Ryock Posted July 18, 2009 Posted July 18, 2009 Has anyone tried these? The only difference mostly is that you don't run in to 3c. The 3c actually reaches far enough to hit one time to knock them into a pole. I found myself getting almost 1k more damage on a lot of the characters when I tried this as compared to running in with 3c. The pole is pretty much always right on the opponent which could actually lead to an easy one combo kill by the time you hit 50% heat, assuming they don't burst. (in corner)5b, d5cc, frog, 3c, 236a, run in, 632146c, wait, frog, 3c, j.2c, j.214b oki(Litchi, Tao, Tager, Nu, and Jin) (in corner)5b, 5cdc, frog, 3c, 236a, run in, 632146c, wait, frog, 3c, j.2c, j.214b oki(Hakumen, Ragna, Bang, Arakune, Rachel) The 3c towards the end of the combo sometimes has to be held a tiny bit depending on the character so it hits two-three times to let the frog detonate. But wow, I was getting 5350 damage most of the time. From my tests, it works on everyone except Noel and Carl, but 3c combos never were good for them anyways.
prod1gy Posted July 18, 2009 Posted July 18, 2009 Lately ive been practicing zoning and working the frog into my game. Im pretty much trying to have the BNB (5b, d5cc) down so i can work the pumpkin into my game. Most likely its me doing something wrong, but after i do 5b, d5cc and try to frog it usually never lands by the opponent in which i cant keep the combo going. Any reasons to why i suck so bad.
Sophisticat Posted July 18, 2009 Posted July 18, 2009 ^ Noel, Jin, Ragna and Tager are "non-froggables", meaning you can't use 5b 5cdc to frog e'm. For the rest of the cast, if you can 5b them, then 5cdc should take care of it. I see you do 5dcc, which might be your problem. Do 5cdc instead. The wind will last longer to allow the second c to land.
bucklemyshoe Posted July 18, 2009 Posted July 18, 2009 anyone have any tips for midscreen throw combo? i don't have trouble with the 7d timing but stupid 360 controller just sucks to go from 7 to 66.
kro_ Posted July 18, 2009 Posted July 18, 2009 Activate wind right before the smack. Back throw is easier to combo into than forward throw since the opponent floats higher.
metsuke Posted July 20, 2009 Posted July 20, 2009 Against Noel, use 5dcc 214a, walk forward slightly, 5b 236a, etc. Against Carl, use 5cdc 214a, 5b 6a 236a, etc. You can also use this version against Noel, but depending on your starting distance you may end up too close. The no-dash combo also works on Tao from midscreen. Keep in mind that all of these combos depend on starting distance. Against some characters, you will have to adjust the combo if you're not deep in the corner or if the 5c hits from further away (for instance, combo after a successful mixup). Has anyone tried these? The only difference mostly is that you don't run in to 3c. The 3c actually reaches far enough to hit one time to knock them into a pole. I found myself getting almost 1k more damage on a lot of the characters when I tried this as compared to running in with 3c. The pole is pretty much always right on the opponent which could actually lead to an easy one combo kill by the time you hit 50% heat, assuming they don't burst. (in corner)5b, d5cc, frog, 3c, 236a, run in, 632146c, wait, frog, 3c, j.2c, j.214b oki(Litchi, Tao, Tager, Nu, and Jin) (in corner)5b, 5cdc, frog, 3c, 236a, run in, 632146c, wait, frog, 3c, j.2c, j.214b oki(Hakumen, Ragna, Bang, Arakune, Rachel) The 3c towards the end of the combo sometimes has to be held a tiny bit depending on the character so it hits two-three times to let the frog detonate. But wow, I was getting 5350 damage most of the time. From my tests, it works on everyone except Noel and Carl, but 3c combos never were good for them anyways.
Vayden Posted July 20, 2009 Posted July 20, 2009 Anyone have any good combos that start with 3c? Seems like thats Rachel’s only slide attack. Ragna, Jin, Noel and Tager seem to recover too quickly to link anything from it.
Zinac Posted July 20, 2009 Posted July 20, 2009 Soniti: Just fyi. 5B(blocked) > j.a > j.b+2d > j.2c (level 2), will only get you level 2 if tager is crouching.
TwoFiftyFive Posted July 20, 2009 Posted July 20, 2009 Anyone have any good combos that start with 3c? Seems like thats Rachel’s only slide attack. Ragna, Jin, Noel and Tager seem to recover too quickly to link anything from it. The first post lists 7 different combos starting with 3C...I tend to use the 3C9D, 6C, j.C, etc ones.
Mala fide Posted July 20, 2009 Posted July 20, 2009 Sorry for a question that has probably been asked before..but what does the part that bolded mean in this combo? 5b (6b) 5cdc 214a dash 3c does it mean dash cancel?
Discotheque Posted July 20, 2009 Posted July 20, 2009 No. D for Sylpheed(her drive) in between her C's
Mala fide Posted July 20, 2009 Posted July 20, 2009 Oh so am I just pressing 5d after 5c, and then another 5c? All right I think I got it. thanks
comoesa Posted July 20, 2009 Posted July 20, 2009 eh how do you combo the after a cdc-c-medium pole combo...saw it against hnana in the team tourney.
FoxSpirit Posted July 25, 2009 Posted July 25, 2009 Is it okay that the combolist hurts my head? I can barely decipher what is supposed to work on whom the way things are presented
PkHYpeR Posted July 25, 2009 Posted July 25, 2009 BNB: Windless: 3c (3 hits) 5a 5b sj j.b j.a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} Do I let the 5a hit once or twice? btw Soniti great job on the combos list, much appreciated
Soniti Posted July 26, 2009 Author Posted July 26, 2009 Is it okay that the combolist hurts my head? I can barely decipher what is supposed to work on whom the way things are presented If you have a better idea of how to organize it, please do tell. Rachel's combos are extremely character specific and depending what move you are going from and what situation, have different lists of characters they work on.
superclack Posted July 26, 2009 Posted July 26, 2009 How do I open up better damage opportunities through mixups with Rachel? I'm getting most of my combos with 2b or j.3cd, but those have pretty terrible prorates. Besides getting random 6b counterhits, is there a way I can start combos with better damage?
kro_ Posted July 26, 2009 Posted July 26, 2009 How do I open up better damage opportunities through mixups with Rachel? I'm getting most of my combos with 2b or j.3cd, but those have pretty terrible prorates. Besides getting random 6b counterhits, is there a way I can start combos with better damage? Doesn't get much better than starting with 5b, j.3d2c, CH 6b, or CH 6a. 2b and 3c are her only lows. So you don't have much choice if you actually want to mix things up. To get her damage up, you really need to aim to combo into her super. A lot of damage comes from that post-super juggle with the frog. Also, mastering the 3c/5b > 236a otg into frog > 22a > air combo/knockdown generally yields ~500-700 more dmg than the usual option. So spending a couple of winds to get those non-froggable characters into the corner is really worthwhile.
Moogster Posted July 26, 2009 Posted July 26, 2009 When is it sure that j2C > jC will hit (assuming opponent is in the ground)? Sometimes it combos, sometimes it won't making the jC whiff.
Sophisticat Posted July 26, 2009 Posted July 26, 2009 If you have a better idea of how to organize it, please do tell. Rachel's combos are extremely character specific and depending what move you are going from and what situation, have different lists of characters they work on. The listing of combos makes the first move the priority, with a bunch of related combos. I think putting the combos in order of usefulness would be good, with the best one in red font at the top or something. Adding a number next to the combo sounds good too. Also, I would suggest taking out the character-specific combos and putting them in their own section. Keep the all-characters combos sorted by starting move (except if there's some variation like 5cdc -> [214a or 236b]). Frog characters: [...] Non-frog characters: [...] From 5b 1) -> 5cdc [214a | 236b] 1.1) [F. chars] [From 214a] [...] [dmg value] 1.2) [Non-F. chars] [From 236b] [...] [dmg value] [Properties] 2) -> 6a 5b [...] [dmg value] [Properties] #) [...] From [...] 1) [...] Ra/No/Jin only [...] Well, that's really just an example. I'm a freak at organizing stuff, anyway, so I can readily see how it could be improved. Generally, I'd say the current format is a bit cluttered. Just organizing by usefulness/frequency of use or by simply breaking down a combo into its many variations like I did in 1.1) & 1.2) would help a lot, I think. It does look like my method would be a lot of work, though, so that's really up to you.
antih3r0 Posted July 26, 2009 Posted July 26, 2009 or a simple character name...combos that work on them format...but it doesnt have to be up to soniti...im not gonna ask it to be changed since i was able to decipher it and soniti has been more then willing to help in the efnet channel.
kro_ Posted July 27, 2009 Posted July 27, 2009 When is it sure that j2C > jC will hit (assuming opponent is in the ground)? Sometimes it combos, sometimes it won't making the jC whiff. The opponent needs to be standing and you have to input j.c closer to the ground. Easier on taller characters.
DC Posted July 27, 2009 Posted July 27, 2009 BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 3c (3 hits) 236a dash 3c (1-3 hits) 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]} 5335 damage/5443 damage Can't seem to do this. Is the 3C after the first 236a is while opponent is getting shocked?
JamsLegs Posted July 27, 2009 Posted July 27, 2009 During the frog hit.. 3c(press don't hold) special cancel into super. Soniti also said 6a then super to make it easier.
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