A>214AB>236AB>OMC>214214CD (5103, 5415, 5955, 6227) 5C starter needs a dash after shadow frenzy One for Corner (5A,5B,2B)>5C>Shadow Frenzy>(214A>214B>214AB>2AB)X2>214A>236236B>OMC>214214CD (5873, 6215, 6452, 7159)
UnsafeUnblockables Posted April 11, 2015 Posted April 11, 2015 Thanks i only had about 4 midscreen routes and 2 corner ones
TastyPancakez Posted March 19, 2016 Posted March 19, 2016 so i know this forum is dead but midscreen you can get 4.2k + scan meterless off of 5C CH 5C > delay 214B > 5AA > 5C > 22A > 66 5C > mj.236D > 66 5C > 22B > delay 214A > 66 5D > 66 214A is there anything more optimal?
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