gli Posted May 9, 2011 Posted May 9, 2011 (edited) Polka wanted a thread to gather information for the CS2 tutorial videos. I will just list here what needs to be done as well as things that are already completed. This is a copy/paste of the outline from the tutorial thread so these are the items we need to fill in. Please post what category you are filling-in in your post and I'll update the appropriate post with the information. 1) Introduction Completed by Polka CLICK HERE 2) Combos Basic combosAdvanced combosCounter hit and Fatal Counter combosCharacter specific combos (if needed) (Keep in mind that the combo section is going to be 100% practical combos you would use in a tournament, not flashy, combo video material) 3) StrategyMixupsPressureOkizemeMisc. tips/tricks Edited September 2, 2011 by glirandly
gli Posted May 9, 2011 Author Posted May 9, 2011 (edited) CS2 Rachel Combos For those having trouble with her lv.2 J.2C combos, please refer to the following videos: Level 2 j.2C Tutorial Video CS2 Rachel CMV and Tutorial Basic combos Anywhere windless - 5B > (5C) > 3C > 214A or 214B (frog or pumpkin okizeme)1 wind - 5B > 5CD > 3C > 214A or 214B (frog or pumpkin okizeme) Air Combo*launcher > j.B > j.A > j.B > j.C > jc > j.B > j.C > j.236A * This is only an example. Depending on height you will want to omit some parts otherwise parts of the combo will not hit. i.e j.B > j.C > j.B > j.C > j.236A instead. The launcher is anything that will allow you to combo an airborne opponent. 6A anti-air > 5B > super jump cancel is common as well as air-to-air hit confirms.Advanced combosCorner Carry combo parts5b j.3dj.b j.2c (land) 5b-> - The j.b whiffs on Bang - This combo may be replaced by the combo below involving 6b. 5b 6dc j.c (land) (5a) 5b -Note that this prorates quite a bit. You can add 8d during the 6c if you really want to push them far, but the damage is pitiful. -Video: http://www.youtube.com/watch?v=Cd9PJX9saHE#t=10m34s See also 1 wind corner BNB video below for another example. ~5b 6b JC(9) 3d j.b j.c (land) 5a 5b-> -Combo for pushing to the corner from far gatlings (ex 2b, 5b, 2b hits). You can go into the above 6dc combo from this for more distance. -Video: http://www.youtube.com/watch?v=fm2WkhPv2KY#t=07m04s 5b 6dc delay 8d j.c dash 5b 5cc 236b dash 5cc dash 3c iris 3c frog/pumpkin oki -Combo to carry opponent to the corner from midscreen and then regen some wind. -3245 damage from 5b Air Combo j.2C ender*launcher > air combo string > jc > j.2C > 2A (whiff) > okizeme *This setups oki from potentially anywhere. Particularly useful for baiting dragon punch moves such as Ragna's Inferno Divider. Make sure the air combo string positions you close enough to the opponent for the jump-cancel to j.2C to connect.Near corner1 wind - 5B > 5CDC > 236B > dash-in > 5CC > 3C > 214C > 5CC > 214A (frog oki with 236A tech roll punish)Corner*1 wind - 5B > 5CDC > 214A > 3C (1 hit) > 236A > (214B) > frog hits > dash > 5CC > dash > 3C (1 hit) > 214C > 3C (1) > pumpkin oki *On Noel, Makoto, and Carl you have to let the first 3C hit twice for the combo to work. On Lambda you need to have both 3C's hit the full unheld 3 hits for the combo to work (assuming there is no pole close enough to Lambda). The 214B adds pumpkin with frog oki but the following part will become stricter to time (this will not work if you made the first 3C hit more than once). On Makoto you have to end with "dash > 5CC" instead of 3C. [*]50% heat with 1 or 2 wind - ... > 6A > Baden-Baden Lily > sj.8D > lv.3 j.2C > 214A > 5CC > 236A (George hits) > sj.9 > jc > lv.2 j.2C > (2A) > 5CC Corner BBL combo part. You can use another wind to get the lv.3 j.2C if you are not confident in timing a 1 wind lv.3 j.2C. The last part is the trickiest but it saves wind due to landing a windless lv.2 j.2C. Counter hit and Fatal Counter combos From Counter-hit 2C [*]windless - 2C (counterhit) > sj > j.C > jc > j.C > j.236A [*] 1 wind for damage - 2C (counterhit) > 2D > 5B > jc > j.B > j.C > jc > j.B > j.C > j.236A [*] 1 wind & 50% heat: 2C (counterhit) > 1D > 6A > 632146C ... (go to midscreen frog or corner traps) [*] 50% heat: 2C (counterhit) > 632146C ... (fully cornered or straight above opponent) Character specific combos Midscreen 1 wind combo for damage (Type A)* [*]no heat - 5B > 5CD > 3C > 236B > 5A > 5B > jc > j.B > j.C > jc > j.B > j.C > j.214C [*]50% heat - 5B > 5CD > 3C > 236B > 5A > 5B > jc > j.B > j.C > jc > (j.B) > j.C > j.214C > land > 632146C > 236A(whiff) > 236A(whiff) > 3C or 5CC *only works on Arakune, Bang, Carl, Jin, Tao, Hazama, Mu, Rachel, Tager, and Tsubaki Midscreen 1 wind combo for damage (Type B)* [*]no heat - 5B > 5CD > 3C > 236B > 66 > 5A > 5B > jc > j.B > j.C > jc > j.B > j.C > j.214C [*] 50% heat - 5B > 5CD > 3C > 236B > 66 > 5A > 5B > jc > j.B > j.C > jc > (j.B) > j.C > j.214C > land > 632146C > 236A(whiff) > 236A(whiff) > 3C or 5CC *1 frame dash variant only for Platinum, Valkenhayn, and Hakumen Edited June 25, 2011 by glirandly
gli Posted May 9, 2011 Author Posted May 9, 2011 (edited) CS2 Rachel Strategy Mixups Your most powerful mix-ups come from using your drive Using 2d/3d to make Rachel short hop is a strong mix up tool. 5b 2d j.c ja is a quick overhead… once they become hip to this do an empty jump and try a low. Empty jump to throw also works. Also, you can do things like 5b2d j.c ja j.c ja. There are so many possibilities so experiment with this. Common Rachel mix-up strings: 1) 5B > 2B > 5BB > jc > 3D > j.A > ... (jc to 3D is not dragon punch safe) 2) 5B > 2B > 5B > 2D > jc > j.A > j.B > j.B > j.A (fuzzy guard) 3) 5B > 2B > 4B (overhead) 4) 4B > 2B (high to low) 5) 5B > 2B > 5B > 2D > jc > land > 2B (low mix-up) Throw mix-ups 5В->2d j.a->dj.a->j.a->throw(can be purple if done wrong) 5В->2d j.a->jc->2B/throw 5B->2d jc->2B/throw 5B->iad 1d->throw/5B/2B 6B can be jump-cancelled! 6b is jcable now, you can do things like 5b 2b 5bb3d iad ja. If your opponent likes to jump away go for an air throw or a jc... just keep it fresh Pretty good mix-up. Just be careful of dragon punch characters when going for the 3D approach. Cross-up with Rachel 5b iad j2c1d is a pretty ambiguous crossup. You can omit the 1D if you space yourself correctly. Make sure to also normal/special cancel your j.2C if it does connect. If you condition them to only look for this cross-up you can mix it up by doing: ... > IAD (cross-up opponent) > 1D > 2B This mix-up works really well during a blocked Tempest Dahlia as the projectiles hide Rachel and you are free to do whatever mix-up you want in the chaos. Outside of that this mix-up isn't as effective if your opponent flinches and mashes due to your movement so please be careful and choose your mix-up wisely. Pressure Pressuring with Rachel is much more effective with wind and pumpkin in play. Where you are normally vulnerable due to slow recovery of a move, pumpkin can be used to cover you. Pressure can also be extended if you spot a nearby rod to Sword Iris(214C) off of as well as keeping the opponent in blockstun while you wait for George to activate nearby. Generally any of her gatlings are good pressure strings. If you cannot hit-confirm any of the pressure strings into combos make sure to end them in a safe way. Most of the time you can use 3C to end the strings. At other times you might want to end pressure with a jump-cancellable normal to reposition yourself. Okizeme This is where Rachel really outclasses a lot of the cast. Summoning either pumpkin or frog on any confirmed knockdown puts you in a great position. Simple Okizeme setup with Pumpkin or Frog* 3C > 214A / 214B > (5D) *Use 5D if you summon Pumpkin (214B). Time it so that pumpkin hits meaty. 5CC Corner Okizeme 5CC in corner is really good with Rachel. Not only do you keep opponent in corner to continue your pressure, you also regenerate wind. Use 5CC > 214A as often as you can as this is one of the most effective corner okizeme Rachel has. If spaced correctly this setup is DP safe. Use 6B at a spaced distance to punish forward tech rolls. An effective string using 6B is 6B > 236A after summoning frog in corner. Misc. tips/tricks j.236A can be used to punish mindless air forward techs.Tempest Dahlia can be used to refill wind since it costs no wind to use anymore. Don't be predictable with it.TK Sword Iris recovers slightly faster than a ground Sword Iris.j.2C > 2A whiff okizeme can be countered by an opponent delaying their tech so that 2A connects instead of whiffing. Some solutions to this include extending the 2A hit into a bluebeat combo or just ending with 3C which keeps the opponent in knockdown.Sword Iris feint can be used as a psuedo-mixup/psuedo-pressure tool. Not safe if the opponent mashes but you can use it to check for mashing.http://youtu.be/dcbXAhxO5U8]Some cross-under setups that I gathered into one video for reference.http://youtu.be/_4rUzbpJz2w Edited August 23, 2011 by glirandly
gli Posted May 9, 2011 Author Posted May 9, 2011 One more reserved in-case information gets heavy :X Alright. Let's get to it then
gli Posted May 10, 2011 Author Posted May 10, 2011 (edited) Cool thanks :X Started adding some combos. Soniti's combo thread pretty much has all of the combos that are pertinent for this tutorial video. Once CS2 comes I think we can have better input on the mix-up and pressure sections. All I've done is moved his data onto here and formatted it for this thread. Edited May 10, 2011 by glirandly
currentlemon Posted May 10, 2011 Posted May 10, 2011 You think I can help as well? I'm free after my class at 4:00.
gli Posted May 10, 2011 Author Posted May 10, 2011 Just post up anything you want to contribute here. We can all discuss it as well.
pikdum Posted May 17, 2011 Posted May 17, 2011 (edited) Here are some random, semi organized thoughts. If anything is wrong or just flat out dumb feel free to point it out and I'll edit this post. Mixups: Using 2d/3d to make Rachel short hop is a strong mix up tool. 5b 2d j.c ja is a quick overhead… once they become hip to this do an empty jump and try a low. Empty jump to throw also works. Also, you can do things like 5b2d j.c ja j.c ja. There are so many possibilities so experiment with this. 5b iad j2c1d is a pretty ambiguous crossup. 6b is jcable now, you can do things like 5b 2b 5bb3d iad ja. If your opponent likes to jump away go for an air throw or a jc... just keep it fresh Be careful not to try to use 2b after 4b if you’ve already used 5b 2b 5b in your string because it won’t come out. Okizeme: Mid Screen 3c > 214b (opponent stands up) 6c 214a3d lets you summon George and stay in your opponents face. If your opponent blocks 6c they are pretty much forced to block the frog. It’s a good way to set up an astral too. In the corner: 214a > 3c punishes forward tech rolls and activates the George. 2b > 5b picks up into whatever if your opponent thinks it's a good idea to forward roll. If you properly bait the forward roll you can do something like 2b 5b j.c jc2d j.c lvl2 j2c bbl 214a 5cc 236a 5cc oki Misc. tips/tricks: Air throw 3d 5b j.c air throw x n to catch people that aren't paying attention to life (forces rqs) Iris feint is really good against people that are in frog stun (thanks Gli) I like to do 6c 214c land 2b If your opponent is recovering in the air jump and lob a seeds, see how many times you can repeat this before your opponent is hip to it (or quits because you’re trolling them)! Don't forget that 6a is good again. Dashing forward and throwing out 6a mid screen will remind your opponent not to jump in effectively limiting their options. Even better: they continue to jump in and you get a free lvl2 j2c combo for their persistence Tempest Dahlia is really good now here are some uses: -use it to regen wind and reset zoning -use it to get in and mix up (lvl 4 gives you an invisible mix up) -use it to pressure in the corner. I abuse iad > iris and I have pretty good success with it. Don’t forget to pick them up if it hits. 5b’s range is really good you can use that to pick up. 6b is jump cancellable now so you can use that to pick up too. Don’t forget to pick up CH JC. You can easily get a lvl2 j2c combo off of this. If your opponent is too high you can still do jc2d jc land bbl Start the match with a sj8d and plant some seeds 7d works too but puts you in the corner Start the match with an iad air throw You can chase a 6b ch with 3c5d dash and pick up with 5b into a lvl2j2c You can pick up a random frog with 5b into a lvl2 j2c combo More coming soon… Edited May 17, 2011 by pikdum
Beening Posted May 23, 2011 Posted May 23, 2011 If I may also contribute: I have noticed that the 5b-> 5cd->3c->214a is a nice basic setup for 1 wind charge and goes into either 4b or 3d->jaba->3c for overhead->low mixup or to 3c then 4b for low->high, giving you a nice 50-50 mixup. Alternatively, summoning George followed by either 3c then pumpkin or straight inot the pumpkin gives you nice okizeme options. I have also noticed that BBL almost always combos into sj 8d->2c 2d->George->236a->3c-> etc. I also love how her 6cd->2c combos into 3c or 5b, if only 2c was an overhead that would be devestating. Was that helpful? I have never made a combo help thread before but I seriously respect what Glirandy and Bohemian Polka have done for the Rachel forums.
kotokot Posted May 24, 2011 Posted May 24, 2011 some mixups/pressure: 5В->2В->5В 5В->2d j.a->j.c 5В->2d j.a->dj.a->j.b->j.c 5В->2d j.a->dj.a->j.a->throw(can be purple if done wrong) 5В->2d j.a->jc->2B/throw 5B->2d jc->2B/throw 5B->iad 1d->throw/5B/2B 5B->iad j.[c](whiff)->1d j.a/1d 2b 5B->iad 1d j.2c 5B->sj->2d(delay)->j.2C/j.2C lv2/j.C(delay)(crossup) 6C->j.c>2d dj.a/dj.b->j.c 5B/6C->TK sword iris(3d)->throw/2b (when you have pumpkin)5B/6C->TK george xiii->pumpkin hit->5a/5b guardcrash expample: george xiii active(blocking)->236a->tempest dahlia lv5->236a->dash->bbl(5 gp), can be very useful after green burst on 2a is pretty good, it has nice range, quickest recovery of rachel pokes, i think best option on wakeups, pickup rolls and safe. 2b/5b have tons of recovery, if you whiff, you eat combo. Lobelia is good on wakeups vs chars without reversal, if it hits on last active frames, you have good frame adventage. airdash+wind is very quick, i'm using it with throw or j.c on opponents in air. needs more info about bbl hits on all chars after 3c and j.2c lv2, i'm too lazy for testing it.
gli Posted May 25, 2011 Author Posted May 25, 2011 (edited) Alright I started to add some of the contributions to the posts (only pikdum's stuff so far). I'm processing each post to include only the keypoints as well as other details that might be needed. I also updated the combos section again. I still need to add stuff like corner carrying combos as well as damaging combos. Keep at it guys EDIT: Put together a quick image header in Photoshop. Edited May 25, 2011 by glirandly
[SpA]Relentless Posted May 26, 2011 Posted May 26, 2011 Gli, right now for Rachel's basic corner combo you notated a dash after 3c/5b. Delete that please cause it's not correct :3 Also, maybe put 214b in parentheses after 236a and add a note that it adds pumpkin to frog oki but makes the timing stricter.
gli Posted May 26, 2011 Author Posted May 26, 2011 (edited) Corrected. With that, I don't have a corner combo working for Lambda. Found the solution. Edited May 26, 2011 by glirandly
kotokot Posted May 26, 2011 Posted May 26, 2011 don't forget to mention about quicker tk specials recovery. You can spam more shit with tk 236a+tk iris, than 236c+ground iris. Tk george can be good to beat spark bolt. i start rounds generally with j.a/j.c 2d/3d, 236a 5d/9d, small dash 2a or bacwards airdash. tempest dahlia beats most of projectiles in game, except hakumens barrier and shippu, platinum astral and supers that have more hits(lambda, noel, mu). Be careful about bang, hazama and arakune with 50% tension. Carl can block projectiles with sister, haku will create black hole or catch you.
TD Posted May 26, 2011 Posted May 26, 2011 during j.2c enders it is possible for your opponent to delay their tech so that land 2a actually hits them out of otg, and they can airtech. to prevent this, you can land 3c instead. lf the foe decides to delay the tech, 3c will hit them and keep them in otg state, and you can relaunch/get 3c oki from here. lf they decide to neutral tech, you're at a slight disadvantage, but any pressure from here is ok. 3[c] will also hit meaty and push you away if you prefer safety and still combos on hit.
gli Posted May 28, 2011 Author Posted May 28, 2011 Added stuff to the pressure section as well as some more items for the mix-up section. This means every section is filled with something now. For combos I need a corner bnb that takes 50% heat as well as any max damage combos for different situations and I think that section can be completed. Soniti's thread will probably have these but this means I have to double check the validity as well. This is all still in rough form since I am still not satisfied with the organization of the material. It'll all get polished up in due time. Thanks for helping out. Every little bit counts.
gli Posted June 25, 2011 Author Posted June 25, 2011 (edited) Reformatted the posts. I think it looks nicer now. :D Added a corner 50% heat combo. It's the 6A > BBL > lv.3 j.2C stuff. Edited June 26, 2011 by glirandly
Sakaku Posted October 7, 2011 Posted October 7, 2011 5B > 5CD > 3C > Baden-Baden Lily > sj.8D > lv.3 j.2C > 214A > 5CC > 236A (George hits) > sj.9 > jc > lv.2 j.2C > (2A) > 5C(w)C > dash > 3C(1) > 214C > 3C(1) > dash > 5CC > 214 oki (5878 dmg for reference) or 5B > 5CD > 3C > Baden-Baden Lily > sj.8D > lv.3 j.2C > 214A > 5CC > 236A (George hits) > dash > 4B > 5CC > dash > 3C(1) > 214C > 3C(1) > 214A oki (5973) 1 wind - 5B > 5CDC > 214A > 3C (1 hit) > 236A > (214B) > frog hits > dash > 5CC > dash > 3C (1 hit) > 214C > 3C (1) > pumpkin oki You could also do 5B > 5CDC > 214A > 3C(1) > 236A > (frog) > dash > 4B > 5CC > dash > 3C(1) > 214C > 3C(1) > 214A oki On Noel: 5B > 5CDC > 214A > 5B > 236A > > (frog) > dash > 4B > 5CC > dash > 3C(1) > 214C > 3C(1) > 214A oki *On Noel, Makoto, and Carl you have to let the first 3C hit twice for the combo to work. On Lambda you need to have both 3C's hit the full unheld 3 hits for the combo to work (assuming there is no pole close enough to Lambda). The 214B adds pumpkin with frog oki but the following part will become stricter to time (this will not work if you made the first 3C hit more than once). On Makoto you have to end with "dash > 5CC" instead of 3C. You probably mean the first 3C hit twice on Noel and Makoto and the second 3C hit twice on Carl unless I understand something wrong.
dennch7 Posted December 4, 2011 Posted December 4, 2011 Hmmmm, has anyone noted about the alternative option instead of the Lvl.2 j2c? U can switch it with a simple jc, ofc still having the 2d blowing u down. In clearer words, the combo is ..launcher - jc - jC - jc - 2d jC - Baden Baden lily - 214a - 236a - dash - 3c - okizeme stuff...
Sakaku Posted December 4, 2011 Posted December 4, 2011 The only situation where you want to do 2D j.C BBL stuff over lvl2 j.2C is when they are too close to the ground/too high so that the lvl2 j.2C will miss. You lose around 300~600 damage and some heat.
[SpA]Relentless Posted December 4, 2011 Posted December 4, 2011 The only situation where you want to do 2D j.C BBL stuff over lvl2 j.2C is when they are too close to the ground/too high so that the lvl2 j.2C will miss. You lose around 300~600 damage and some heat. If you plan to do j.2C fatal after BBL, then it's also a good idea to use 2d j.C BBL instead of 2D j.2C BBL to avoid repeat proration.
dennch7 Posted December 5, 2011 Posted December 5, 2011 yeeeah..its just that i have problems doing 2D lvl2 j.2C :D so i most of the time use the j.C - BBL instead.....its an alternative
Kuuhaku Posted December 7, 2011 Posted December 7, 2011 What problems are you having with it? And have you checked the j.2c tutorials?
dennch7 Posted December 9, 2011 Posted December 9, 2011 i havent rlly got to play much BB, because the game isnt out in europe yet ( i think....) and i got the game from Asia, BUT NO ONE HAS GOOD CONNECTION WITH ME! and just practicing combos against a not moving ragna gets kinda boring...plus that i got tons of distractions...(LoL, uncharted 3 and stuff...) This game takes a LOT of commitment. Anyways, i have the problem that my finger moves too fast; i let go of the L-stick before i Press D, and the wind goes in 6D direction....its so annoying...my fingers just kinda...reflexes or something...X(((
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