ant12292 Posted September 11, 2009 Posted September 11, 2009 Yeah, 29 works fine and no wind is involved on the super jump. when people say stuff like j.b, j.c , jc does jc just mean j.b, j.c, 9? That's exactly what it means.
JamsLegs Posted September 12, 2009 Posted September 12, 2009 Seems like I didn't input the j.b,j.a,j.b,j.c fast enough and then didn't wait long enough when inputting j.2c. Thanks for the help. Back to the subject in hand. I'm having problems with 2c CH 2d 5b etc. During Noels drive I will 2c CH 2d.... That's it lol... because they will recover.. I'm probably not 2d 5b-in' at the right time.. P.S. I know you like how I wrote down 5b-in' lol. ( be gentle lol )
kro_ Posted September 12, 2009 Posted September 12, 2009 Try activating 2d a little later. You need 2d to counter the upward momentum of the chair launching the opponent. If you hit 2d too early, you'll waste the wind on a static opponent that's still in shock animation.
JamsLegs Posted September 12, 2009 Posted September 12, 2009 Try activating 2d a little later. You need 2d to counter the upward momentum of the chair launching the opponent. If you hit 2d too early, you'll waste the wind on a static opponent that's still in shock animation. Hmm.. make sense.. thx
Voidddd Posted September 14, 2009 Posted September 14, 2009 you delay wind the pumpkin then dash 6C and it will work Im still having a really hard time landing the 6C are there any other tips that could help me out?
Spirit Juice Posted September 14, 2009 Posted September 14, 2009 After you set the pumpkin out, wait a split second before hitting 6D. As soon as you hit 6D, dash forward and then hit 6C. If you do it right, all of the combo will connect. We can't really elaborate much more than that. Just keep practicing and you will get it.
True_Tech Posted September 17, 2009 Posted September 17, 2009 i was sorta hating on double frog combos cause of the effort involved in them but i just did the carl one no problem and it leaves you with better oki and a knockdown. i think i might make this my new bnb, it technically cost 2 wind, but by the time you do the qcf a, you got the wind for the first one back/almost back. i wasn't able to get the combo at all on nu though flat ass ho.
iKotomi Posted September 17, 2009 Posted September 17, 2009 On some characters (tao at least), its much easier to do the 6A relaunch into super using 3D instead of 2D since you fall slower, there's more leniency on how low you have to j.C, and you don't have to dash as much to get every hit of the super. Doesn't work on jin though since the j.C hitbox will be too high above him.
ant12292 Posted September 17, 2009 Posted September 17, 2009 Sorry if this is old news, but I found a more consistent way of doing air combo relaunches on Noel. If you wind down after the j.C, then double jump j.2C, j.C, it is easier to hit with. So like 6A, 5B, j.B, j.C, 2D, dj, j.2C, J.C, land, ....
True_Tech Posted September 17, 2009 Posted September 17, 2009 anyone else learning double frog combos? i'm having trouble landing them consistently on arakune and litchi. for those that don't know the combo is 5bcdc, frog, dash 3c(1),qcf a, frog hits, tk frog, 3d,3c, 22a, 3c, second frog hits, pumpkin, 3c or j2c does about 3.8 or 3.9k on carl (can't get it to hit nu at all) 5bcdc,frog,dash 2b,qcf a, frog hits, tk frog,3d,3c,22a,3c, second frog hits, pumpkin, 3c does about
kabookie Posted September 18, 2009 Posted September 18, 2009 ive got a question about air grab combo's, i know that its not that important to her game but if its thrown in every now and again when the opponent doesnt expect it then i think its an ok mixup in small doses after already doing half an air combo during a finisher for another combo or the like. i couldnt see a combo for air grabs on the main page, im sure someone has already come up with more awsome ones than i can, but whats better than: airthrow 2d 5b sj j.b j.a j.b j.c dj j.b j.c j.236a? im assuming that can be done, but i usually do airthrow 2d 5b j.b j.c dj j.b j.c j.236a cause im still working on my execution to get the sj down. and a quick question about the combo list, if the combo has Doesn’t work on Noel & Tager above it i get that that means it doesnt work on them, but if the combo is 2 down from it and doesnt have this label, is it structured so that all till the next heading like that doesnt work on noel and tager or just that particular one?
Zaido Posted September 18, 2009 Posted September 18, 2009 you can add a 2B before the 5B for the combo, another option instead of ending it with djB -djC-dj.236a you can just try for a dj2C > Pumpkin and go for an okizeme approach.
sorazul Posted September 21, 2009 Posted September 21, 2009 I'm having trouble with this bnb. Uses 1 wind: 5b (6b) 5cdc 214a dash 3c (1-2 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]} I've seen people have trouble with the dash into 3c after the frog. I've got that pretty much down. My problem is with the 236a that follows. For some reason, if I try to cancel the 3c after one hit into 236a, I get the 22a sword iris move every time. Its seems like its combining the 3 from 3c with the 2 from 236a and reading it as 32a, giving me sword iris instead of the lobelia. Any tips on how I can input it differently to avoid that problem.
Spirit Juice Posted September 21, 2009 Posted September 21, 2009 The only way to prevent that from happening is allowing the stick to go neutral, meaning you're not holding a direction down for a split second after the 3C hits.
kabookie Posted September 21, 2009 Posted September 21, 2009 well i cant do the dash 3c lol, if it connects then the frog doesnt hit, and most of the time i cant get the 3c to connect, ive opted for dash 2b, 5b, but i know thats crap. im sure ill get it eventually lol
MisterBadguy Posted September 21, 2009 Posted September 21, 2009 well i cant do the dash 3c lol, if it connects then the frog doesnt hit, and most of the time i cant get the 3c to connect, ive opted for dash 2b, 5b, but i know thats crap. im sure ill get it eventually lol Make sure you are doing it on the correct characters. Other than that, it just takes some practice. The trick is that you can't dash too deep or it won't connect. You're only looking for 1-2 hits on the 3c before you cancel into Lobelia. If you are using a stick, you have to return to neutral before the 236a. If you are using a pad, try doing half circle forward instead to prevent the sword iris from coming out.
iKotomi Posted September 21, 2009 Posted September 21, 2009 If you are using a stick, you have to return to neutral before the 236a. If you are using a pad, try doing half circle forward instead to prevent the sword iris from coming out. Not returning to neutral and doing something on the lines of 663236A seems to work better, as it prevents 22A from coming out mid-combo, but intuitively, its easier to return to neutral and just hope you spaced it out properly.
Loungingjak777 Posted September 21, 2009 Posted September 21, 2009 I'm sorry if anyone already posted this question (I'm at word) but besides the Tager blockstring does Rachel have any tried and true air to ground/ jump in combos. I'm guessing they'd start with 2d.
kabookie Posted September 21, 2009 Posted September 21, 2009 i dont have the problem of the 22a more take this combo as an example of one that works on noel BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) 236a dash j.2c [j.214b wind oki]} 3079 damage (3274 w/ 6b) I dont understand what the 236a is for, i assume its just to get a pole out there and is not required for the combo to work, and where the 22a issue comes into play. my main problem is that if i do 214a then i cant make it in time for the 2b, 5b. i did notice that depending on when i buffered the frog the closer rachel was to the opponent after 5cdc but even then i cant get it to connect if i cast the frog unless im in a corner. ive been doing this instead 5b (6b) 5cdc dash 2b 5b sj j.b j.a j.b j.c dj j.b j.c j.236a (or oki version with j.2c 214b) also i asked this before but no one answered where there is the green header, that means till the next set of combos for a different starter or till another green heading that all following combo's from that header work on the mentioned characters right?
Soniti Posted September 22, 2009 Author Posted September 22, 2009 i dont have the problem of the 22a more take this combo as an example of one that works on noel BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) 236a dash j.2c [j.214b wind oki]} 3079 damage (3274 w/ 6b) That combo doesn't work on noel unless she is cornered. The 236a is for more damage and to get a pole out.
kabookie Posted September 22, 2009 Posted September 22, 2009 ok i cant read lol, cheers i re read the comment. i need to ask this question again cause i dont want to learn every combo there is in this example, is this saying the first bnb combo is only on nu and carl and noel and tager in the corner and the next one is the same, the next bnb works on everyone or on the same as the first one? please answer this question i know its probably a stupid question but just wanted to confirm. 2b/5b otg characters (Use midscreen on Nu and Carl. In the corner, also works on Noel and Tager.) 6b can be added after 5b at close range or if the opponent is cornered. BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) 236a dash j.2c [j.214b wind oki]} 3079 damage (3274 w/ 6b) For Carl, you can actually get 1 hit of 3c as an ender depending on what you do during the combo. I’ll add that combo sometime soon. Uses 1 wind: 5b (6b) 5cdc 214a dash 5b 6a (frog hits) 236a dash 5b 6a 22a j.c dj j.c 3811 damage (3840 w/ 6b) Max damage variation of the above combo. BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 5b 6a (frog hits) 236a dash 6a 632146c 214a 3c (1-3 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage Uses 3 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) sj 8d j.2dc 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
Soniti Posted September 22, 2009 Author Posted September 22, 2009 ok i cant read lol, cheers i re read the comment. i need to ask this question again cause i dont want to learn every combo there is in this example, is this saying the first bnb combo is only on nu and carl and noel and tager in the corner and the next one is the same, the next bnb works on everyone or on the same as the first one? please answer this question i know its probably a stupid question but just wanted to confirm. 2b/5b otg characters (Use midscreen on Nu and Carl. In the corner, also works on Noel and Tager.) 6b can be added after 5b at close range or if the opponent is cornered. BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) 236a dash j.2c [j.214b wind oki]} 3079 damage (3274 w/ 6b) For Carl, you can actually get 1 hit of 3c as an ender depending on what you do during the combo. I’ll add that combo sometime soon. Uses 1 wind: 5b (6b) 5cdc 214a dash 5b 6a (frog hits) 236a dash 5b 6a 22a j.c dj j.c 3811 damage (3840 w/ 6b) Max damage variation of the above combo. BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 5b 6a (frog hits) 236a dash 6a 632146c 214a 3c (1-3 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage Uses 3 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) sj 8d j.2dc 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage Yes all 4 of those combos are for the catagory of opponents listed in green. Looking at the third one though, unless you need to build meter for super, doing ~5cdc 214a dash 5b 236a dash super (then frog + oki) is actually better damage... I'll fix that sometime. Basic rule of thumb for max damage is any super that uses a pole in addition to melee is better if prorated as little as possible. If you really want to avoid learning combos, just focus on the ones labeled BNB and making sure to use them for the proper opponents. They are important, and if you truly want to pick up Rachel you need them. Rachel has countless situational combos, not all of which I've even listed due to wanting to keep the combo list length within reason.
ghost333 Posted September 27, 2009 Posted September 27, 2009 btw not really usable but perhaps sb can improve it before the patch come out at least, i was slashing at the training and i was able to do this combo on jin : B , CD,C , 214A ,dash, 2B ,B , jc.B , C ,dj 2C, 214B~D,2C>frog hits....
Loungingjak777 Posted October 3, 2009 Posted October 3, 2009 Hopefully I can get an answer this time: does Rachel have any tried and true air to ground combos besides the Tager blockstring?
DC Posted October 4, 2009 Posted October 4, 2009 Hopefully I can get an answer this time: does Rachel have any tried and true air to ground combos besides the Tager blockstring? On crouching opponents you can 5b j.2c3d people but just fyi you don't recover wind while you're in the air so they're not really that useful.
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