Fatal Routes

Fatal Counters

Rise's 214 specials (AKA shove) force fatal on counter-hit, meaning that if an opponent is in a recovery state where they would normally be counter-hit, they will instead be fatal-countered, which grants Rise some more damaging routes for her combos.

In 1.1, getting a fatal counter as a punish using 214 specials was reserved for especially laggy reversals. However, Rise has since had a substantial buff to her 214AB, making the move have much more range. This could be used to quickly force a fatal counter on an opponent if they will recover too fast for 214B.

214AB (Fatal Counter) > 214B > (delay) 2B(1) > 5C(2) > 214B > 5AA > 5C(1) > 22B > (delay) 214A > hop > 214B > 5AAA > 214A > 236236B // 5413 Damage

You can start this combo from 214B fatal, but 214AB is faster to allow for easier punishes.You cannot get the 214B to connect if you are baced into the corner, and you wil need to be at least half a stage away from the corner for this route to work.

214AB (Fatal Counter) > (dash) 5C(2) > 214B > (delay) 2B(1) > 5C(2) > 214B > 5AA > 5C(1) > 22B > (delay) 214A > hop > 214B > 5AAA > 214A > 236236B // 5427 Damage

Similar damage to the base version, but has a trickier link in dash 5C. This version will work when you are not at midrange (backed into the corner) where the other version will not.

214AB (Fatal Counter) > 214B > 2B(1) > 5C(2) > 214B > 5C(1) > 22B > (delay)214A > 5D > (dash)214B > 5AAA > 214A > (delay)236236C > (dash jump> j.5B > j.5A > (land)236236A // 6415 Damage

Fatal route optimized for damage if you want to dump resources to close out a round or punish a DP hard.

2C (Fatal Counter) > (dash cancel)214B > 2B(1) > 5C(2) > 214B > 5C(1) > 22B > (delay)214A > 5D > (dash)214B > 5AAA > 214A > (delay)236236C > (dash jump> j.5B > j.5A > (land)236236A > OMB > (delay)236236B // 7070 Damage

Uses 150 meter and burst. You will get 2C fatal once in a blue moon, so if you manage to get a non-metered fatal starter you can do this route to dump all your resources.

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