Kuuhaku Posted June 21, 2011 Posted June 21, 2011 (edited) Okay... working some stuff out, the easiest punish for forward rolling out of 5CC oki is 5CC frog (they roll forward) 6B A cannon (George hits) do whatever. You can j.C into j.2C level 2 combo, run up 6A BBL, etc. If you have 50 meter, they're going to eat over 4k. Doing that once should discourage someone from trying to roll out again. Oops. Not 4k, more like 5k. I'm working something out. I'll post the whole combo in a sec. :3 Ok. I'm working on the meterless punish, though it's hard because I'm working with pad BUT 50 meter punish 2 wind about 5.4k damage + 5CC oki ender 5CC george (they forward roll) 6B A cannon dash 6A BBL level 3 j.2C (2 wind version) delay george dash 5CC 236A dash 5CC dash 3C sword iris 5CC frog. So... yeah. Rolling out of 5CC oki is not a good idea. :3 EDIT: Mistyped the combo EDIT 2: I can't do j.2C level 2 combos very well on pad, so I'll post a meterless version once I get my stick back. Edited June 21, 2011 by Bohemian Polka
TD Posted June 21, 2011 Posted June 21, 2011 AH!!! l see the light. i'm just realising that l have alot more time to do stuff rather than just a lobelia (thats srsly all ive been doing lol). this has really made my day. thx polka for the ideas also - theres some serious lab time to be had.
Kuuhaku Posted June 21, 2011 Posted June 21, 2011 Yeah. I came up with that kinda on the spot since I'm working with pad. If you find anything better, feel free to post it.
Soniti Posted June 23, 2011 Author Posted June 23, 2011 1 wind BBL's are super easy in the corner, just saying.
Beening Posted June 26, 2011 Posted June 26, 2011 (edited) 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) Hey about that 2:22 combo on Ragna, is there some trick to landing the part where you summon George after the jumping 2C lv 2 and landing 5B so that it combos? I have tried a couple dozen times and I cannot figure out how to land it, a couple times I got the 5b to hit to early but otherwise the computor techs out of it before 5b or George connects. Any help would be greatly appreciated. Edited June 27, 2011 by Bohemian Polka
Beening Posted June 26, 2011 Posted June 26, 2011 I apologize but I am not too good with frames, approximately how long would 1 frame be, about .05 seconds or something crazy brief? I love Rachel's combos but some have timings too strict to do online with any lag.
Seven Posted June 26, 2011 Posted June 26, 2011 I apologize but I am not too good with frames, approximately how long would 1 frame be, about .05 seconds or something crazy brief? I love Rachel's combos but some have timings too strict to do online with any lag. Well, BB runs at 60 frames a second so each frame is 0.016666~7 seconds in theory, but you have to take into consideration frame skipping and your display's refresh rate. There are other variables to consider, but they're mostly minor.
[SpA]Relentless Posted June 27, 2011 Posted June 27, 2011 Since I had the chance to play P-Mode a bit longer yesterday, I tried a few combos and came up with 2 questions: 1) I'm not too sure about 5cc's properties when it hits an airborne opponent. When doing lvl2 j.2c into 5cc in the corner, the untechable time seems to vary. What does it depend on? I have the impression that if i hit 5cc (both hits), the untechable time is always the same, but if i hit 5c(w)c (2nd hit only), the untechable time is sometimes shorter. 2) I'm somewhat getting the hang of comboing frog after a low to the ground lvl2 j.2c but I still can't nail it very consistently. Is that a combo you actually bother doing? The damage difference to the usual ender is quite significant (+ - 1000 depending on starter & ender) but there's always the risk that you drop it, and the opponent punishes the recovery of your 5b. Are there any "foolproof" setups or timing-tips I could use? Or are you actually able to differ between a j.2c that is comboable into frog and a j.2c that is not (so you go for 236b instead)? What should I look out for in that regard? To me it looks like a j.2c that is comboable into frog hits "harder" (ie the screen shakes more... lol does that make sense? Watch the tutorial video that explains it to see what I mean) but I could be wrong.
Kuuhaku Posted June 27, 2011 Posted June 27, 2011 I apologize but I am not too good with frames, approximately how long would 1 frame be, about .05 seconds or something crazy brief? I love Rachel's combos but some have timings too strict to do online with any lag. Technically though, anything with a 1F timing actually has a 5F timing because of advance buffer. Also, don't giant walls of text. I went and fixed it for you.
Kuuhaku Posted June 27, 2011 Posted June 27, 2011 I apologize but I am not too good with frames, approximately how long would 1 frame be, about .05 seconds or something crazy brief? I love Rachel's combos but some have timings too strict to do online with any lag. Technically though, anything with a 1F timing actually has a 5F timing because of advance buffer. Also, don't giant walls of text. I went and fixed it for you.
TD Posted June 28, 2011 Posted June 28, 2011 there should be a footnote somewhere on this, l posted about it before. basically, in order to get bigger untech time on 5cc you have to delay it so that the opponent gets hit -under- the umbrella. its pretty tricky to do. heres an example. http://www.youtube.com/watch?v=kuqcJrdJzqw&t=1m6s around 1:29. 5c(w)c hits right at the center of the umbrella. right there is where you want to hit. after some practice, lt should be fairly easy to tell whether you did it right in an actual match and react accordingly. at this point, no there isnt an easy way to do j2c frog stuff - well, l haven't found anything myself besides doing ... j2c(lv2) 214a 5b air combo with j2c ender (frog is ready to activate on wake up). you can do pumpkin instead of frog btw, but it hasnt proven (as) useful yet.
TD Posted June 28, 2011 Posted June 28, 2011 heres something interesting. l was testing j.2c frog combos, and l realized how much untech time you actually get from lv2 j.2c. lf you delay it enough you can get a hard knockdown even if you mess up the rest of the combo. this means two things: - you remain safe even if you mess up -you can get oki from midscreen lv2 j.2c. you even have more advantage than 3c oki from this, and you can cover all tech options from it.
Djudjo Posted June 29, 2011 Posted June 29, 2011 I'm having a hard time trying to combo with Rachel's j2c lvl2, after the throw combo. Any tips?
TyGuy22786 Posted June 30, 2011 Posted June 30, 2011 I'm having a hard time trying to combo with Rachel's j2c lvl2, after the throw combo. Any tips? Usually I try to hit 7d at the same time the slap hits, do a small dash, then 5b, jump cancel, jb, jc, 2d, jump cancel, j2c. I know some people go straight from 5b into jc, but for me adding jb in first helps me with the timing. Hope this helps!
SearMe Posted June 30, 2011 Posted June 30, 2011 You should also watch the position of the opponent when he's hit by 5B. He should be near Rachel and close to the ground. If he's too far or too high, then the j2C or the lobelia won't connect. As for the 2D, if you do jB > jC you should press 2D exactly when jC strikes, then immediately double jump, wait an instant and then press 2C. I'm struggling with j2C combos too, please correct me if I said something wrong :-/
TyGuy22786 Posted July 3, 2011 Posted July 3, 2011 How do people feel about using wind to extend midscreen combos off of 5cc? With 3c5d chase then a short dash into 5b >insert j2c combo< you can net around 3700 meterless, and following up 5cc with b lobelia + wind, air iris into dash then jc2d lvl 2 j2c combo can land you around 3900 meterless. Timing can be a tricky with both, but with some practice its not too bad. I've been getting better at hitting these combos outside of training mode, and they are pretty flashy! I haven't seen many rachels (online or in pro matches) try to pull any of these combos off... but I think meterless 37k and 39k (with options for bbl after) is pretty good and worth the 3 winds. Sorry if this doesn't make sense, I'm terrible with combo notation but I might try to upload a vid at some point if people are interested.
Beening Posted July 4, 2011 Posted July 4, 2011 (edited) Well here's a Rachel combo vid that I made. I hope this helps, though the ones by Matsu looked a bit more advance but these all work online reasonably well. I put it to the song Vampire by Janne da Arc (couldn't resist) http://www.youtube.com/watch?v=aAZLSdt04Zc Edited July 4, 2011 by Beening forgot something
Kuuhaku Posted July 5, 2011 Posted July 5, 2011 I remember Soniti asked about a windless punish corner combo. So, uh... this is what I came up with. He said to assume someone DPed at a bad time in the corner (DP whiffed or Rachel blocked it). I don't think this will work for DPs that carry the character out of the corner like Makoto's, but everyone else it (should be?) fine. Corner only. 50 meter. Windless. Does 4.8k damage. Regain 4 winds. 2C CH sj.C j.C BBL land frog 5CC A cannon (george activates) A cannon dash 3C sword iris 5CC pumpkin I'm a huge fan of 5CC frog oki, but sadly george is not quite done recharging by the end of the combo. Pumpkin + knockdown is still good though. Also, someone else probably found this, but I'll throw it out anyway- 1 wind BnB 5B 6A 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C sword iris Does 3.3k damage. One wind. About 400 damage less than the normal BnB, but you save 2 winds. Due to 5B's pushback and 6A's short horizontal range, this can only be done if you hit them with 5B at a fairly close range.
Kuuhaku Posted July 5, 2011 Posted July 5, 2011 (edited) Okay. Combo thread is undergoing reconstruction so it can be more organized. I'd like the following stuff: -List of characters than can be 3C BBLed windless midscreen. Edited July 5, 2011 by Bohemian Polka
[SpA]Relentless Posted July 5, 2011 Posted July 5, 2011 Okay. Combo thread is undergoing reconstruction so it can be more organized. I'd like the following stuff: -List of characters than can be 3C BBLed windless midscreen. I suppose by windless you mean, no 4d during the BBL motion. If so, then: BBL hits 6 times on Makoto, Valkenhayn, Jin, Noel [3C(2)], Litchi, Tager, Hakumen and Bang after 5B 5CD 3C. If I didn't do any mistake, it does.. ..5 hits on Ragna ..3 hits on Rachel, Carl, Arakune, Tsubaki, Taokaka and Mu ..2 hits on Lambda ..1 hit on Hazama and Platinum
kro_ Posted July 5, 2011 Posted July 5, 2011 I remember Soniti asked about a windless punish corner combo. So, uh... this is what I came up with. He said to assume someone DPed at a bad time in the corner (DP whiffed or Rachel blocked it). I don't think this will work for DPs that carry the character out of the corner like Makoto's, but everyone else it (should be?) fine. Corner only. 50 meter. Windless. Does 4.8k damage. Regain 4 winds. 2C CH sj.C j.C BBL land frog 5CC A cannon (george activates) A cannon dash 3C sword iris 5CC pumpkin I'm a huge fan of 5CC frog oki, but sadly george is not quite done recharging by the end of the combo. Pumpkin + knockdown is still good though. Also, someone else probably found this, but I'll throw it out anyway- 1 wind BnB 5B 6A 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C sword iris Does 3.3k damage. One wind. About 400 damage less than the normal BnB, but you save 2 winds. Due to 5B's pushback and 6A's short horizontal range, this can only be done if you hit them with 5B at a fairly close range. If you're already in the corner, you can start with dash up 5cc 236b for a fatal counter combo. It should push you back just far enough for 236b to hit. Also works with a guard break. Ex: 5cc (fc) 236b dash 6a BBL lv3 j.2c frog 5cc delay 236a windless lv2 j.2c 5cc frog 6k+ using 1 wind for lv3 j.2c that should regen during the combo
TD Posted July 5, 2011 Posted July 5, 2011 instead of 6a bbl you can do 5c bbl for more overall damage, and it dosent push the foe up too much so that you can do a 1 wind level 3 j.2c.in this case, youre doing a 1 wind, 6k bnb from 5cc. about the combo thread, can we add random pumpkin/george/pole combos? by random l mean theyre out and can be used in an optimal way.like using pumpkin to relaunch, or winding george mid combo, or using sword iris instead of 8d midscreen. l mean, they do happen often in matches, why not capitalize on them.
TD Posted July 5, 2011 Posted July 5, 2011 oh, theres this throw combo l want to share. (after 5cc frog oki in corner, foe neutral techs) run up throw (frog hits) dash 4b 5c bbl lv3 j2c land 214a 5cc delay 236a (frog hits) dash 5cc oki 4k+, 1-2 wind. this is not the exact combo because l forgot how l did it the first time, so this is more or less 'safe'. l will post the better one later. btw this is my example of capitalizing a hit while something is out, things like this is what im trying to find since her summonless combos are pretty much done.
kro_ Posted July 5, 2011 Posted July 5, 2011 instead of 6a bbl you can do 5c bbl for more overall damage, and it dosent push the foe up too much so that you can do a 1 wind level 3 j.2c.in this case, youre doing a 1 wind, 6k bnb from 5cc. about the combo thread, can we add random pumpkin/george/pole combos? by random l mean theyre out and can be used in an optimal way.like using pumpkin to relaunch, or winding george mid combo, or using sword iris instead of 8d midscreen. l mean, they do happen often in matches, why not capitalize on them. I generally just do that kind of stuff on the fly. Kind of like zoning. It would be pretty tough to make a combo thread without a picture or video showing where the traps are. For simplicity's sake, I generally follow the rule of doing a lv2 j.2c combo whenever applicable. If I think it won't work (too many hits/proration) just 5cc or 3c into oki. If they're too high, tack on as many j.[c]'s as possible and shift back to zoning.
gli Posted July 5, 2011 Posted July 5, 2011 What about going for j.2C > 2A whiff if you know you can't end the combo with 5CC or 3C oki due to proration or height? I guess my real question is, what is optimal after landing arbitrary j.A instant overheads?
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