Combos

Corner Combos

For when you hit your opponent standing in the corner. Rise will do her more damaging non-counter-hit combos here. Most safejump combos are made in such a way that if you hit your opponent after a safejump, you can lead right back into that same combo for another safejump.

Most of these combos will work on standing and crouched opponents, and each combo will state if they can or cannot. This is different from 1.1, mainly because of C disc's changes in 2.5.

5AA > 2B > 5B > 5C > 2B > 5B > 5C(1) > 22A > 236A > (short delay) 2A > 5AA > Safejump // 2402 Damage // Note Safejump

This is a very reliable corner BnB that has a lot of leeway in terms of combo proration. It is recommended that beginners learn this combo before doing other corner combos. For returning Rise players, you will recognize this as the 1.1 BnB. (will NOT work on crouched opponents)

The bolded section can be replaced with 5B > 2B > 214A > 236236B for 3494 Damage

5AA > 2B > 5B > 5C(1) > 22A > 236A > 5D > 5AA > Safejump // 2055 Damage // Note Safejump, Scanned property

Fairly reliable way of getting scanned property + note safejump. Be sure to us 5AA immediately after 5D or the combo will drop.

2B > 5B > 2AB > 236C > 2B(1) > 5C(1) > 22A > 236A > IAD > j.2B > 236C > 5AA > Safejump // 3212 Damage // Note Safejump

Grants more damage but generally needs a 2B starter. IAD may be tricky at first but it clocks once you do this combo a few times. Unlike the last combo, this is a purely 2.5 combo that takes advantage of her 236C and j.2B buffs. This combo's damage sets her back at what she was usually doing for damage pre-damage nerf. (Will work on crouched opponents)

Bolded section can be replaced with 2B > 214A > 236236B for 4205 Damage

2B > 2AB > 236C > 2B(1) > 5C(2) > 236B > 5AA > 5C(1) > 22A > (jump) j.C > j.2D (hold) > j.2B > (release j.2D) > 5AA > Safejump // 3445 Damage // Note oki, Scanned property

This combo can be tricky to pull off, but it grants scanned property and note oki in the same combo. The proration on the safejump is pretty tight, so this combo will usually just start off with 2B rather than a j.5B. (Will work on crouching opponents)

2B > 5B > 2AB > 236C > 2B(1) > 5C(1) > 22A > 236A > IAD > j.2B > 236C > (delay) 2B(1) > 2C > 236B > 214A > 236236B // 4251 Damage (damage difference due to 1.5 mod bug)

Grants some great damage on a 2B starter, last 2B link into 2C can be tight to land. Be sure not to 5AA before this or it may drop. (Will work on crouched opponents)

j.5B (optional) > 2B > 5B > 5C(1) > 22B > 5C(2) > 236B > 2B(2) > 22A > 236A > IAD > j.2B > 236C > 2B(2) > 214A > 236236B // 4339 Damage

If you do 5AA in the start of this combo, it will drop. This is a safer alternative to the standard 50 meter combo, but more strict on proration, and you will need to be close to your opponent to land the 22B. Can replace the bolded portion with 5AA for a 3508 Damage safejump.

(IAD back from blockstring) > 236C > (dash) 2B(1) > 5C(2) > 236B > 5AA > 2B(1) > 22A > 236A > 5B > 2B > 214A > 236236B // 3976 Damage

This will often counterhit, which will grant you more time to dash up to your opponent. If your opponent is not caught by the disk because of their reversal being able to avoid it, you should generaly have enough time to run up and punish them manually after the disc ends.

If your opponent delays their roll they can roll past this. To cover this option as well you can do SB disk with a bigger delay than shown here to catch them. From there you should be able to lead into a BnB for setplay.

2C > 5D > (dash) 2B > 5B > 5C(1) > 22B > (delay) 214A > 236B > 2B > 22A > IAD > j.2B > 236C > 2B > 214A > 236236B // 5551 Damage

Getting a 2C starter in the corner is a rare occurance, but when it happens, you can do some explosive damage.

j.5B (optional) > 2B > 5B > 5C(1) > 22B > 5C(2) > 236B > 2B(2) > 22AB > (delay) 214A > 214214CD(Perfect Score) // 5091 Damage

Does 700 damage more than the other combo that uses this route for 50 more meter, usually not worth the cost unless you are going to kill. In delay based netcode opt for C or D DDR instead.

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