List of A normals
6
3
14
-4
300
200
50
200 Damage
Decent range, standard jab
10
2
15
-2
0
100
400 Damage
Rise's best starter for combos
Launches airborne opponents to the ground, forces tech when proration is high enough which sets up nicely for safejumps and setplay
Generally good button to set up tick throws/stagger pressure on
11
26
-12
1200 Damage
Can be canceled into sweep or aoa on hit or block
Use at the end of long combos if other enders won't connect
It's generally not worth it to sacrifice setplay opportunities for this if your opponent is airborne
7
5
9
-3
500
160 Damage
Terrible starter for combos, don't use more than one in a combo
Pretty generous hitbox, good way gauge the hitbox is by how far the heart particle travels
Gatlings into itself and 5A a maximum of 3 times
Good tool for stagger pressure or tick throws
Last updated 8 months ago
Jump cancellable
Can delay after 5A to catch mashing
Hits low
Can hop cancel on block or hit