📄Synopses
Character summary, pros, cons
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Rise is a blend between a zoner, rushdown, and a setplay character, all of which she does fairly well. The various tools that Rise can use grant her ways of pressuring opponents both full-screen and up close, meaning that she can maintain her distance or rush the opponent when the situation calls for it. (With a few exceptions)
At a distance, Rise can make use of scan, arrow rain, notes, and j.C. When used in the right ways, these tools can either be used to keep an opponent out of their effective range or to pressure opponents and close the distance between you and them. Generally, you don't want to use these tools in the opponent's face without some kind of setup because these moves can easily be interrupted or punished if used improperly.
Rise can make use of powerful setplay tools, arguably the most powerful of these tools being her ROCK YOU! special (colloquially referred to as "notes"). Notes (236A, 236B, and 236A+B) is active for 29 frames and spawn 'notes' that explode whenever they come into contact with some of Rise's moves (Most of Rise's B normals and some specials). When Rise explodes these notes, they create hitboxes while are multihit, active for 24 frames, and moving in the direction opposite of where Rise is facing. These properties allow Rise to setup her oki with 236B's lingering initial hitbox. This, in combination with powerful normals like j.B allow Rise to be one of the most oppressive characters in the game.
Rise excels in setting up strong mixups when she gets started and picking her fights. Characters who can keep her from doing these things while keeping in the mid-long range will tend to give her trouble. Namely, characters who can interrupt her full-screen pressure and keep her on the defensive at mid-long range or keep her from playing setplay are match-ups that impose some challenges to her game plan.
Compared to other characters, Rise can struggle in keeping up with damage. On an average hit, Rise will do less damage than other characters without the use of meter. This is compensated by her ability to set up strong setplay on knockdown from anywhere. This does not mean, however that Rise cannot compete with other characters in terms of damage. Rise is a character who requires more optimization than most others to play at a higher level, but still offers ways to capitalize on hits if optimization proves to be difficult.
Rise is generally at her best when she has her opponent in the corner, where her pressure can lead into both good damage and oki setups. To compliment this, Rise has access to midscreen combos with exceptional corner-carry, though she either needs meter or a crouching confirm to take full advantage of their full corner-carry potential.
When at full-screen, Rise's scan (D normals) and B or SB arrow rain (22B or 22A+B) are pretty good tools for locking the opponent down for an approach. Be cautious with these tools, however. The startup on these moves is lengthy (Scan: 56f startup; 22B: 33f startup), meaning that if you use them carelessly your opponent can run in on you while you're vulnerable. SB Arrow rain is faster at 27f of startup, which is safe against most characters at fullscreen. 22A (29f of startup) can provide a kind of wall for you to set up scan behind, as long as your opponent has to way to hit past it or otherwise bypass it.
If an opponent can run up to you before the arrow rain hitbox appears, they can grab you to prevent the move from coming out, regardless of if you tech or not
Arrow rain and scan are very valuable tools when set up, but they can also form bad habits which will hinder your ability to adapt to how your opponent chooses to deal with it. Sometimes these moves will be referred to as a 'neutral skip' because of their ability to 'skip' neutral interactions and force the opponent to allow you to approach in most situations. These tools are NOT a replacement for fundamentals, and should not be treated as such. In order to play Rise well, you must be able to know when to use these tools and when to play out the neutral game. (For instance, long range moves like Margaret spear and Naoto gunshot will actively punish you for using these moves carelessly)
On knockdown at midscreen, your general setplay tool is 236B. This move has a lingering initial hitbox that will tag the opponent on wakeup and spawn notes which can then be used to setup further pressure in a blockstring or a mixup. Generally, most combos will aim to setup oki for the opponent to block, and depending on how well the opponent can block your mixups, games can be won or lost on these setups.
When trying to maintain distance between you and your opponent, 236A works as a large, lingering hitbox that can punish incoming attacks. The large hitbox of this move also makes it effective as a forward facing anti-air for instant air dashes, but the laggy recovery means that it can easily be punished on whiff and immediate blocks (aka like in a blockstring). 236C is also a great tool for keeping your opponent in check at midrange, but is able to be jumped over due to its relatively thin hitbox.
Generally, 2B is a far more rewarding and safer options, but in a pinch, 236AB can work as an anti-air in place of 2B to get notes out while covering the area in front of Rise. Bear in mind though that the opponent can go over this hitbox if they're high enough, and you will not have any head-invuln frames to cover yourself. If your opponent makes high air approaches that will go over its hitbox, 2B will work just fine.
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