♟️Gameplan
How Rise generally operates
In General...
As mentioned in the Synopses section, Rise aims to either be in the opponent's face, or maintain a distance depending on the situation or the matchup. One of Rise's great strengths is being able to switch her strategy from being passive to aggressive depending on the situation. Utilize
At fullscreen...
These are the tools that you will mostly be using
Scan (D normals)
Arrow Rain (22[A,B,AB])
Shield (214[C,D])
j.C
Scan is probably the strongest of these tools. If you hold D while performing scan, you can delay the hitbox from appearing until you release the D button, up to 53 frames. This allows you to threaten a horizontal fullscreen hitbox on command, which can punish the opponent if they try to challenge you. If you are able to prepare this move without your opponent punishing you, use the threat of an on-command hitbox to scare the opponent into blocking, and either close in to initiate Rise's rushdown pressure, or hang back to continue zoning.
Be sure to not make empty threats! If your opponent realizes that they can press buttons when scan is out, they will not respect your approach. If your opponent does anything that can be punished by releasing scan, do it.
Arrow rain is generally used offensively or defensively:
22A places arrow rain right in front of Rise, effectively creating a wall to safely set up scan behind, provided that your opponent has no means to bypass it. (Beware of projectiles passing through!)
22B will place arrow rain just before fullscreen, and will last twice as long as 22A (80f), allowing you to lock down your opponent if they get caught.
22AB will track the opponent and lasts just as long as 22B does, making it a great lockdown tool in most situations. Keep in mind this tool does not guarantee that your opponent will be locked down. (Opponents who know how to avoid this tool can superjump out)
All versions of this move will track the opponent if they have scanned property, making this a good lockdown tool in that situation.
If you opponent can run up to you and grab, the hitbox for arrow rain will not come out, regardless of it you tech the grab or not. Be wary of using this move close to your opponent.
Shield is a tool which has pretty good applicability depending on the matchup. Depending on the version, each will trigger its effect depending on what attack type is blocked. Each version has startup guard frames to its respective type, meaning that if you manage to set one up while the opponent puts out a move that triggers the counter frames, you can potentially get a punish.
214C (Physical Shield) is generally the less useful of the two meterless shield options. When triggered, the opponent will be pushed back, setting them about 1/2 of the screen away. This is good to use when you want to have the opponent at a distance, and force them to work their way back in when they put you in a blockstring (Ex. Aigis having to spend more orgia meter to get back in after pushblock). The starting guard frames of this move can be used to punish certain moves on incoming.
214D (Projectile Shield) is a useful tool in matchups where opponents often use projectiles for zoning or pressure. When triggered, a 5C bit will be reflected back at the opponent, dealing 1100 damage. Having this shield on will make the opponent think more about sending out a projectile, sometimes forcing them to use unsafe blockstrings. At closer ranges, this projectile can be comboed off of on counterhit if you're fast enough. This reflected projectile is her overall best starter, meaning that you can get an explosive combo if you manage to get a conversion.
214CD (SB Shield) is generally not used, as it requires 25 meter to set up and just combines the effects of 214C and 214D. The starting guard frames, however, apply to both strike and projectile attacks, which can help when you want to put a shield up, but are afraid of being punished at a distance.
The shield will disappear if your opponent either hits you or grabs you (regardless if you tech or not)
j.C is a good tool throw out occasionally if the opponent has to means to challenge it. The initial hitbox is fairly large which helps in air battles. Beware though, your opponent can run under the projectile and anti-air you on the way down or grab you out of the air if you're not careful.
At midrange...
This is generally the weakest position to be in as Rise, with her primary tools being
Notes (236[A,B,AB])
C and SB Disc (236[C,CD])
Rise's notes moves (236[A,B,AB]) have large, lingering hitboxes which can form a temporary barrier between you and you and your opponent. This move can act as a sort of forward-facing anti-air due to its size, but whould not act as a replacement of 2B, as the opponent can jump over the hitbox and take advantage of the lengthy recovery time of these moves. The notes left on the field can serve as handy ways to get the opponent blocking later on.
C and SB disc are generally good midrange pokes due to their range and startup time. C disc got a huge glow-up from 1.1, and can now be used as a block-check button if your opponent is throwing out options at midrange. SB disc is a multi-hitting version of C disc that travels farther, which can be converted off of if the opponent is close enough. Beware though, after blocking SB disc, your opponent can reversal to stop you from initiating pressure strings if you aren't fast enough. If they do not know this, abuse it.
Approach
Your go-to option for approach will be
j.5B
You may notice that this is purely an air approach tool, namely one that can be anti-aired by the opponent on your approach. Obviously, if you air dash into your opponent predictably with this move, you will be punished 9 times out of 10. As mentioned before, the bread and butter of this character is making approaches safe with threatened pressure, so be sure to set up something to cover your approach if you think your opponent will be able to anti-air you.
This is not the only approach option, but it is by far Rise's best. There is nothing stopping you from running up to the opponent to initiate a blockstring with 5A or 2A, so please don't think that this is the only viable option available to Rise. If your opponent starts to anticipate and punish certain approaches, try mixing your approaches up.
For matchups where it is more difficult to set up pressure to cover your approach, this aspect of Rise is made a fair bit harder. Try approaching when your opponent is too occupied to punish and initiate pressure.
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