Rise
Let me play neutral please
Combo notes
Health: 9,000
DP punish is very strange due to odd sliding hurtbox
ALWAYS dash cancel asap and 236A asap
On 5D(1), things work mostly as normal, just make sure to keep things tight
On 5D(2), you MUST hold [5B] a little longer to give Rise some height
Don't push Rise by running into her
5D in corner has very long delay between first and 2nd hit due to how thin she is, you may get some weird hits midscreen too
While not as bad as some others, 2C pickups will drop if she's low enough to the ground when [5B] hits, so try and keep her high if possible
Unique responses and punishes
DP
C beast safejump will work due to how only the end frames of j.B hit, but in other situations where she can DP earlier, it won't work unless you delay j.B really late. Can technically super/OMC after hitting this, but is tight and hard to do on reaction. Can also double jump if you're above it and hit it with a j.B Can IK or A brutal impact as a true punish
Platinum disc (while scanned)
2C/j.C/j.D will cancel out the incoming disc if you can make it block the path to you
SB arrow rain
Super jump forward around 30f after she uses it, and the arc should take you out of it. Optionally, air dash once you hear/see the first two hits go off
Roll any time after it's gone off (riskier)
Risette field (orbs)
If you're not in blockstun, you can grab/5A/C beast in response for a fatal counter. If you are in blockstun, do not try to contest.
DDR super
Beast or brutal impact, but not gears Charged DP IK
j.C
j.2B to outstpace, j.B can work but the spacing is unforgiving
Hysterical slap
All versions -28, so microdash 2B to get your 2B > 5D(1) punish
Overview and tips
Dustloop page here
For an underplayed character, Rise is really quite the nightmare for Labrys. If you give Rise any space at all, she can instantly win neutral, meaning you constantly have to go in. Equally, if Rise does get going, her setplay is so absurdly strong that you aren't getting out without a serious error on the Rise's part. She has a good counter DP as well as a great super cancel on block that is unpunishable, as well as multiple buttons that rival yours at all ranges. The key here is to be hyper-aggressive without being predictable, and you should be able to find your way through and swat down any zoning or neutral skip attempts.
The general gist of neutral is the usual - hang out in threat range of IAD j.B and make your presence known without running into anything or giving Rise room to breathe. The second you let off, she can either set up a laser (5D/2D) or send out arrow rain, in which case you have now lost neutral as there's no good way ot dealing with these threats once they're out (and you aren't already close enough to break them). The tricky part is that she also has some great space-making tools such as her own j.B that is really fast, lasts forever, and is a great jump-in with its own 50/50 built into it through a j.A rebeat or 2A 50/50. Her 2B isn't amazing but it gets the job done, so vary up your approach angles even if she does remain on the ground.
If you do lose neutral or get knocked down - good luck. Her oki and pressure involved lots of multi hit attacks that she doesn't even need to be around for. DP is useless, gears will usually get you hit - rolling or jumping are practically your only hope (or GCR, as GCA is also really bad due to multihit). On the other hand, her tools are pretty great in general for dealing with Lab pressure and getting out, and on block, she can cancel into orbs as a way of making herself safe and winning neutral multiple times over. The DP doesn't cover every angle though, so you can attempt to play above/behind her if you like.
Some final quirks that you'll notice in Rise players that you can exploit:
No-teching can cause issues for her - test out if the Rise you're fighting knows how to deal with it
On whiff j.C, they will often just press it again - learn how to beat this (spaced aerials)
If notes are out, you can expect a button to attempt to detonate them - you can try and get a persona normal/chain normal through, just watch your spacing. Note that 5B is chest and projectile attribute, so you can attempt to SB chain or sweep through.
If you get scanned, expect a superjump into platinum disc, and put out an appropraite persona normal to destroy it (or hit her if for some reason you're close enough)
Main adjustments to make
Orb gets destroyed by scan on reaction - you don't have the luxury of attempting to zone here. Move forward or attack, nothing else really makes sense.
Safejump only works on instant tech after C beast due to how late it hits, but normal safejump timing in any aother situation won't (you can't fall in time).
DP is pretty bad here for you in nearly all situations, and great for Rise unless you're actively above or behind her. Remember her options to DP cancel on block (although if it's not an instant cancel, you can punish).
While her DP allows her to ignore the spike hit, can can still cause the counter to hit you if you're in front of her, it's still work sending out anyway to enforce oki. Otherwise no other notable interactions.
j.B is good here with correct spacing - get too close and you'll lose to her j.B (9f startup, 8 active), but using and threatening this move is the only way you can close the gap and preventing her from pressing one button and winning neutral, so get used to it.
Chain knuckle is decent here, although note that you cannot use it on reaction to either arrow rain or 5D, as this will get you hit in both cases. Pre-emptive chain may get you a fatal though (although neither move has CH recovery so be aware of that if you're slightly late to the party).
Gears is ok, but loses to many things, both in and out of awakening, and she can get at least one hit out of DP (into a super cancel if she wants), so yeah, not particularly good here. Also weirdly hard to do on wakeup during oki setup.
j.D doesn't really help you here as it will just get destroyed on reaction by the one move you're trying to prevent from happening anyway, so don't bother.
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