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Complexity

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Everything posted by Complexity

  1. How do you get Shadow Gallery to hit low enough so you can combo 5d after it? Couldn't get it after a lot of tries.
  2. I wouldn't call her weak. She does have a pretty bad neutral game but if you can get past that she can actually dish out a lot of damage. Her average combo hits for about 3k and in awakening with burst a lot more. And then there's throw UB reset which is practically 7k from a throw in corner. She is pretty difficult to play though.
  3. Ending combos with 5aa jump is a safe jump but it takes away quite a lot of damage and meter gain so IDK if it's good.
  4. No wonder I couldn't get it to work. It only works off CH AOA. Also, for OMC > 214214cd combos, consider buffering the first 214 before OMC so that you can get the fastest 214214cd. Something like xx 214 OMC 214cd.
  5. Field explosions I just wait for the field to expire then 5c 22a. For AA 2b I guess 2b 5c 236cd or 2b 5c 22a? Air to air j.b is pretty hard to convert even on CH so normally I go for j.b j.c j.236cd land dash 2b(1) 5c and hope it combos. If you mean ground then just do j.b 2b(1) 5c 214b if he's standing and your normal crouching confirm if he isn't. Rise's damage is actually pretty high if you can hitconfirm like a god. Anyway, I have found out that there's a gap in 5aa if you IB the first 5a, which means UB setups don't work unless there's another variation which is airtight. Also, I think Rise players should keep their burst unless they really need to use it because xx OMB 5c 22b 214a 214214cd does a lot of damage (anywhere between 6k to 8k) and works off most starters.
  6. You can DP her DP but it's hard though.
  7. Highest damage I could find off OMB was: CH 5c dash 2b 5b 2ab OMB dash 5c 22b 214a 214214cd for 8k damage. Also, point blank 2b(1) 5c combos on standing opponents, so you can do things like j.b j.a 2b(1) 5c 214b 5aaa 214a to increase your midscreen damage.
  8. It's not significant but she does a lot better against Shadows IMO. Anyway, the UB setups are in the end just gimmicks. When people learn how to keep meter when fighting Rise it will probably quickly become irrelevant.
  9. Well that's why Rise excels specifically against Shadow characters who have no burst and also no meter after a Shadow Berserk combo. She also has charm to deny Shadow Berserk.
  10. Guess I'll quote myself.
  11. Forgot to post the combo. xx 2ab 236cd dash 5c 22b slight delay 214a dash 2c 5d (214a/j.2b/if your luck is good 5aa 2ab 236b) Part in brackets is your choice of ender. You need your 22b to hit at the lowest possible height to end with note oki (if you are lucky enough to get it, if not 5aa won't combo). If you get 5aa to hit you can also go into the almost 100% corner carry route I posted above. If you are going for a UB setup, consider ending with 214b which puts them in an air tech state pretty close to you.
  12. I think you can't skip the sweep if you want note oki because Himiko is still in recovery from 5d.
  13. IIRC there are 2 DPable spots after the super flash assuming IB. One is where Rise says 'show' and the other is when she says 'idol'. The first spot is char specific for DP but I think the second spot works for every DP.
  14. Something like 22ab 5aa OMC rhythm game super right? Try mashing dp and IB during the rhythm game superflash if you are blocking a normal 22ab.
  15. Scanned 22ab 5aa 214214cd works anywhere on the map and should be airtight after 22ab rising part hits. Something like 2a 5a 2b 22ab 5aa 214214cd is a poor man's way to get a UB setup with only scan.
  16. After using the 236cd dash 5c 22b route more, I really think that this is the route that everyone should be defaulting to instead of the 236cd 5c 214b route. 1) Combo is a lot more stable. The 22a j.b j.d part in the 214b route sometimes randomly drops depending on starter. 2) Similar or more damage. 3) Lets you choose to end with either j.2b or 214a. 4) Works off any starter except throw, if there were more than two 2a before the 2ab 236cd or if you do some crazy long string like j.b j.a 2a 5aa 2b 5b 2ab 236cd. 5) You have a small chance of ending with scan and note oki midscreen. Thanks Celerity for the combo route.
  17. Here's a sweep OS for roll: xx j.b j.2ac j.2ab j.a The j.a is in case your j.b hits so you still get a combo. Hopefully someone finds an easier OS.
  18. I heard corner carry is good. 5b 2ab 236cd dash 5c 22b delay 214a dash 2c 5d dash 5aa 2ab 214a 236236c run until the field ends 214a 236236b
  19. Fuzzy j.b j.c j.236236c can replace OMC if the opponent is scanned. Don't know if it does more damage though.
  20. Are there any scan + note oki combos for midscreen? That isn't 5aa 2ab 236cd 665c 22a 665c 5d 5aa 2ab 236b because this combo is very unstable.
  21. I'll go give it a shot thanks for the ideas.
  22. No it's just a normal hard kd into oki. 214a knocks the guy down.
  23. New cheese for normal RIse: xx 2ab 236ab 2b(1) 22a j.c j.2d land 214a (or whatever leads into 214a) After opponent techs, do 2b(1) which will trigger the other note that wasn't destroyed. 2b(1) 22ab (covered by the destroyed note) which sets them up for the unblockable. You can dash up 5aa wait for the 5aa to recover and still have time to input rhythm game super with it being a perfect blockstring. Can be DP-ed out of before the 5aa. Also if your opponent doesn't block any of the moves after teching the blockstring will combo into itself.
  24. It only works if you are on the ground since this game has no double jump. Don't do it up close you can be 5a-ed out easily.
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