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Posted

As a complete beginner, I do not yet feel the need of browsing 18 pages of tips about the combos, because I'm yet to get to practice any of them. Of course those informations will be usefull to me, just not yet. I was just taking a quick look on what the combo looked like. About google you were right, I did not think about using the right keywords ("oki" is used another way in french, I mostly found irrelevant results at first). My apologies, disregard my question, I found my answer.

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Posted

So I've been practicing for a little while since I had a lot of holes in my game.. but couldn't help but notice a couple things... First, I've got the BnB air combos down to ending with j.2C's instead of the extra damage with 236A endings due to the fact that I loose my advantage in position with the 236A ending... it's especially true with NU. Anyways, while in training I noticed a couple of things... 6A, 5B, sjc, j.B, j.A, j.B, j.C, dj, j.2C doesn't seem to work on Noel? She always seems to tech right before the j.C comes out... is this normal? I may be doing it wrong, but I was trying for quite awhile. And are there any stipulations on the "6A, 5B, sjc, j.B, j.A, j.B, j.C, dj, j.2CD, j.C, 6A, Super" combo? It's a bit annoying since everyone has a different distance in which they can tech the last j.C. I noticed it was super easy on Hakumen, but couldn't even get it to come out on Jin... I noticed you guys were talking about it a couple pages back, but I'm thinking that maybe your doing a different combo from the take-off?

Posted

And are there any stipulations on the "6A, 5B, sjc, j.B, j.A, j.B, j.C, dj, j.2CD, j.C, 6A, Super" combo? It's a bit annoying since everyone has a different distance in which they can tech the last j.C. I noticed it was super easy on Hakumen, but couldn't even get it to come out on Jin...

I noticed you guys were talking about it a couple pages back, but I'm thinking that maybe your doing a different combo from the take-off?

I think we were talking about these combo types on SRK but it's all starting to blend in now and I can't tell. But you have to dash after you land and hit the 6A Super. If you hit the final j.C too early they'll be able to tech, so you have to delay it just enough so they can't tech when you j.C dash 6A super. This combo is about 5x harder to do online because the j.2CD and j.C portion require some delay.

Posted

I've actually just started doing the j.2CD as "j.3CD" and so long as the timing for the second j.C is right you don't have to dash into the 6A. But I'm thinking since it doesn't seem to work on everyone I should just start trying to use j.2CD instead... And I'm pretty sure I played you before Cyxx, haha it's no wonder I had green bars... your in CA too :lol:

Posted

Yeah we've played before, and I lost, haha. We should play again since you have the elusive green bars, I really need to work on the Rachel mirror

Posted

I have difficulty landing the j.2c on Noel too so generally I just opt not to do it. It is possible though. Another thing that helps with that combo in general is omitting the 2nd j.b - especially when starting from a high juggle like chair or a high 6a CH. You want the j.c to hit at a point where you are nearly level with your opponent. If the opponent was already high in the air when you started the juggle, you'll need to alter it to make sure the j.c hits at the correct height to land the dj j.2c. Sometimes, the dash 6a > super part will only get you 1-4 hits on your BBL, which is a lot more common on 'thinner' characters like Noel and Carl. The solution is to just dash a little longer and hit with 6a when the character is almost directly above you. You can even hit with 6a in such a manner that you'll visually cross them up. I did a lot j.3cd too. It works on a lot of characters but I never bothered figuring out which characters it doesn't work on.

Posted

Another thing that helps with that combo in general is omitting the 2nd j.b - especially when starting from a high juggle like chair or a high 6a CH. You want the j.c to hit at a point where you are nearly level with your opponent. If the opponent was already high in the air when you started the juggle, you'll need to alter it to make sure the j.c hits at the correct height to land the dj j.2c.

This was just what I was looking for Kro, thanks! :yaaay:

Yeah we've played before, and I lost, haha. We should play again since you have the elusive green bars, I really need to work on the Rachel mirror

Lol! I remember now... I thought it was pretty damn close though. Think I remember your Rachel being more solid than mine though. It's just that damn Rachel vs Rachel madness..

It was, oh shit! Green bars!! "Join" ...oh hell 20th Rachel Mirror today :vbang: So I only think I stayed for one game :kitty:

Hit me up though for sure, I haven't played online in almost a week though I think so I'm probbably a little rusty...

Posted

Random carl combos. 5B>C+D>run>3C(3hits)>BBL>6C>j.C>(JC)>j.C>236a 4215 (depending # of 6C hits) 5B(or 6B) > 3C+9D>6C>j.C>(land)>BBL>(wait)>6C>j.C >(JC)>j.C> 4981 (5581 with 6B, damge depends on number of hits of 6C) [2 winds, 50% meter]

Posted

When you land a CH fork and go into the 5B 6CD ect combo instead of ending with a 3C after the last 5B I tried something different.. I went 5B 6CD j.C 5B 6CD j.C 5B j.3CD 5B 5CDC But sometimes the j.3CD doesn't connect. Is it because this isn't supposed to combo? I've landed it some times and it's been blocked other times. Should I just be omitting the j.3CD? Any time I did land this combo though I went into the frog, dash 3C, 6A, Super, Frog, 3C, j.2C (pumpkin oki) and it did a shit-ton of damage... It requires full stock of wind but typically I'd land the CH fork twords the beginning of the match... The combo gets you from 0 heat to enough to super, and if your around half-screen it pushes them to the corner. By the end of the combo I've already gained 2 stocks of wind, one of which goes to the pumpkin oki. It's pretty situational, but I was loving it when it was coming out in matches today. I guess I was just wondering if it is an actual combo, or if they were just blocking wrong during it...

Posted

j.3cd connects after 5b if the opponent is crouching. Try and check if the opponent was crouching the next time you do it. I think you were getting a reset since some people tend to hold down back while getting comboed. The combo should always work if you omit the j.3cd, but will probably do less damage than you were getting.

Posted

I don't know if this has been posted or if there's a better option, but against Noel in the corner, you can 5B, 5CDC, 214A, walk forward a little, 5B 236A, dash 6A 632146C. This works a lot better than a normal 2B, 5B since the pole is actually on the screen. Similarly against 2B, 5B characters, if you're going to super, I believe you get a little more damage out of 5B, 236A rather than 2B, 5B because of the proration.

Posted

I don't know if this has been posted or if there's a better option, but against Noel in the corner, you can 5B, 5CDC, 214A, walk forward a little, 5B 236A, dash 6A 632146C. This works a lot better than a normal 2B, 5B since the pole is actually on the screen.

Similarly against 2B, 5B characters, if you're going to super, I believe you get a little more damage out of 5B, 236A rather than 2B, 5B because of the proration.

That is correct, in the corner vs 2b 5b otg characters, if you plan on using super that is the best option if you take out the 6a.

Similarly, vs 3c otg characters, depending on when you winded, either walk/dash slightly or stand in place 3c (1 hit) 236a dash super is your best option.

As a general rule, for any super using 1 or more poles in addition to your melee range hitbox you want to prorate as little as possible beforehand. This includes thing like 5b vs air opponent j.b j.c 2d land 5b super to get into the super faster.

Posted

I have problems against Noell, if I try to go low w/ 3C. Like 3[c] (3 hits) 8d 5b sj ... is useless if I go for it after a small pokestring. Any1 have something better? Was messing around w/ standard 3C 9D. What I was able to manage to do somethimes, .... 5B, 3[c] 1 hit, 9D, [C], link into 5A, 5B etc. So, its 3C hits 1 time, you keep holding C, and right after the first 3C hit, you 9D wind and score 2 more hits. But havnt figured out why Im able to 5A link and why not sometimes. Any1 got ideas or a better method?

Posted

I have mostly all the combo's down packed down to the character specifics, but I for some reason have a problem with 6a > 5B > (super jump) j.b>j.a>j.b>j.c> dj > j.2c... Here's my situation... after I do the sj > j.b>j.a>j.b>j.c> after this it seems like I am not high enough to do the dj>j.2c or something cause it never connects.. Any reasons why this maybe. I'm always practicing on Litchi if that makes a difference. P.S. I think I'm imputing to slow not sure

Posted

Do everything as fast as possible up to the double jump and then delay as long as possible before doing the j.2C. Imo, Noel is the only character in which this is hard to land, though since you are practicing on Litchi you should be fine. She is probably one of the easiest characters to land it on.

Posted

hey ive been struggling alot pulling this combo off on Noel 2 wind: 5b (6b) 5cdc 214b 6d6 (wind pumpkin+dash) 6c j.c land 5b 3c (1 hit) [214a oki] 2937 damage (3149 w/6b) mainly at the part where you summon the pumpkin, what exactly do you do after the pumpkin is out?

Posted

ive got some noob rachel questions. im a nu player but want to learn rachel as another sub. rather than try out all the combo's listed in the first couple of posts and find the best ones, can someone give me a list of core rachel combo's that all rachel players should know to start off with. i.e non character specific stuff (ill never learn those cause ill never remember all that) i usually best learn a character by working out what the must know combo's are then making my own variations to what im comfortable inputting. like i currently use (excuse my notation if its a little different): j.2c, b,b, c+d, c, 236b, 22a (or instead of 22a ill use special) obviously i dont need the j.2c to start the combo and i do it off 2a instead sometimes or off pumpkin hit. or j.2c, b,b, c+d, c, dash, 2b, b, 9, j.b, j.c, 9, j.b, j.c, 236a 6b(counter), dash, b, 6c+d, c, b, b, c+d, c, 236b, 22a (or variation as above after last c) or if got more wind ill do 6b(counter), dash, b, 6c+d, c, b, b, c+d, c, b, 6c+d, c, b, b 236b, 22a (or variation as above after last c) and wall combo after c+b, b frog, dash, 2b, b, frog hits, 6a, special and if i dont have special frog, dash, 2b, b, frog hits, 6a, 9, j.b, j.c, 9, j.b, j.c, 236a are these the staple combo's for rachel or are there relitevly easy ones than dont require rediculous dash timing etc that i could do instead. and whats the best rapid cancel combo to learn that does decent damage that doesnt have rediculous timing or is it better to combo into special and rapid cancel is mroe for sneaky extra damage to win the round rather than a special combo? like for nu there is practically never a need to use a single special cause the rapid combo's are so good, is rachel the other way round? as ive found the special is pretty easy to combo into, like off a 6a is pretty awsome and easy to input. also i saw a vid of people doing after the 6a, b launch or launch in general. 9, j.b, j.a, j.b, j.c, 9, j.b, j.c, 236a does this work all the time or am i watching it wrong cause thats what it looked like and is it even worth doing?

Posted

Most everything you need to know is already in the first post. In general, Rachel doesn't rely on rapid cancels much unless she's out of wind. You have to super jump if you want to land those extra hits in an air combo. I don't know what your execution is like, but most of her combos aren't really hard unless they're explicitly stated as such.

Posted

non character specific stuff (ill never learn those cause ill never remember all that)

This is... pretty important for Rachel imo.

Posted

when you say super jump you mean 29 right? of do you mean using wind? when people say stuff like j.b, j.c , jc does jc just mean j.b, j.c, 9?

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