- The combos listed in this article are meant for total beginners, if you want to learn this character's advanced combos watch this compilation made by Kumiko: https://streamable.com/3ehbd
- Note: Any normals from the ground string can be omitted if need be, up until 2C.
- 2AAA 2B 5B (6B) 5C 2C 214A j9.B C sdj9.B C AT
- basic combo
- 2AAA 2B 5B (6B) 5C 2C 214A j8.C dj8...C...6C land > sj8.B C dj9.B C AT
- optimal corner combo
- 2AAA 2B 5B (6B) 5C 6C 214B > 2B 214B > 2C 2A(wiff) > oki
- corner oki setup, use for when you can't get a full combo or rebeat penalty is very high
- air CH > 2B 236A > j9.C sdj9.B C AT
- self explanatory
- air CH > 6[B] 5C > air combo
- optimal, but won't work from all counterhits
- 6[C] 214A > j8.C dj8...C...6C land > sj8.B C dj9.B C AT
- overhead in the corner
- overhead midscreen
- 6[B] 214[A] > j8.C dj8...C...6C land > sj8.B C dj9.B C AT
- low trip combo you can use near the end of your string
- EX option that can be used mid combo, generally not worth it but feel free to play with it and find where it's useful
- Wallbounce, good vs chars with bad air options, especially when you use it for corner carry
- Damage ender, C.Ries 623C actually adds a lot of damage, adding the 623A subtracts some damage but can be used for meter
Do what you need to do to extrapolate on the character. Here are example categories below.
| Wrist Pizzicato 「リスト・ピッツィカート」 - 236ABC
- (Description) - Charge forward while defending yourself with Gamaliel. Normally used for safetly closing distance. Each variant makes the opponent airborne, so you can always potentially follow up with a combo.
- (A version) - Charged forward with Gamaliel poised above Riesbyfe, launching the enemy. Jump cancelable and EX cancelable. Holding the button will prolong the movement and allow it to block mid and high attacks, but airborne opponents will be able to block it (you're usually safe, though). Generally a great defensive offense, you'll be using this version the most. Also works as an anti-air (can get you some counter-hits), and as a fairly primitive but reliable transition into air combos.
- (B version) - Charge forward with Gamaliel poised below Riesbyfe, tripping the enemy. Jump cancelable and EX cancelable. Holding the button will still prolong movement and block mid and high attacks, but this version is mysteriously more reliable than the A ver. for guarding against air attacks (but is generally unreliable against ground attacks). It will also remain air-unblockable. Hitting air-borne opponents with this leaves them at the perfect height for a full aerial followup, but its impractical to use this as a launcher on the ground. The only optimal combo situation for this is to catch an airborne opponent that's been staggered by 63214C; otherwise, it's too difficult to use and the proration isn't worth it.
- (EX version) - Charge forward like in the A ver., but deal multiple hits, substantial damage, and send the enemy into wallslam. This is the most raw-damaging EX-edge C-Riesbyfe has. Every hit will clash with other attacks. Normally risky to use, as you're completely open before the hitboxes come out, and it's easy to avoid. Best to use outside of combos because the proration is insane. You should only use this when you know you can pull it off, or when you know you can use it to tank through other attacks and counterattack.
| Breath Cantino 「ブレス・カンティーノ」 - 623ABC
- (Description) - Swing Gamaliel in an upward arc, launching the enemy. The hitboxes surround you almost completely in your facing direction, so they're easy and practical to hit with. All versions are air OK.
- (A version) - The fastest version, most useful for getting counter-hits. EX cancelable in the air (though your only option is 623C). Does identical damage to 623B in the air. This version itself apart in its speed and that it doesn't thrust you into the air nearly as much. Because of this, it's extremely easy to follow up on any counter-hits you get with this. You can also use it as a counter-hit after shields, and as a combo ender if your opponent is too high to be thrown. Extremely punishable if it doesn't hit, however, because you're defenseless until shortly after you land, so don't use this too carelessly.
- (B version) - This version has invincibility on startup, making it your go-to reversal. Also deals multiple hits, but any hit after the first is air-blockable. Identical damage to 623A in the air, but it launches you forward a significant distance, theoretically making it useful for counter-hits in it's own way. Launches Riesbyfe much higher into the air on the ground, though, so working off of counter-hits is difficult. Extremely punishable on whiff/guard for the same reasons as 623A, so still be careful and don't use it so often that it becomes too predictable.
- (EX version) - Identical to 623B, but deals substantially more hits and damage. deals less hits but more damage when used in the air. It's a great reversal, the damage is good, and it adds a nice amount of damage to combos as an ender.
| Wrist Staccato「リスト・スタッカート」 - 214ABC
- (Description) - Riesbyfe's patented 2-ton punch. Great damage, but shines the most in its utility.
- (A version) - Execute a powerful close-ranged punch. Jump cancelable and EX cancelable. This is the go-to edge for starting your air combos after a sweep, as the damage is great and it leaves your opponent at the perfect height for followup. Not really useful outside of combos, though.
- (B version) - A big, heavy, long-ranged punch that sends the enemy into wallslam. The wallslam is un-techable. Doesn't cancel into anything. Using this constantly has very little downsides, and is an amazing way to work on your enemies when you can't close distance effectively; if it hits, you can do whatever you want, since the victim is unable to recover. You'll even usually have a good opportunity to catch off of the wallslam, and follow up with a corner combo. Aside from that, it's useful for capping off blockstrings in that it will distance you considerably so that you aren't vulnerable to counterattack, and should it hit, it's easy to follow up on.
- (EX version) - Execute 3 heavy punches, wallslamming the opponent on the last hit. This is the best way to use your meter if you can get a combo going, as it will more often than not get you in the perfect position for a corner combo, tacks on a lot of damage, and is very easy to follow up on. Not useful otherwise, however, because you can't make use of the wallslam outside of a corner, and you're quite vulnerable for the duration of the attack. This EX-edge is also unique in how much of an idiot you look like when you use it without context.
| Wrist Portato 「リスト・ポルタート」 - 63214ABC
- (Description) - C-Riesbyfe's alpha counter, wrist potato; while guarding, execute a shield bash that sends the opponent flying. Punish your opponent for getting a blockstring on you. Landing any of these will effectively reset pressure, as well, and counter-hits can be followed up on near corners. This edge has a ton of proration, though.
- (A version) - The quickest version, but lacks invincibility. EX cancelable. Breaks the opponent's magic circuit. Using this during a fast-paced blockstring is asking to get rinsed, since this version has no invincibility whatsoever, but if you memorize your opponent's pressure tactics, you can use this at the right moment to blow them away without any opportunity to avoid it.
- (B version) - This version has a bit of a lengthy startup, but you're completely invulnerable until the attack comes out. This is the version you'll be using the most, since it's the safest and the easiest to use. Avoid using it as soon as you can all the time, though, because if you become too predictable and your opponent gets wise to your antics, they can block it and turn the tables on you.
- (EX version) - The EX version has identical damage to the other versions, but the proration is significantly lighter, and it sends the opponent into wallslam. If you land a counter-hit using this your opponent will stagger, leaving them wide open for followup via 2C (if they're on the ground) or 236B (if they're in the air). If you can use this at a later point during an opponents blockstring, against a slow or charge attack, a good counter-hit will let you get good damage in just for being subjected to a blockstring (full damage including a combo is comparable to 236C). Incredibly valuable if you can use it well, but if you don't land a counter-hit, you essentially spent meter on a 63214A.
| Official Apocrypha「正式外典」
- (Description) - Thrust Gamaliel forward in a grand display of damage and hits. You're invincible for the duration and it's air-unblockable. You'll get the most out of this by using it after a short ground BnB, but it's also a very powerful reversal, and has great damage and range just on it's own. Slightly unsafe on block, but you should be safe if you used this at a decent distance. This attack is really good, so make sure you use it.
Another Arc Drive
| Official Apocrypha「正式外典」
- (Description) - Thrust Gamaliel forward as in the AD, but locks the opponent in for a single hit of big damage. Stronger than the AD and moves a bit further, but otherwise functions the same.
| Official Apocrypha: Original Sin Embrace「正式外典・原罪抱擁」
- (Description) - Activated via an EX-shield on the ground during Blood Heat. Works from just about anywhere and against just about anything, so long as the opponent can be grabbed. If you get the EX shield, no matter where the opponent is, they'll get caught and take a ton of damage. If there's a blue moon and all of the planets are aligned your opponent will evade the hitbox, effectively breaking the attack; but don't let that discourage you.