Beening Posted August 1, 2011 Posted August 1, 2011 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. Holy crap that's a lot to take in at once but you have some insightful info. I like the idea of mixing up te usual BnB for reliability and using her ground overhead more often. I should have consulted you pros more often before I made my (now seemingly sad) Rachel combo video. Thanks for the tips, you all make maining Rachel much less stressful in a Ragna/Lambda world.
[SpA]Relentless Posted August 1, 2011 Posted August 1, 2011 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? Direct quote from the challenge mode thread: "It's easier if you do it in the corner. Immediately cancel j.C into BBL and then input 1D - it will still register correctly and BBL hits fully on a cornered opponent without wind as well (so you don't need some stupid timing). " In a real match jC 2D djc jC land 632146C is easier (and you are already on the ground when BBL connects so you can summon more stuff) and will work in 99% of the cases where jC djc jC 1D 632146C would work too so train that instead. If you still want to learn it the clean way, buffer 1D into the BBL motion (6321D46C).
Kashell Posted August 1, 2011 Posted August 1, 2011 Relentless;1087577']Direct quote from the challenge mode thread: "It's easier if you do it in the corner. Immediately cancel j.C into BBL and then input 1D - it will still register correctly and BBL hits fully on a cornered opponent without wind as well (so you don't need some stupid timing). " In a real match jC 2D djc jC land 632146C is easier (and you are already on the ground when BBL connects so you can summon more stuff) and will work in 99% of the cases where jC djc jC 1D 632146C would work too so train that instead. If you still want to learn it the clean way, buffer 1D into the BBL motion (6321D46C). Oddly enough, I was able to do it a few tries after I posted this. XD I did it the buffer way and have been practicing with that ever since. I've been pretty successful thus far with it. I doubt I'll use that exact combo though. Using the cat chair makes me nervous. XD
kotokot Posted August 4, 2011 Posted August 4, 2011 how to do blahblah>j.2c lv3>214a>5cc(second hit)>sj8d>j9>j.2c lv3? it fails too much(
TD Posted August 9, 2011 Posted August 9, 2011 New 5c combo. 5k meterless but requires corner. 5cc fatal 214a3d 3c(hold) (frog hits) jc 2d j2c(lv2) delay 3c(3) 236b 5a(1) jc 2d dj2c(lv2) dash 5cc frog oki For some reason doing 5cdc 214a 3c(1) 236a (frog hits)... does 4.5k. But you can also end it with 3c(1) 214c 3c(1) oki for the wind regen. Also, it only works on those you can 3c 236b with. Plus its 3 winds. But, if you're using 5c as a frametrap then it should be easy to confirm in the corner. Here's some midscreen ones. 5c fatal 3c5d(3) 236b dash 5a/5b jc 2d j2c(lv2) delay 3c 214c jc 2d j2c(lv2) land 2a 5c(w)c 236b dash 5cc 3c(1) 214c 3c(1) oki. 4.3 k, 3 winds 5c fatal 3c(3) 236b dash 5b jc 2d dj2c(lv2) delay 3c(3) 214c jc 2d dj2c(lv2) land 214a delay 5b 236a x 2 (frog hits) 5b jc j214c sjc djc 236a. 5k, 3 winds and gets 50 meter
Kuuhaku Posted August 9, 2011 Posted August 9, 2011 New 5c combo. 5k meterless but requires corner. 5cc fatal 214a3d 3c(hold) (frog hits) jc 2d j2c(lv2) delay 3c(3) 236b 5a(1) jc 2d dj2c(lv2) dash 5cc frog oki For some reason doing 5cdc 214a 3c(1) 236a (frog hits)... does 4.5k. But you can also end it with 3c(1) 214c 3c(1) oki for the wind regen. Also, it only works on those you can 3c 236b with. Plus its 3 winds. But, if you're using 5c as a frametrap then it should be easy to confirm in the corner. Here's some midscreen ones. 5c fatal 3c5d(3) 236b dash 5a/5b jc 2d j2c(lv2) delay 3c 214c jc 2d j2c(lv2) land 2a 5c(w)c 236b dash 5cc 3c(1) 214c 3c(1) oki. 4.3 k, 3 winds 5c fatal 3c(3) 236b dash 5b jc 2d dj2c(lv2) delay 3c(3) 214c jc 2d dj2c(lv2) land 214a delay 5b 236a x 2 (frog hits) 5b jc j214c sjc djc 236a. 5k, 3 winds and gets 50 meter 236b 5a(1) jc 2d dj2c(lv2) Uh... how would this even work? Are you missing stuff? I'm pretty sure 5A alone doesn't have enough untechability time to let you combo into level 2 j2C afterwards. EDIT- Aah. Unless that jc is supposed to mean j.C and not jump cancel. Then that would make sense.
TD Posted August 9, 2011 Posted August 9, 2011 Yes lol. j.c. sorry, im very lazy when it comes to typing out combos. jc=j.c, and jump cancel dosent exist. i'll need to fix my fg vocabulary soon.
kotokot Posted August 10, 2011 Posted August 10, 2011 5c 3c9d 5b j.C j.2C lv2 george etc does ~4700 dmg for 2 winds with air ender and corner carry, i think on fatal you can add second j.2C lv2 for additional wind. about my previous post, for j.2c lv3 214a 5cc sj8d j9 j.2c lv3 you must hit with second hit 5cc higher and have enough proration, watch for 5cc same move proration.Still don't know, what is better to use after it=(
Tari Posted August 15, 2011 Posted August 15, 2011 (edited) 2c CH 1d 6a BBL sj8d -> lvl 3 j.2c (no wind): http://www.youtube.com/watch?v=GV-bIigWKAE 2c CH 7d BBL sj8d -> lvl 3 j.2c (no wind): http://www.youtube.com/watch?v=V0_prKoWStY (no j.236a was used in this combo) Sorry for the shitty video quality. 1d 6a variation will always net you about 100 damage less than the 7d version, but is still a perfectly viable combo off of 2c CH. edit: also worth pointing out that yes, both of these work when you're cornered and manage to get a 2c CH. You can dash/jump a little further and end up getting the fatal to land on the other side of your opponent. Timing's just different. Edited August 18, 2011 by Tari
Kashell Posted August 17, 2011 Posted August 17, 2011 "5B 5CD 3C 8D 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris" This is giving me trouble. Just to make sure I'm reading this right, after the second 5B you jump into a C attack (the umbrella) then have the wind send you down, but cancel in the air to another aerial C attack? Then you're on the ground again and shoot a cannon, do two aerial Cs, followed by sword iris? I must be reading something wrong here. @_@
calendula Posted August 18, 2011 Posted August 18, 2011 Yes, you are reading some part of it wrong "5B 5CD 3C 8D 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris" You have to perform the lv2 j.2C to relaunch your target so that you can hit them with lobelia B,
pikdum Posted August 18, 2011 Posted August 18, 2011 you don't cancel into another j.c... you do: j.c 2d jump cancel j.2c if you do it correctly you'll get a level 2 j.2c which will bounce them high enough for you to land and get 236b. They're all over this combo video http://www.youtube.com/watch?v=qOhZgdzPo-0&feature=related
Kashell Posted August 18, 2011 Posted August 18, 2011 Thanks, ya'll. I think I see what you two are saying. So the input should be jC, then hit 2D while jump cancelling and immediately follow the cancel with j2C? I watched that video and think I've seen some usage of that. Of course, it goes so fast and makes it look so easy that it's hard to learn unless you do a pause every second. XD
Xerlic Posted August 19, 2011 Posted August 19, 2011 (edited) Looking for help with this corner combo after george successfully hits with a pole set up in the corner: 4B/5B 5CDC 3C(1,2,3 hits depending on character) 214C dash 6A BBL 8D 2DC 214A 5CC 236A dash 5CC dash 3C 214C 5CC I get blue beat on the bolded 3C so the opponent can tech in between the 2 hits of the last 5CC which is not what I'm looking for. Is it that the combo is too long or am I not doing the dash fast enough? Edited August 19, 2011 by Xerlic
[SpA]Relentless Posted August 19, 2011 Posted August 19, 2011 Wait, so where does it bluebeat exactly now: 1)236A dash 5CC (tech) dash 3C or 2)dash 3C 214C 5C(tech)C If the first, you're not doing dash 3C fast enough. It's hard to time especially at such a late part of the combo, just keep practicing. If the second, the proration of the combo is too high. Keep in mind that 4B has a p1 of only 70 while 5B has a p1 of 95, so depending on the starter the ender might or might not work. Also, at the beginning, don't do 5CD 3C 214C dash 6A BBL, instead go for 5CD 3C BBL immediately. It will result in much more damage overall and the latter part of the combo will have much less proration, so the 5CC ender becomes easier/possible.
Xerlic Posted August 19, 2011 Posted August 19, 2011 It blue beats after the 5CC during the dash so #1. I guess my timing is off. I can do a shorter combo with a similar ender keeping it red like 5B 5CDC 214A 3C (frog activates) 236A dash 5CC dash 3C 214C 5CC oki so I guess the timing is stricter since I'm trying to do a longer combo. For 5CD 3C BBL, is that character specific or does it work on all characters?
[SpA]Relentless Posted August 19, 2011 Posted August 19, 2011 It works against all chars, but midscreen not every character gets hits 6 times. In the corner every character CAN be hit 6 times but against chars with really ass hitboxes (Hazama, Platinum), it still might not hit fully :S Midscreen, BBL will hit 6 times after 5CD 3C(3 hits) against Makoto, Valkenhayn, Jin, Litchi, Tager, Hakumen and Bang, and against Noel also but keep in mind you have to cancel into BBL on the 2nd hit already because the 3rd always whiffs on her. On Ragna it hits 5 times still so it still worth it. Other chars get hit 3 times or less so it's a waste on them, unless you wind them back by buffering 4D into the BBL motion (63214D6C), then they will also get hit 6 times.
Sindelian Posted August 21, 2011 Posted August 21, 2011 idk if this has been posted, but I believe one of the most damaging cat chair combo (if not the most damaging and practical) at midscreen, using only 50% heat goes like this: Cat Chair [ch] > 7d > 1 wind lvl3 j.2c > frog > 3c (2 hits) > A lobelia > 5b > lvl2 j.2c > 6a (cancel) > sword iris > sj.b j.c > dj.b j.c j.A lobelia [5.8K damage] 50% heat, 3 winds
DSveno Posted August 23, 2011 Posted August 23, 2011 (edited) Could I have some advises? I always have a hard time managing wind meter. For some reasons I usually run out of them, and it's really troublesome to struggle without the meter, so is there any tips to: 1. Stay alive without wind? 2. Manage wind combo? I find that if I can't hit them with my last wind, usually the situation turns really nasty. Should I stop my blockstring when I have only 1 wind left? [edit] Maybe I should stop ending with 3C, and use 6B instead. Edited August 23, 2011 by DSveno
TD Posted August 23, 2011 Posted August 23, 2011 turtle and 6a without wind. stay on the ground. try not to do anything risky. being windless is inevitable. but to avoid using wind all too quickly, you have to understand it. there are lots of variables that play a part in how to manage wind so my point will be pretty vague. stay on the ground. do not rushdown with one wind. even two is a bit iffy unless theres a summon nearby. quickly go over any thought of using wind before doing so. plan ahead. improv is good but poor thinking habit will often be harmful. when low on wind, theres no time to be fancy. a quick air combo will net decent damage. a 3c ender also works. blockstrings dont need wind usage all the time either, she has some nice windless/low wind tricks. my favorite trick with 1 wind and no summons is to do tk george + 3d mid string and then 5b 2b until george activates. while he's hitting i'll set up more poles and a pumpkin, and regen wind.
Kuuhaku Posted August 24, 2011 Posted August 24, 2011 http://www.nicovideo.jp/watch/sm15399476 Idk if this has been posted already, but this has really good stuff. Really high damage combos and 50/50 setups. Plus a lot of neat tricks that I didn't know about.
TD Posted August 24, 2011 Posted August 24, 2011 (edited) edit: yt link http://www.youtube.com/watch?v=H1DqRbULxMM it has not and that vid is incredibly sexy. right away it starts of with a legit makoto corner combo, something i've been dying to find. the damage she can do, the setups... its all unfair, bs, and broken. and bs. l love it! i'm locking myself in the lab tomorrow until l can do these setups right. l have to learn this video. woot! cant wait. i'd make a transcript if my laptop wasnt broken. sighs Edited August 24, 2011 by TD
Tari Posted August 24, 2011 Posted August 24, 2011 Geezus, some pretty insane stuff in there. That last combo... if only someone could actually do that in a tourney, that would be hilarious. >.>
DSveno Posted August 24, 2011 Posted August 24, 2011 Really creative way of using wind. There are some stuffs I have never thought about, like how he connect CH 6B with that j.2C.
BenB Posted August 24, 2011 Posted August 24, 2011 Hi, I'm new to Rachel and learning her combos atm. And I already have trouble with one of her bnb that is 5B 6B 5B jC 2D jc j2C (level 2) 236B jC jc jC j214C, i'd like to have some advices: -How to make sure the j2C (LVL2) will hit the opponent? I usually hit with a j2C LVL1 or the hit whiffs, any tips on the timing? -When I ACTUALLY got to hit with j2C LVL2, I cannon B but then I have trouble following with jC, does it have to matter with where the opponent is in the air? To make things clear, I'm training on Hazama (dunno if the combo is universal or not) Also, can this combo be done from a 2A starter?
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