While the Rising Rush is still an overpowered Move with an element of unpredictability, the new changes made it noticeably less effective.

To start with, it’s no longer possible to immediately follow-up with a Combo if the Enemy vanish-dodges, so using the Rising Rush isn’t a foolproof source of Damage anymore.

Players can now switch Fighters even after the Enemy activates Rising Rush from close-range.

Strike Cards are harder to cancel, so they can’t be abused anymore to get many Dragon Balls in the early stages of a Match.

Decks are now static, meaning that it’s easier to predict the cards held by the Enemy, and thus easier to guess the Card they pick during Rising Rush. Overall, these are some great changes that make the Rising Rush less impactful.