Rhannmah Posted July 23, 2010 Posted July 23, 2010 D: But when I tried super jump I always end up too high and opponent always techs before the j.2c connects. Sigh this is the hardest combo I ever learnt. Try 's combos and then come back complain about Rachel If you have wind to spare, just wind yourself down while doing j.2c, guaranteed fatal counter.
TD Posted July 23, 2010 Posted July 23, 2010 TD from 5cc would be a waste of tension imo. lt's not doing to do any damage- ...owait Also, input the j.c as soon as you sj. ln fact, it would help to buffer the j.c in. Optimising the untechable time ionly works if you're normal jumping, and it requires real guesswork if you don't want them to tech. lf you sj, you can do it as soon as you recover from j.2c.
EvilWolf Posted July 23, 2010 Posted July 23, 2010 TD from 5CC does a decent amount of damage, usable to finish off opponents, bad thing about it is that's its very hard to get a lvl 4 TD in that combo, since most of the time 1 wind is used for the 5CC. Also, sorry for the noob question, but I'm unfamilair with some of the terms, so by buffer you mean i input the command ahead of time? I tried super jump into j.c then 2d, really hurt my wrist, have to push the stick up and down so many times D: I still need to work on the basic timing i guess, still can't do it consistently, I think it would be better for me to learn the normal jump version before the super jump version. :/
TD Posted July 23, 2010 Posted July 23, 2010 5cc is 50% proration and as you said, requires a wind. That means a level4 TD from just a raw 5cc is only going to do half damage... 6a would be ideal but 5cc does give me some ideas... hrmm... Yes, buffer is to input ahead. Buffer j.c into the sj (almost as if you're doing it at the same time). For the normal jump you do not need to do this. (although l never did the nj version )
Jason D. Posted July 23, 2010 Posted July 23, 2010 Omg still can't do the j.2c combo properly...is the timing like for different for all characters? Cos I tried a timing that works on Ragna but then doesn't work on Tager at all, the Tager keeps teching after my jump cancel. And also how do you combo from j.2c after it connects, cos I see in MaDao's combo video he could link a 5b then air combo from there, while my opponents keep teching in mid-air. Is it still something wrong with my timing or my height? That combo actually IS harder to do on Tager, as backwards as that sounds. He's the only character you'll need to super jump for if you start with 6A, 5B. (Any other character you can just regular jump.) And connecting with a 5B or likewise ground move after the j.2C just depends on how fast the opponent can tech. After the opponent gets hit, they have X frames before they're able to tech. So, if you hit them high in the air, they'll fall for longer before bouncing, and then will be able to tech out higher up. Also, when any combo does a greater number of hits, the opponent's untechable time is reduced. This is universal to the game system. So, ideally, to connect that 5B the combo should have as few hits as possible, and your opponent should get hit by the j.2C low to the ground. But really, screw that. Just 236B at the end, or super jump BCBC. 5cc is 50% proration Lies. It's 50% REPEATED proration. Meaning after the first time. i.e. when it's done during her wall bounce combos. Just done once, the move has normal proration. And in fact, if you can start with a 5C, it does an awesome 100% initial proration. For lulz: 6A Tempest Dahlia dash 5B air combo. Does about 3.2k with only one wind and 50 meter. XD; Probably the only way Tempest Dahlia can be used in an actual combo. Only problem is obviously it needs to be level 3 or level 4 TD to do the air combo after. But, level 1 and level 2 will combo off of 6A. And this is brilliant! See, every now and then I'll feel like throwing out a super just for the hell of it. Like maybe I'm sitting on 100% meter and time is running out. "Let's just see if this works," I think to myself. Only, I've been doing run up 6A to BBL. This, however, is infinitely better. Similar damage, it'll combo much better on a blocking opponent, it could take off a primer or two, and you can still start some pressure after it. This is now my de facto "hit confirmation is for suckers!" combo. That's right, you heard it here first, folks! A combo where TD is better than BBL!
TD Posted July 23, 2010 Posted July 23, 2010 REPEAT proration. See l KNEW l was right the first time... *storms off*
EvilWolf Posted July 24, 2010 Posted July 24, 2010 That combo actually IS harder to do on Tager, as backwards as that sounds. He's the only character you'll need to super jump for if you start with 6A, 5B. (Any other character you can just regular jump.) And connecting with a 5B or likewise ground move after the j.2C just depends on how fast the opponent can tech. After the opponent gets hit, they have X frames before they're able to tech. So, if you hit them high in the air, they'll fall for longer before bouncing, and then will be able to tech out higher up. Also, when any combo does a greater number of hits, the opponent's untechable time is reduced. This is universal to the game system. So, ideally, to connect that 5B the combo should have as few hits as possible, and your opponent should get hit by the j.2C low to the ground. But really, screw that. Just 236B at the end, or super jump BCBC. That explains why I couldn't do it on Tager the other day then. I thought I had lost all of my skills. This was a really informative post. Thanks. So I think to do it I just have to do j.2c really close to the ground (right now I've been doing it when Rachel is about halfway from the air to the ground) and do as little hits as possible. I haven't really tried the 236B after the bounce, cos' I didn't really expect the opponent would bounce, thought I would fail at the lvl 2. Shall try it now. The one time I did try it though, the 236B missed. Is there some sort of delay required? Oh yes, one last question. When I try to do the j.2c, if my j.2c missed their hitbox by a bit, does this mean I just need to jump forward more? Lies. It's 50% REPEATED proration. Meaning after the first time. i.e. when it's done during her wall bounce combos. Just done once, the move has normal proration. And in fact, if you can start with a 5C, it does an awesome 100% initial proration. Does this mean Fatal counter 5CC into TD lvl 4 has amazing damage? :D And this is brilliant! See, every now and then I'll feel like throwing out a super just for the hell of it. Like maybe I'm sitting on 100% meter and time is running out. "Let's just see if this works," I think to myself. Only, I've been doing run up 6A to BBL. This, however, is infinitely better. Similar damage, it'll combo much better on a blocking opponent, it could take off a primer or two, and you can still start some pressure after it. This is now my de facto "hit confirmation is for suckers!" combo. That's right, you heard it here first, folks! A combo where TD is better than BBL! I did try 6A 5B J.B J.C then TD but I suppose this works better, and is doable with lvl 4 TD unlike my 5CC version. Many thanks!
Jason D. Posted July 24, 2010 Posted July 24, 2010 The one time I did try it though, the 236B missed. Is there some sort of delay required? Oh yes, one last question. When I try to do the j.2c, if my j.2c missed their hitbox by a bit, does this mean I just need to jump forward more? Does this mean Fatal counter 5CC into TD lvl 4 has amazing damage? :D Yeah, you sometimes need to delay the 236B. It just depends on the character and how high they're bouncing at the time. If the Lobelia passes under them, then you should've delayed it. Basically you're aiming so that they fall onto the top of it. I'm not exactly sure how you can jump forward more. Once you jump with 9, that's pretty much it. You're not getting more forward than that. And since you basically have one exact moment to press the 2C in the air, you can't really delay it. If you're too far away to hit with the j.2C, then you need to start the combo closer. And... I can't check right now, but I don't think the damage on that combo would be that good. The Tempest Dahlia does really horrible damage and proration. You'd probably get around 3.5k to 4k from it.
EvilWolf Posted July 25, 2010 Posted July 25, 2010 Yeah, you sometimes need to delay the 236B. It just depends on the character and how high they're bouncing at the time. If the Lobelia passes under them, then you should've delayed it. Basically you're aiming so that they fall onto the top of it. I'm not exactly sure how you can jump forward more. Once you jump with 9, that's pretty much it. You're not getting more forward than that. And since you basically have one exact moment to press the 2C in the air, you can't really delay it. If you're too far away to hit with the j.2C, then you need to start the combo closer. And... I can't check right now, but I don't think the damage on that combo would be that good. The Tempest Dahlia does really horrible damage and proration. You'd probably get around 3.5k to 4k from it. Ok I checked the dmg for 6A to lvl 4 TD is around 2.3k. From 5CC to lvl 4 TD is 2.7~2.8k. Both of these are without additional combos after the TD hits. I went and practiced the j.2c again and I think I've almost got the timing right. I've solved the problem of the opponent teching in mid-air and also the timing of the lobellia I should have got it also. With a bit more practice I should be able to hopefully do the j.2c combo consistently, right now I still miss a few times and the combo sometimes shows up as invalid, but I think I should have to combo perfected soon. Right now I just need to learn the timing for the different characters.
calendula Posted July 26, 2010 Posted July 26, 2010 Okay I've been wondering quite sometime now How do you actually alter your sj when your going to do the lv3.j2c? I've seen it on some match up vid and here http://www.nicovideo.jp/watch/sm11390567 There are times that i tend to sj too close to my opponent,and when my FC lv3.j2c hits summoning george can pose problem. A couple of page back Jason said And the Rachel didn't do 7D after she winded herself upward, just 7. She needed to be a bit further back, so that George isn't too far away when he's summoned, and thus he'll be able to activate in time to pick them up off the ground like that. How and precisely when do you do this ? I end up blowing myself away when I try. Obviously there is something wrong with my input.
crazycrackers Posted July 27, 2010 Posted July 27, 2010 You're probably just doing super jump+7d. Do super jump+8d, THEN do 7d after you've risen enough.
Rhannmah Posted July 27, 2010 Posted July 27, 2010 You're probably just doing super jump+7d. Do super jump+8d, THEN do 7d after you've risen enough. I think you mean "THEN do 7 after you've risen enough.", crazycrackers.
Jason D. Posted July 27, 2010 Posted July 27, 2010 Heh, yeah, not 7D. Just 7. 7D will blow you across the screen. When you hit them with the BBL, press 2, 8, D. As you're getting high up, press 7. You'll cancel into your double jump, and move slightly backwards. Then quickly press 2C or 2CD, which will shift her momentum into going straight down.
kirbster Posted July 28, 2010 Posted July 28, 2010 I have a question. Could it be that the 5CC wall bounce corner loop doesn't work on small characters like Noel? Like, 5B, 5CDC, dash, 5CC, 5CC~214B, 3C~214A and corner pressure. I'm guessing 3C would miss against non 3C characters but it's the first 5CC that I can't seem to hit on Noel. If it just happens that this combo doesn't work against her would there be a useful alternative?
TD Posted July 28, 2010 Posted July 28, 2010 Are you doing (5b) 2d 5cc? (Not sure if it will work for every umbrella loop though...)
iSadClown Posted August 8, 2010 Posted August 8, 2010 Fun stuff: Rachel vs rachel corner 5B 5CDC 214A 66A... actually connects. Flashy comboes~ 6B 236A RC 66 5B 3C 214C 66 5B jc j.c 2d j.2c (lv2) sjc j.c jc j.c delay 236A Pretty sure it works... I've gotten to the the j.c after the sjc... 5b 6CD~8D j.c 5B 5CDC 214A 66 3C 236A [6A 5CC BBL 236A 3C 214C 3C] My bracket indicates you can do whatever you want lol... The before BBL gives you 30 Heat. 6A 5B j.b+c 3D 5B j.b+c 3D... 6A 5B j.b+c RC j.236C land 5b > air combo ^ Fun with Air throw...^ 6A {5B jc j.c2d land}x3 sjc j.c jc j.c j.236A 6A 5B jc j.c 2d djc j.c land sjc j.c 2d j.c land sjc j.c djc j.c j.236A Six j.c's, I find it funny. Corner tech traps: 5B 5CDC 214A 236A~... Normal tech trap... only way to avoid is to neutral tech and block. Starting a block string or into astral. 5B 5CDC 214A 66 3C (3 hits) 222B~5D Astral Tech trap. 2C CH RC 214A2D 3C 236A > Follow up. It gets no harder than that. There you go, just some fancy or pointless comboes I've came up with. Please no flames, they're probably not practical.
Gray Dream Posted August 8, 2010 Posted August 8, 2010 The First combo can lead into another George setup in corner... 5B 5CDC 214A 66A2D 5CC 5CC 3C 214A
GenoWhirl Posted August 10, 2010 Posted August 10, 2010 I have a question. Could it be that the 5CC wall bounce corner loop doesn't work on small characters like Noel? Like, 5B, 5CDC, dash, 5CC, 5CC~214B, 3C~214A and corner pressure. I'm guessing 3C would miss against non 3C characters but it's the first 5CC that I can't seem to hit on Noel. If it just happens that this combo doesn't work against her would there be a useful alternative? Since I said it in the Rachel sanctuary, might as well say it here. In the corner, do 5B 5CDC 214A (just one step forward) 3C (1 hit)/2B 236A 5CC 214B 3C (3 hits) 214C 3C 214A This may only work on Tager and 3C able characters (God knows why the last 3C whiffs on Litchi). To hit Arakune, last 3C must have onlt 2 hits or it'll whiff.
Kuuhaku Posted August 10, 2010 Posted August 10, 2010 Ok I checked the dmg for 6A to lvl 4 TD is around 2.3k. From 5CC to lvl 4 TD is 2.7~2.8k. Both of these are without additional combos after the TD hits. I went and practiced the j.2c again and I think I've almost got the timing right. I've solved the problem of the opponent teching in mid-air and also the timing of the lobellia I should have got it also. With a bit more practice I should be able to hopefully do the j.2c combo consistently, right now I still miss a few times and the combo sometimes shows up as invalid, but I think I should have to combo perfected soon. Right now I just need to learn the timing for the different characters. Is that for 5C FC or just a normal 5C? Well... either way, random 5Cs are a lot more difficult to land than random 6As.
GenoWhirl Posted August 10, 2010 Posted August 10, 2010 http://www.youtube.com/watch?v=TBbAglqilr0 As you can see in the fork combo at the end...well, just replace 6B for 6A and that's your TD combo If you use 2D correctly after 2C, you can get a no wind 6C for up to 2.1k ohohoho
Kristoph Posted August 15, 2010 Posted August 15, 2010 What/where are the standard, important-to-learn combos for Rachel? The OP was updated last in like, february or whatever, and I'm hesitant to learn combos if they might be obsolete.
crazycrackers Posted August 16, 2010 Posted August 16, 2010 basically her new frog combos (you can now use 2 lobelias>3c or 6a>iris>whatever), her 236b combos: good ones to get down would be ...>5cdc>236b>IAD iris>6c>j.c>236a and ...>5cdc>236b>TK iris>236c>iris, and also her wall bounce 5cc combos for pumpkin/frog oki in the corner, oh and also lvl 2 j.2c combos are really important. Honestly, you should just learn everything, Rachel hasn't had any huge developments since MaDao's last combo video, and Rachel is the sort of character where you're going to be using different combos pretty often depending on really situational stuff.
ZONG_one Posted August 18, 2010 Posted August 18, 2010 What/where are the standard, important-to-learn combos for Rachel? The OP was updated last in like, february or whatever, and I'm hesitant to learn combos if they might be obsolete. Rachel is obsolete.
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