Soniti Posted March 25, 2011 Author Posted March 25, 2011 Not connecting twice isn't proof of it not working... The combo is strict and is easily dropped.
Soniti Posted April 1, 2011 Author Posted April 1, 2011 So far all of my CS2 theorycraft has been correct! We can combo into BBL from that character specific 1-wind midscreen combo! Sexy! Thanks Rachel PSP skype army for testing stuff for me. I'll be updating the first post a lot now.
gli Posted April 1, 2011 Posted April 1, 2011 Tidbits as to why the 1 wind midscreen bnb fails on certain characters: 236B whiffs: Ragna, Makoto, Litchi, Lambda Possible 1F dash required: Platinum, Valkenhayn, Hakumen WTF why doesn't it work on: Noel (the 3C fails to connect all 3 hits)
gli Posted April 2, 2011 Posted April 2, 2011 (edited) Since I can't get direct footage from my PSP (at least not yet), I'll try to take some videos from my old digital camera. It's not the best quality but at least you can see what some of these combos look like. Starting with: 1 wind midscreen bnb on Platinum requires a strict dash in order for 5A to connect Edited April 2, 2011 by glirandly
neiluj95 Posted April 2, 2011 Posted April 2, 2011 (edited) Copypasta'd from the CS1 combo topic. 5B > 5CD > 3C (3 hits) > BBL > sj8D > 9 > j.2C (lv3) > 214A > dash > 3C (3 hits, frog hits) > 236A > ender 5k+ damage, 2 wind, 50 heat For max damage, I ended the combo with 5B > 6A > 214C > sj > j.B > j.C > jc > j.B > j.C > j.236A (5954 damage). If 3C > BBL whiffs, you can use 3C > BBL > 4D, but it wastes wind. sj(9) > 9 > j.2C (lv2) combo: 5B > 5CD > 3C (3 hits) > BBL > 214A > 5CC (2 hits) > delay > 236A > sj9 > 9 > j.2C (lv2) > 2A (whiff) > dash > 3C (1 hit) > 214C > 5CC > 214A 5271 damage, 1 wind, 50 heat 5B > 5CD > 3C (3 hits) > BBL > sj8D > j.2C (lv3) > 214A > 5CC (2 hits) > delay > 236A > sj9 > 9 > j.2C (lv2) > 2A (whiff) > dash > 3C (1 hit) > 214C > 5CC > 214A 5991 damage, 2 wind, 50 heat This works off 2D j.A j.B and regenerates a ton of wind. Edited April 3, 2011 by neiluj95
gli Posted April 2, 2011 Posted April 2, 2011 (edited) When I have time I will try to get some of the other combos recorded. I will edit this post with more videos soon. List of videos (the volume on some of the videos might be too loud on default settings so be warned ): Midscreen 1 wind bnb (character specific. Shows 1F dash required for this combo to work on Platinum, Valkenhayn, and Hakumen) Near corner bnb. Only uses 1 wind. Edited April 2, 2011 by glirandly
pikdum Posted April 7, 2011 Posted April 7, 2011 (edited) You can get a lvl 2 j2c off of 6b counter hit. 6b sj9d j3cd then do what you will with it. You can go right into bbl or 5b jc2d j2c bbl if you're sitting on the wind. It works midscreen but is much easier in the corner. edit: After playing with 6b some more I've concluded that it's much more practical to do a winded dash and pick up with 2b 5b and follow up with j.c jc2d j2c. It's still cool that you can do it but I feel it's only real use would be for combo videos. Edited April 8, 2011 by pikdum
Sindelian Posted April 7, 2011 Posted April 7, 2011 You can get a lvl 2 j2c off of 6b counter hit. 6b sj9d j3cd then do what you will with it. You can go right into bbl or 5b jc2d bbl if you're sitting on the wind. It works midscreen but is much easier in the corner. Awesome!! This will be useful!
[SpA]Relentless Posted April 8, 2011 Posted April 8, 2011 (edited) I got a question for the people that already have CS2: Do you feel like doing lvl2 j.2C in aircombos is easier than in CS1? It seems like it's a piece of cake from CS2 videos but I have trouble getting stuff like 6A 5B jc j.C 2d jc lvl2 j.2C consistently in CS1 (it feels somewhat character specific too, eg I can do it on Hazama and Noel more easily than on Lambda). I also tried doing it in CT for the sake of comparison and I get it pretty much everytime there. EDIT: Actually forget what I said about CT, that combo is just as unreliable there. I had CH turned on on CT and in CS I didn't, and for some reason CH 6A doesn't launch as high as normal 6A. Edited April 8, 2011 by [SpA]Relentless
TD Posted April 8, 2011 Posted April 8, 2011 2d j.a j.b (land) 5b 6dc j.c (land) dash 5b 5cc 236b dash 5cc 214a oki im having trouble with this. after the dash 5b 5cc 236b part, l have problems connecting the last 5cc on alot of the characters. i've tried hitting with the fat part of the first 5c but thats a little too inconsistent. i've tried 5cc early and it whiffs, and delayed it a little but the opponent teched. is there something specific l should be doing here?
gli Posted April 8, 2011 Posted April 8, 2011 (edited) The problem here is proration. You have to cut off the 6DC hits early for 5CC to connect at the end. Try doing the j.C a bit earlier. On Ragna I landed my j.C as the 10th hit and the rest of the combo connected. EDIT: Oh I guess not. This combo is weird @_@ After a little more testing, I think it has to do with the distances. I connected up to 12 hits before doing j.C and 5CC still didn't whiff. Edited April 8, 2011 by glirandly
TD Posted April 10, 2011 Posted April 10, 2011 (edited) new combo (i think) (corner) 4b 5c 3c(3)9d 5b j.c2d dj delay j.2c(level 2) land 2a(slight delay) dash 5c(whiff)c 214a 3c(1) 236a (frog hits) dash 5cc 3c(1) 214c 3c(1) 3.5k, 2 winds, gain 41 meter its very easy to hitconfirm this but some of the timimgs are hard to get down. this combo is also very weird, it tends to drop at times it shouldnt but maybe thats just my execution. l hope you guys dont mind if l update periodically with combos :D Edited April 10, 2011 by TD
TD Posted April 10, 2011 Posted April 10, 2011 @gli, 6c only prorates once. you can tack on as many hits as you like and still do a full combo off of it. last night l goit 41 hits and still got 3k from it.
gli Posted April 17, 2011 Posted April 17, 2011 (edited) From the Dance to Wind combo video. 0:33 Midscreen [3 wind / 50 heat] 5B > 3C(3hits) > 9D > 3C > BBL > sj.8D > 9 (at peak of super jump) > j.2C (lv.3) > land > 214A > 66 > 2C (frog hits) > 5B > j.C > jc > j.2CD (lv.2) > 236B > j.C > jc > j.C > j.214C (6205 dmg) 0:49 Midscreen [1 wind] 2A > 5B > 3D > jc > j.A > j.A > j.C > jc > j.2C > 5B > 5CC > 214A (1780 dmg / corner push) 0:54 Midscreen [3 wind / starts with a far spaced 5B] 5B > 5CDC > 236BD > IAD > j.214C > land > 66 > j.C > 2D > j.2C (lv.2) > 5CC > 214A > 236A (corner push / frog oki with 236A roll tech trap) 1:03 Midscreen vs. Noel [1 wind / 50 heat] 5B > 5CD > 3C (2 hits only) > BBL > 214A > walk > 5B > sj > 9 (peak of jump) > j.2C (lv.2 windless) > 236B > j.C[C] > j.C > jc.7 > j.214C (5046 dmg / recharge 1 wind) 1:14 vs. Tager [3 wind / IAD mix-up: cross-up to low hit] Tager guards against: 2A > 5B > IAD > cross-up Tager > 1D > Tager gets crossed-up after IAD 1D so you do: 2B (low hit) Combo after landing 2B: 5B > j.A > 2D > j.B > j.A > 5B > 5DCC (1802 dmg / corner push) 1:20 vs. Tager [2 wind / 100 heat / IAD mix-up: air throw variant] Tager guards against: 2A > 5B > IAD > cross-up Tager > 1D (Tager attempts to jump out of the mix-up) > j.B+C (air throw jump-punish) After successful air throw: land > 5B > j.B > j.C > 2D > j.2C (lv.2) > land > 236B > j.C > j.C > j.214C > BBL > 236A (whiff) > 66 > BBL (4k+ dmg) 1:34 Midscreen 3C whiff combo [3 wind / 50 heat] 5B > 5CDC > 3C (whiff, chase opponent) > 5D > 66 > 5B > j.B > j.C > 2D > jc > j.2C > BBL > 214A > 66 > 2C (frog hits) > 66 > 5CC (4825 dmg / near corner to corner push / nearly 2 wind recharge / corner pumpkin oki) 1:46 Rachel in corner with George out [George summoned] (George connects, 8 hits) > 66 > 5B > j.C > 2D > jc > j.2C (lv.2) > land > 2A(whiff) > 66 > 5CC (2nd 5C autocorrects to hit opponent back into corner) > 214B (264X dmg / situational corner swap / pumpkin oki) 1:52 Corner throw combo [50 heat]Throw > wallbounce > 5B > j.B > j.C > air BBL > 214A > 5CC > 236A (frog hits) > sj.9 > jc > 9 > j.2C (lv.2) > 3C > 214C > 5CC > 214A > 236A ... (opponent falls for tech trap) 66 > 6A > BBL > sj.8D > j.2CD (lv.3) > ... etc. (frog 236A tech roll trap / 2 wind regen after 236A (frog hits)) 2:12 [George summoned / 2 wind / 50 heat](George hits) > 66 > 6A > 5B > j.C[C] > j.D > j.C > 2D > jc > j.2C (lv.2) > land(cross-under opponent) > BBL > 66 (cross-under opponent) > 214A > 3C(1 hit) > 236A (frog hits) > 66 (push towards pole) > 3C > 214C (near corner to near corner push / nearly 2 wind regen) 2:22 Midscreen [3 wind / 50 heat]5B > 3C(3 hits) > 9D > 5B > j.C > 2D > jc > j.2C (lv.2) > 214A > 5B > 236A (frog hits) > walk forward a bit > j.C > 2D > jc > j.2C (lv.2) > land > 236B > j.C > jc > j.C > j.214C > land > BBL > 214A > 236A > 66 > 3C > 214C > 236A (frog hits) > 66 > 3C > 214C > 3C > 214B (5116 dmg / regen 3 wind / push to corner / pumpkin oki) 2:36 Rachel in Corner [1 wind / 50 heat]6A > 5B > sj.C > 2D > jc > j.2C(lv.2) > 236B > j.C > jc > j.C > j.214C > land > BBL > 214A > 236A > 66 > 3C > 214C > 236A (frog hits) > 66 > 3C > 214C > 3C > 214B (regen 1 wind / corner push / pumpkin oki) 2:51 Meaty 5B pressure + mix-up[1 wind / pumpkin summoned] Opponent guards: 5B > 6C (1 hit) > j.214A > j.3D (pumpkin gets blocked) > 6B > 236A (frog hits get blocked) > 9 > j.B (whiff) > j.C (whiff) > land > 2B (low hit connects) > ... go into combo ... (midscreen mix-up) 3:03 Meaty 5B pressure + mix-up variant [1 wind / pumpkin summoned] Same as the above mix-up except on the j.C whiff while jumping towards opponent you hold j.C to throw off timing and cancel into j.B overhead to a combo 3:11 Midscreen Throw combo [2 wind]Throw > 9D > wallbounce > IAD > j.B > j.C > 8D > land > 5CC (1st hit whiffs) > 236B > 66 > 5CC > 214A (corner push / frog oki) 3:19 Near corner throw combo [1 wind]Throw > 9D > IAD > wallbounce > j.B > j.C > 8D > 5CC (1st hit whiffs) > 214A > 5B > 236A (frog hits) > dash-in > 5CC > 3C (2 hits) > 214C > 3C > 214A (corner push / frog oki) 3:30 j.C float cancel air combo6A > 5B > sj.C[C] > j.C > jc > j.B > j.C[C] > j.C > j.236A (2344 dmg) 3:36 Midscreen combo [1 wind / 50 heat]5B > 5CD > 3C > 236B > 5A > 5B > sj.B > j.A >j.B > j.C > j.214C > land > BBL > 214A > 236A > 3C > 214C (frog hits) > 236A > 3C > 214C > 3C > 214B (3803 dmg / regen all wind/ pumpkin oki) 3:48 Counter-hit 6B combo [2 wind]counter-hit 6B > 3D > IAD > land next to opponent > 5B > j.B > j.C > 2D > jc > j.2C (lv.2) > 236B > j.C > jc > j.C > j.214C > etc. 3:55 6A counter-hit anti-air combo [2 wind / 50 heat]counter-hit 6A > 66 > 5B > j.C > 2D > jc > j.2C > 214A > 5B > 236A (frog hits) > j.C > 2D > jc > j.2C (lv.2) > 236B > j.C > jc > j.C > j.214C > land > BBL > 214A > 236A > 3C > 214C > etc. Troll Pumpkin combo [4 wind / pumpkin summoned]5B > 3D > 5B > 5D > 4D > 5B > 5D > 5B > etc. (troll dmg) Okay that should cover all of the video. As always, anyone is welcome to correct any mistake they see in the notations. Edited April 18, 2011 by glirandly
TD Posted April 19, 2011 Posted April 19, 2011 the game may not be out yet for the us, but l feel like rachel of all people need a headstart info-wise when the game drops. in the next few days ill be watching many of the rachel vids and posting any new things that we didnt catch - combo, oki, and pressure wise - and putting it here, though this is only a combo thread... i've also been testing my own stuff out so i'll be sure to update as l go. l dont want to get spammy so i'll put it all in one post, or as little as l can.
Platinyan Posted April 21, 2011 Posted April 21, 2011 Hi hi here. With Cs2 coming next month i want to reuse Rachel as my main so i look out to the new combo and had a hard time doing the basic air combo with lvl2 j2c. Everytime the training dummy air tech or if i hit him its only lvl1 j2c... I actually spend a lot of time training this but for some reason i just can't get the timing >_<.
calendula Posted April 21, 2011 Posted April 21, 2011 @Platinyan I can try and answer your question here, but there's already a discussion about that particular subject matter on Continuum Shift Rachel Combos 2.0. You can also use this video for visual confirmation,
[SpA]Relentless Posted April 21, 2011 Posted April 21, 2011 (edited) There's not that much to it if you know what to look out for. It's important you do the actions in the correct order, the 2D actually comes before the jump cancel (so it looks like ~ j.C 2D jc j.2C). You have to do the actions very fast one after another, but if you do it correctly for some time it will eventually become muscle memory. The other important thing to look out for is positioning (if you're too low after the j.C, the j.2C will just whiff). For the first time training, I'd suggest using Tager as training dummy (huge hitbox makes the timing easier) and doing the following combo: CH 6A 5B jc j.B j.C 2d djc lvl2 j.2C (land) 236B j.C djc j.C j.214C Be sure you are actually doing a CH 6A (non-CH 6A launches the opponent higher so this combo wouldn't work, you'd have to leave out the first j.B and even then it's kind of unreliable). Once you get this down about 90% you can try some other setups. You can basically do it from anything that lets you hit an airborne opponent with 5B (3C8D, throw 7D, airthrow 2D OTG, george, sword iris, CH j.C, CH 236B/C) but for different setups you might have to alter the combo. For example after sword iris it's often better to always do 5B jc j.C 2D djc j.2C (without a j.B). If you hit an airborne opponent with a high 6A 5B, then a sjc will most of the time do the trick. Also for setups where the 5B can hit the opponent at variable heights (like 3C8D), you'll have to decide fast how you continue the combo (this comes with experience). This is my experience from doing this combo in CS1, CS2 owners may correct me. Hope this helped you out. Edited April 21, 2011 by [SpA]Relentless
Zeromus_X Posted April 21, 2011 Posted April 21, 2011 ^For airthrow combo in CS2, you can actually land and go into 5B without using wind now (I guess it's because of CS2's increased gravity).
TD Posted April 22, 2011 Posted April 22, 2011 dropping them off as l go~~~ (corner) 3c(5d) 8d(last hit of 3c) 5b j.c 2d dj.2c(lv2) land 2a(whiff) dash 5c(whiff)c 214a dash 3c(2) 236a (frog hits) dash 6b 5cc pumpkin oki - 3 winds (corner, pole in corner) j.a 2d j.b land 3c(1) 214c j.c 2d dj.2c (lv2) land 2a(whiff) dash 5c(whiff)c 214a dash 3c(2) 236a (frog hits) dash 6b 5cc pumpkin oki - 2 winds (corner, frog oki)... 5b 6b 236a (frog hits) 3c(2) 214c j.c 2d dj.2c(lv2) land 2a(whiff) dash 5c(whiff)c 214a dash 3c(2) 236a (frog hits) dash 6b 5cc pumpkin oki - 1 wind (corner, for trying to jump out, pole in corner) j.c j.214c land BBL sj8d j.2c(lv3)... needs to be finished (it was dropped lol, but its a good anti-jumpout combo starter) (corner, after frog oki, foe rolls forward)... 2a 5b sj.b j.a j.c 2d dj delay j.c land BBL 214a 5cc delay 236a (frog hits) sj dj.2c(lv2) land 2a (whiff) dash 3c(1) 214c 5cc - oki, 1 wind thats it for now this is all mixup combos really and how to transition into standard bnb, there's hardly any variation between them
Platinyan Posted April 22, 2011 Posted April 22, 2011 Thanks to both of you Relentless and Calendula i managed to do it many times. I was doing j.c JC j2dc instead of j.c 2d JC j2c. Now i just have to practice more ^^.
Hoshi no Kaabii Posted April 28, 2011 Posted April 28, 2011 (edited) High damage carry to corner combo: 6cd>8d>j.c>5bb>5cdc>214a>5b>236a>dash>6a>214c>j.b>j.c>JC>j.b>j.c>236a -3 Wind Damage: 4165 (Doesn't work on Platinum or Makoto) Starting from anything but 6c causes more proration or the combo to break. Also don't try to Baden from it because it does like the same damage and adding a lvl3 j.2c only adds like 500. Gains 46 Heat. I dunno if you can change the end into a j.2c because I suck ass at them. Someone else should try. Edited April 28, 2011 by Hoshi no Kaabii
[SpA]Relentless Posted April 29, 2011 Posted April 29, 2011 (edited) High damage carry to corner combo: 6cd>8d>j.c>5bb>5cdc>214a>5b>236a>dash>6a>214c>j.b>j.c>JC>j.b>j.c>236a -3 Wind Damage: 4165 (Doesn't work on Platinum or Makoto) Starting from anything but 6c causes more proration or the combo to break. Also don't try to Baden from it because it does like the same damage and adding a lvl3 j.2c only adds like 500. Gains 46 Heat. I dunno if you can change the end into a j.2c because I suck ass at them. Someone else should try. Where exactly is the sense in doing a corner carry combo when you end with with an air combo ender? So they can escape it again? -_- Better ender (after first 236A) dash 5CC > dash 3C > 214C > 3C > 214A Will do less damage but keep them knocked down with frog oki on wakeup. This ender will also regain you about 1 1/2 wind bars. Edited April 29, 2011 by [SpA]Relentless
Hoshi no Kaabii Posted April 29, 2011 Posted April 29, 2011 Relentless;1006330']Where exactly is the sense in doing a corner carry combo when you end with with an air combo ender? So they can escape it again? -_- Better ender (after first 236A) dash 5CC > dash 3C > 214C > 3C > 214A Will do less damage but keep them knocked down with frog oki on wakeup. This ender will also regain you about 1 1/2 wind bars. Yeah, didn't really think about them escaping, I really need to learn to be about more oki than damage.
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