🪡Pressure Strings

Be sure to mix and match the options here to diversify your pressure and keep your opponent guessing. If you start to flowchart, your opponent will punish your attempts to pressure them.

General Pressure String

5A > 2A > 5AA > 5B > 2B > 2AB

Multiple lows with many places to threaten high-low mixups or tick throws.

Generally, you will want to opt for baiting reversals or mixups rather than ending a string normally, since Rise does not have many options to end her strings without being at disadvantage.

In certain situations:

5A > 2A > 5AA > 5B > 2B > 5C > 2AB

is viable, since it will leave Rise just outside of normal reversal range, but bear in mind the opponent can reversal between 2B > 5C since it is not a true string.

Stagger Pressure

Under construction

Incorporating Grabs

Rise can benefit a lot from incorporating grabs into her pressure game. The meter gained from having charm on the opponent can translate into big damage opportunities down the line

You can tick throw off of:

  • 2A (-3f)

  • 5AA (-2f)

In order to bait opponent trying to pre-emptively tech your tick grabs, you can quickly jump and j.C them to get a counterhit. If you're in the corner, you can convert meterless by jumping the second hit and using j.2B. At midscreen you will need to use 236CD to convert.

Fuzzy Setups

These setups will follow up from setplay and take advantage of exploding notes

Midscreen

j.5B to detonate notes, cancel into j.5A immediately to avoid giving the opponent extra blocking frames to react.

Can j.5B > OMC > Air Turn > j.5B for fast overhead crossup, but you need to be quick.

Start with sideswap, then backdash into SB disk. Can replace with C disk if you don't want to spend meter. There may be a small window to j.5B after back dash but it's very small.

Corner

Cancel j.5B with j.5A like in the sideswitch setup, and you can opt to either go for a low by landing and pressing 2A or 2B, or a high by pressing j.5A just before you land. From the overhead you can do a low as you land or jump again for another overhead.

Note that in the above videos I used 236A to end the blockstring. Do NOT do this, it is -10 on block and you will be punished if they have a 9 frame long 5B normal (ex. naoto, narukami). Use sweep instead to be safe.

Reversal/Roll Baits

Jump Cancel > Back Dash > 236[C,CD]

Hitting 236C in the corner allows for a meterless conversion into a combo (Conversion shown in corner combos section). Otherwise, if 236C is hit as a counterhit, you can either run up and 2C meaty them or attempt a pickup with 5A.

If your opponent rolls at the right time, they will completely bypass 236C. To mix it up, delay your 236C or use another tool to punish their roll.

Extending Pressure Strings

Exploding Notes > 2C

This will generally follow from a midscreen setplay combo, but if you have notes in the corner in a blockstring this will also work there. You can opt to go low with a 2A or 2B or high with an IAD j.5B.

SB Notes in the Corner

SB notes when used in corner blockstrings can be used as a frame trap due to it being +2 on block and being fast enough to be used in a blockstring. Beware though, opponents can reversal in the gap between SB notes hitting and your next move.

Extra

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