Combo Notes
Some things to keep in mind when doing combos
Rise's combos will generally try 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.
One of Rise's primary goals in her gameplan is to push the opponent into the corner, where her pressure is at its best. On crouching confirms at midscreen, Rise can take advantage of some great corner-carry combos to help her get closer to the corner. On standing confirms, Rise will primarily try to set up setplay to keep the opponent blocking while she pushes them closer to the corner in her blockstrings.
Rise's damage is at its best in the corner, so be sure to save meter for the corner unless you can spend meter to kill your opponent or push them further into awakening. That being said, do not spend meter for the sake of just doing damage. Doing so will drain meter that could be used for pressure and require you to sacrifice okizeme, and if you're not killing or pushing the opponent further into awakening, it really isn't worth it.
Roadmap for beginners
For new players who are learning what combos to learn first, here are my suggestions:
Beginner Tier (start here)
Midscreen/Standing/Standard Setplay BnB
Corner/Combos/Beginner Corner BnB
Corner/Combos/Beginner Scan + Notes Safejump Combo
Midscreen/Standing/[Both setplay starter combos]
Intermediate Tier
Midscreen/Crouching/[All variations of midscreen crouching combo] (Be sure to learn the timing to delay 214A)
Corner/Combos/Intermediate Corner BnB
Corner/Combos/50 Meter Roll-Reversal Bait
Corner/Combos/50 Meter Corner Combo
Misc/Grab/Corner Safejump Combo
Misc/Grab/Corner 50 Meter Combo
After all these combos are learned, you can go on the learn the rest at your own pace. These combos should cover the basic routes you will be using in the rest of the combos.
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