[SpA]Relentless Posted July 5, 2011 Posted July 5, 2011 By the way: Here's one I saw on the BBS: 5b>5cd>3c>BBL(x2)>214a>SJC8d>lv3 j.2c>5b>j.c>2d>JC>j.2c>land>j.b>j.c>JC>j.b>j.c>j.236a [5500 dmg] That combo doesn't even make sense. You can't super jump cancel a frog, and the frog wouldn't hit on its own after BBL. Also, I'm trying to avoid listing inefficient combos (things like super -> super unless it's literally all you can do). It is known that you can go into BBL from 5cd 3c midscreen though. I just noticed something while watching a Rachel combo video, take a look: http://www.youtube.com/watch?v=vxuZ68bwgHA&t=1m29s Some alterations are made (2d while falling, different ender obviously lol), but the basic concept is the same. It does indeed work. Don't know if it's still relevant, but I wanted to clear this up :S
TD Posted July 5, 2011 Posted July 5, 2011 ja jb land dash 5b- stuff. thats what l do. depending on where you are you can do an optimal combo from there. youre not getting much damage from it so go for positional advantage. from the 5b you can do: j3db jc... 5cc... 3c... 6cd... etc my most used is (since l prioritize corner push) ...ja jb dash 5b 6cd(8d x n) jc dash 5b 5cc 236b dash 5cc dash 3c(1) 214c 3c(1) oki
Kuuhaku Posted July 6, 2011 Posted July 6, 2011 (edited) Translation of the j.2C tutorial. Thanks to Kayeff for the translation. http://www.youtube.com/watch?v=wx5PrCmCDR8 0:00 Quick video (lit. summary) of Rachel’s aerial Lobelia fatal 0:05 This video is just some quick tips about the lobelia fatal trick where Rachel uses Lobelia momentum reset to start falling down at high speeds and using that in a ground bounce combo, courtesy of the Rachel threads. This is my first video so it’s probably a little sloppy here and there but I hope you’ll enjoy it. 0:11 So without further ado let’s start with the basics of the aerial Lobelia fatal trick. 0:17 If you do it this way, because of the aerial Lobelia’s manner of falling, both the Lobelia and the super bounce… 0:26 …aren’t right. 0:29 Here is what it should look like. 0:38 6A > 5C > j.C > j.C > lillly > hj8D > aerial Lobelia > j.2C The key is being aligned as you can be with the opponent, high jumping, using Lobelia that would go over the opponent, and then a little afterwards using j.2C a little before hitting the ground. 0:42 Here is a practical use for the trick. 0:48 Stable CH 2C combo using 1 wind. You did it princess! 0:56 CH 2C > 7D > lilly > hj8D > airdash > aerial A Lobelia > j.2C The base (lit. recipe) itself isn’t that hard to get down. The practical use isn’t that hard to get down. (probably using it whenever) Doesn’t look like they will tech. 1:00 In any case, let’s see which characters this trick works safely on. 1:06 Taokaka and Arakune work. 1:15 Tager works as well. 1:23 Using the same timing… Makes this fatal easy. 1:31 Just doing whatever combo works… 1:34 With this sort of thing, up until now it was hard using only 1 wind to utilize j.2C fatal, especially for Arakune and Tager. This trick works on all characters and has the same timing throughout, so you don’t have to worry. In any case let’s explain the key behind this trick. 1:38 Off of a CH 2C Perform a late 7D. 1:41 The height of a high jump (in Rachel’s case) compared to the height of the opponent should be about 1.5 Rachels apart. Then airdash till the opponent is on your left > A Lobelia. 1:45 Travelling in just about the same trajectory as the opponent Attack with j.2C. 1:48 After that do whatever combo you wish. 1:51 I don’t think there’s anything more to explain with that. Because the combo itself isn’t that hard, it’s very easy to make alterations or changes that will make the combo more practical or easier. The video’s very sloppy but I hope that it helps you. 1:57 omake 1:59 Let’s try doing it off of the Aoniku combo (Rachel player). 2:14 Ah…I missed. 2:20 Thank you for watching this video. Edited July 6, 2011 by Bohemian Polka
tofurr Posted July 6, 2011 Posted July 6, 2011 Relentless;1069610']By the way: I just noticed something while watching a Rachel combo video, take a look: http://www.youtube.com/watch?v=vxuZ68bwgHA&t=1m29s Some alterations are made (2d while falling, different ender obviously lol), but the basic concept is the same. It does indeed work. Don't know if it's still relevant, but I wanted to clear this up :SI forgot about ever posting that. D: I just tried it with just one BBL but everything else the same and it did 5.4k. With BBL x2 it did over 6k.
[SpA]Relentless Posted July 6, 2011 Posted July 6, 2011 wall of text You linked the wrong video :S http://www.youtube.com/watch?v=wx5PrCmCDR8 Maybe we should ask jourdal to put the translation into the video description, or into the video itself as annotations.
Kuuhaku Posted July 6, 2011 Posted July 6, 2011 (edited) Relentless;1069986']You linked the wrong video :S http://www.youtube.com/watch?v=wx5PrCmCDR8 Maybe we should ask jourdal to put the translation into the video description, or into the video itself as annotations. Herp. Guess they translated the wrong video. I'll correct it. I'll also ask Kayeff directly to translate the correct video. Edited July 6, 2011 by Bohemian Polka
Kuuhaku Posted July 7, 2011 Posted July 7, 2011 http://www.youtube.com/watch?v=L1pwQlq0uiY Once again- Thanks to Kayeff for translating~ 0:01 BLAZBLUE Continuum Shift II Fundamental Rachel Combos + commentary 0:09 Thank you for watching this video. I’m just a Blazblue player that you’d find anywhere… …but this time I made something for you guys to see. Because I don’t practice often, I’m thinking the video may be a little tough to watch and understand. So be pious or whatever and take whatever measures you can to apply it to your gameplay. And so let’s begin. 0:14 I will divide the fundamentals into parts. air combo > j.2C combos on an aerial opponent, j.C > 2D > 9jc > j.2C (Lv2) j.C > 2D > 9jc part is fast, but all you need to do is gather composure and j.2C as calmy as you can. 0:17 Common failure #1 The jump cancel from j.C is too slow \/ Watch your hands on how you input 2D>9 during j.C’s hitstop If you start watching what your hands do, you’re a lot less likely to mess this up. 0:23 Common failure #2 The opponent is too high when j.C hits \/ The height for when j.C hits... …should be about the same as to the opponent. If the princess is too high when j.C hits and you’re facing the opponent… …attack with a low j.2C… …and don’t attack with a high j.C. 0:29 Common failure #3 j.2C is being done too quickly \/ Quick inputs are only needed until 9jc input. Afterwards, you must slow down. It should feel as if the opponent is travelling alongside you until to the point where you use j.2C to break the downward momentum from using wind. 0:58 Lv2 ground bounce into frog combos Note that the height that j.2C hits the opponent and the relative position the opponent is at to you are both important in these combos. 1:02 Common failure #1 When the opponent is too low and the frog ends up activating too late, there won’t be enough leeway for 5B. 1:08 Common failure #2 When j.2C hits the opponent too high, the opponent will airtech before 5B can hit. 1:23 To get a successful j.2C hit, it should hit as low as possible, and the opponent shouldn’t travel downward at all. 1:41 Baden Lilly into aerial A Lobelia, fastfall into j.2C(Lv3) combos This time I’ll go over combos from CH 2C. CH 2C > 7D > Lilly > legal loli (literal translation) > frog summon > 3C 1:46 First going from how the aerial A Lobelia position break works While flying you’ll notice that Rachel’s skirt has 3 stages that you can observe to get this trick down. 1:53 Baden Lilly’s attack should fully follow through (that is, all hits should land). Note the triangle next to Rachel’s icon and the direction it faces when Lilly is finished. When you airdash, you have to airdash in the direction you’re facing, so be prepared for that. * You can’t see the animation ending, but keep note that you can only move after the animation on Rachel is done. 1:55 airdash > A Lobelia You should travel over the opponent before doing Lobelia. Once you’re out of recovery, j.2C. 2:04 This trick’s dependant on when you use your wind. You can still make it work even if the opponent ends up being in front of you. You see here an advanced version how how it’s inputted. 2:16 Thank you very much for watching. You can extend the combos to have whatever you wish, as long as you have the important parts that everyone else is using. Special thanks to the people from the Rachel threads and the Wiki that always updates with useful information. * I also recorded some other combos for the omake for you guys to watch.
[SpA]Relentless Posted July 17, 2011 Posted July 17, 2011 http://www.youtube.com/watch?v=6-eGr3sbKXU&t=2m48s Sick way to utilize the rod you get from the lobelia fatal trick for a post-BBL combo. Looks like it hard to time/space though (you have to throw the lobelia at the right time so that the opponent crosses over you before you hit them with j2C(Lv3))
Jason D. Posted July 23, 2011 Posted July 23, 2011 (edited) Hey everyone, So I've spent a lot of time recently trying to optimize Rachel's damage from combos. Which pretty much means I have written down every single combo she should do, and how much damage and heat and wind is associated (seriously, six pages). But I'll spare you the details, since a lot of this stuff is combos we already know. However, here are the general tips on doing the most out of your combos. If you're mid-screen, and you have three winds, always do the 3 wind bnb over the 1 wind 236B version. It's about 500-800 extra damage, depending on your starter. There's really no reason not to spend it. And on a similar note, if you have 50% meter, immediately going into 3C BBL (on select characters, add a 4D first) is significantly stronger than saving it for the end of the combo. Also, note that moves like 5A and 3C add no additional proration on their 2nd and 3rd hits. If you can manage it, you should let the moves go on as long as possible before cancelling. And while this has always been the case, I notice a lot of people not using it. Especially regarding the 5A. Combos actually do better damage if you start with 5Ax2 then if you start with 2A. If you're doing a ground-to-air combo, remember that her 6B is a better 5B. By that, I mean the 6B does more damage, but has the same exact P2 proration, same hitstun, and same jump cancel-ability as the 5B. It's slightly slower to start up, so make sure you're ready to connect with it, but there's no reason something like "5B, 5CD, 3C 8D, -6B- JC, lv2 J.2C, blah blah" shouldn't be done over using a 5B in the middle there. And on that note, let's say you hit your opponent out of the air with any move like a CH 6A, j.C, CH 236B/C, or so on. But you have 0 wind to combo with. Sucks. Well, your best combo is actually the hilarious "5B or 6B, jump cancel, [j.C], j.C, jump cancel, [j.C], j.C, 236A." That's four j.C's, and two umbrella floats. As fun to watch as it is to do. Just note that it DOESN'T work after a throw. (Throw proration is pretty bad.) And if you have at least 1 wind, just do the level 2 j.2C of course, and if you have 2 or more winds, do it twice! Cat Chair combos! If you have 50% meter, there's actually little difference in doing 7D BBL, or doing 1D 6A, BBL. In fact, the 6A version tends to do more damage if you don't have a lot of wind afterward. HOWEVER, if you can do a level 3 j.2C in there, then 7D, BBL, level 3, is definitely the best combo you can do. Guard Crush combos. Unless I've missed it, I don't think I've actually seen these, and this was actually one of the things I wanted to test out the most. So okay, you just guard crushed your opponent. Well... what now? In case you didn't know, after you guard break your opponent, your next hit does some funky thing where the P1 and P2 proration get reversed. Meaning that doing a standard bnb is NOT your best option. In Rachel's case, it's actually better to hit them with 4B, and then go into a standard combo. (3 wind bnb will do about 3763). Also, if you're lacking wind, then just drop george, and hit them with a 2C to start. It does an impressive 3294 to 3787 damage, for 0 or 1 wind. However, you're going to have to set this up really quickly, which means being fully prepared for the guard crush to happen. Finally, if you are ready for it, and you have 2 winds, ALWAYS start with a level 3 j.2C. 4700 damage. But let's say you guard crush them, and you have 50% heat. Ohhhh, good times. Run up right next to them and do a BBL. Seriously, that's it. BBL, Frog, 2C, and then an air level 2 j.2C combo. 5085 damage. It's the second-best thing you can do. And for the first... If you have 2 winds, 50%, and you have the time... do a level 3 j.2C, and then go straight into BBL when you land. Finish up the combo for about 5940. And this is just mid-screen. Let's see... corner combos. We all know these already, but keep in mind that starting one with 3C, BBL is waaaay stronger than doing a 5CC, and then a BBL. Oh yeah, let's say you hit them into the corner with something like 5B, 5CDC, george drop, 3C, 236A. Don't just run up and 5CC after that. Add another hit. Run up 6B, 5CC works beautifully, and I personally recommend it. And 4B, 5CC actually does the most damage, but you probably won't have time for that in most instances. If you throw them into the corner, and you have meter, you should go into a BBL as soon as possible. Doing something like 5B, j.C, j.C, air BBL (the max number of hits you can do before they can tech out), will actually do less damage then just 5B, BBL. And even something like 5B, j.B. j.C 2D, level 2 j.2C, land BBL will end up doing less damage also. Don't bother. Just throw them, hit them with 5B, 6B, 6A, or 3C, and then BBL. And 3C is actually the best, for the record. And remember, if you need to punish anything, and you have enough time, your best starter is 5C. For instance, let's say you have Hazama in the corner, you stop and block, and he does a Hotenjin. Punish with 5CD, 3C, BBL, finish combo. 6 to 7K, easily. Also, this is something I need to test out more in real matches, but can anyone tell me why we do the standing combo of 5B into 5C? Because I hate that gatling with a passion. In case you don't know, it doesn't combo on block. Which means if you don't hit-confirm it, you can lose out BADLY to somebody mashing a reversal. Instead, I say forget it completely. I propose 5B, 6BD, 3C. It only does about 80 less damage in standard bnbs, and it is INFINITELY safer. And you can even delay the wind a lot and do 5B, 6B, 5D, 3C. It'll still be a tight combo, and it catches people by surprise since they don't expect a combo from fork distance, especially a low hit. I'm pretty much going to un-train myself from doing 5B, 5CD unless someone can come up with a good reason for it. And... that's pretty much all I have. Does anyone want a chart of every character that you can and can't hit with mid-screen 3C 236B, or 3C BBL, or a 2D j.A? Anyway, that's all. Now get out there and kick some ass, Rachels. Edited July 23, 2011 by Jason D.
Sindelian Posted July 23, 2011 Posted July 23, 2011 What are Rachel's most damaging gold-burst combos?
Jason D. Posted July 23, 2011 Posted July 23, 2011 If you have the wind and meter, go with BBL and then level 3 j.2C. If you have less wind, do a level 2 j.2C (or two) and then BBL at the end. If you have just meter and no wind, BBL, then George. And if you have no meter, just treat it like a CH 6A or similar situation.
C0R Posted July 23, 2011 Posted July 23, 2011 after you guard break your opponent, your next hit does some funky thing where the P1 and P2 proration get reversed It's actually very simple. Effectively; Guard Crush counts as one hit, it does no damage and has 90/100 proration. That's it. Next move after GC will register as the second hit in a combo, and will not take p1 into account, because GC was the first hit.
gli Posted July 23, 2011 Posted July 23, 2011 Well, now I have something new to try out. Thanks Jason D. And thanks C0R for clearing up that fact.
tofurr Posted July 23, 2011 Posted July 23, 2011 Jason D. so Godlike. A lot of stuff to hit training mode with and habits from two past games to break.
[SpA]Relentless Posted July 23, 2011 Posted July 23, 2011 Very nice Jason D., appreciate it a lot. Optimizing damage is one of the main things I need to improve. I always build unnecessary proration into my combos
Sindelian Posted July 23, 2011 Posted July 23, 2011 If you have the wind and meter, go with BBL and then level 3 j.2C. If you have less wind, do a level 2 j.2C (or two) and then BBL at the end. If you have just meter and no wind, BBL, then George. And if you have no meter, just treat it like a CH 6A or similar situation. Nothing like, mid-combo gold-bursting?
Koas Posted July 24, 2011 Posted July 24, 2011 I would like to point out that if you do a 5cdc frog 3c (in the corner ofc) you can almost always do frog 3c (1hit) 236a dash 4b 5cc (a little delay between the hits of cc makes the ender easier) dash 3c (1hit) 214c 3c (1hit) frog You spend a lot of time on the ground during the ender so you regain quite a lot of wind, you will have everything back after the frog on oki is over. The only time you can't do this combo is if you start with ja overhead -> jb 5b 6cd for corner carry midscreen. Works fine from pumpkin -> dash (2a if you want to confirm easier) 5b 6cd corner carry though Also if you do 5b 236a after the oki frog and they get hit by it (if they are mashing or trying to jump out) you can do this if you have no meeter (5b 236a and frog) -> 3c (3 hits) 214c jc 2d dj9 j2c (lvl2) land 2a (whiff) 5cc (first hit whiff) 214a dash 3c (1hit) 236a (frog hits) dash 4b 5cc dash 3c 214c 3c frog oki 4300 damage. These combos should work on most characters.
Jason D. Posted July 24, 2011 Posted July 24, 2011 Nothing like, mid-combo gold-bursting? Ah, that. Sure, here's a little something I spent some time on: Get them in the corner, put three rods on them, and be at low health. Start with a level 3 j.2C. And then do two gold bursts, BBL, level 3 j.2C, George, 5CC, 236A, 236A, 6B, j.C, 2D, level 2 j.2C, BBL, level 3 j.2C, George, 5CC, 236A, super jump, double jump, level 2 j.2C, BBL. Does a bit over 12,000 damage. Also, you can get one extra hit at the end, but at this point the proration is so ridiculously high that they can tech out between hits of a 3C, or tech the second hit of 5CC before they hit the ground. And other than that, I don't know. I'm pretty sure that mid-combo gold burst straight into BBL would give you the most damage though, if you really want to do it.
Sakaku Posted July 25, 2011 Posted July 25, 2011 Don't know if this has been mentioned before (at least I never saw it :V), but there's a nice way to place a new frog after a combo where the frog was used. The combo using 4B 5CC is better, but if you are unlucky (i.e. have no pole in the corner for whatever reasons) [...]5CC 214B 3D 5CC 214A works if the proration of your combo isn't too aweful. This is especially useful if a 236A 3C wouldn't connect due to beeing late/reacting too late when a random frog hits. Recorded a double gold burst combo which does 10,5k damage some moments ago, then saw Jason D.'s gold burst combo and recorded it as well: http://www.youtube.com/watch?v=D0MFSIWhhIY
[SpA]Relentless Posted July 25, 2011 Posted July 25, 2011 But it's really bad for your wind regeneration because you use wind at the end of the combo, when it might not be fully recovered yet. I rather just do pumpkin oki, have full wind when they tech, then set a frog and keep them in blockstun with the pumpkin. 3 winds + frog oki instead of less winds + frog oki.
Koas Posted July 25, 2011 Posted July 25, 2011 (edited) If you do the combos I posted you WILL have a pole in the corner. If they randomly get hit by a frog in the corner when you don't have a pole you can do 5b jc 2d dj9 j2c (lvl2) etc (the second combo). On some character you have to do 3c 8d 5b instead of just 5b I think. Edited July 25, 2011 by Koas
SearMe Posted July 27, 2011 Posted July 27, 2011 Wow, that's a lot of stuff to work on, thanks Jason D! And... that's pretty much all I have. Does anyone want a chart of every character that you can and can't hit with mid-screen 3C 236B, or 3C BBL, or a 2D j.A? I think the 3C>236B combo is already covered somewhere in this thread, but a list for the other 2 would be great. Also, what should I do if an opponent gets hit by George midscreen? It happens quite often in my games (probably because at my scrubby level people easily forget about him), usually I do a 5CC to push the opponent in the corner but I guess there are better options...
SearMe Posted July 27, 2011 Posted July 27, 2011 Thanks! I didn't know you could go into a j.2C combo from George.
Kashell Posted July 28, 2011 Posted July 28, 2011 (edited) Started learning Rachel yesterday via Challenge Mode. I'm so surprised at how much fun I'm having with her and pulling off some of these combos. :D Got a question though, I've been trying to do some of the challenges in CS2 and there is a part in Challenge 7 that has me stuck. After you knock the foe in the air, you do jC, another jC, 1D and then BBL. He always recovers right before BBL executes. Any hints or tips for getting that timing down properly? Edited July 31, 2011 by Kashell
Recommended Posts