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Posted

Started to practice with Rachel again, I forgot how fun she is! I'm also starting to get better at combo's. Basically what I need to work on now is perfecting those combos, keeping up momentum, and mix ups.

How different is CP Rachel to CSE Rachel out of curiosity. (I know the main differences is that Barrel Lotus is available, Lobelia's bounce off the wall, and George recharge rate is much slower.) I guess what I'm asking is has Rachel's combos and mix ups changed a lot over the transitioning.

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Posted (edited)
Started to practice with Rachel again, I forgot how fun she is! I'm also starting to get better at combo's. Basically what I need to work on now is perfecting those combos, keeping up momentum, and mix ups.

How different is CP Rachel to CSE Rachel out of curiosity. (I know the main differences is that Barrel Lotus is available, Lobelia's bounce off the wall, and George recharge rate is much slower.) I guess what I'm asking is has Rachel's combos and mix ups changed a lot over the transitioning.

Basically, from what I understand, most/all of the midscreen CSE combos still work except ones involving j.2C > 236B > j.C > j.C > iris don't always line up perfectly. There's a new + easy combo route involving 5B > 6A > 236A > dash 6A > 4B > dash 5CC (4B bounces them off the floor and is faster). You can connect j.C[C] to 6A easily with a downward wind which you couldn't do except at impractically low height in CSE. Since lobelias wall bounce, you can do combos with multiple lobelia shots into BBL in the corner. 5C fatal counter spin-stuns (in the way that 5CC used to in CT and CS1) and is comboable. It looks like mixup is pretty much the same except TD said that IOH j.A is easier to land on characters that were tricky in CSE. Also, corner combos are completely different because 5CC makes them stick to the wall.

Lastly, all the JP players seem to think it's worth it to blow 50 meter on Tempest Dahlia at the end of a low damage combo (why??? =.=)

I think that's the jist of it ;O! Correct me if I got anything wrong guys

Edited by Minutes
Posted
Lastly, all the JP players seem to think it's worth it to blow 50 meter on Tempest Dahlia at the end of a low damage combo (why??? =.=)

I dont get this either. Has Tempest Dahlia been buffed or something?

Posted

TD gives hard knockdown every time now, so it's really good for corner carry. It's a good option to have except I would only use it if I couldn't achieve the same result with wind.

In a nutshell Rachel's new grounded combo route does a bit less damage than an EX bnb but is way less wind intensive and can be done from mostly any starter (anti airs, air to airs, grounded hit, you name it). Her corner combos still do respectable damage thanks to lobelia wall bounce.

Posted

Does anyone know if this combo is still doable in CP?

5B > 5CD > 3C > 236B > 5A > 5B > j.B > j.C > j.C > iris > (BBL optional)

If so, is it still for the same characters?

Posted
I believe I've seen that done with 236B after 236A also, they delayed the 8D long enough and the Lobelia was already set, after 236B hit they went into BBL. Was done in the corner too.

EDIT: Also that Jin couldn't burst during it, so it's a good round ender.

Ah, I see.

Does anyone know if this combo is still doable in CP?

5B > 5CD > 3C > 236B > 5A > 5B > j.B > j.C > j.C > iris > (BBL optional)

If so, is it still for the same characters?

Doubt it. Gravity change probably destroyed it. No one has used it yet.

Posted
Doubt it. Gravity change probably destroyed it. No one has used it yet.

Yup. Pretty sure it fails at the 236B.

Posted

It's probably like how 6A > 5B > J.C > 2D > jc > J.2C > 236B > J.C > J.C > 214C doesn't connect as smoothly after 236B.

Posted

^ Isn't that due to Lobelia not giving float effect, and the arc it forces opponents to get when knocked back?

Posted

I don't think anyone's failed at that level 2 j.2C combo since early on in the CP days, haha. Not really sure how different it feels between CP and EX, though, without playing the game myself.

Posted

The level 2 j.2C combo isn't really any harder, well maybe only slightly, but once I adjusted it was easy enough.

You can't connect 5A after a close ranged 236B anymore, it pushes the opponent too far away.

I miss CP... :/

Posted

So it's just mostly an adjustment in timing now? I guess that's good. (Now I no longer have to worry about my practice into that combo being wasted.)

Posted
So it's just mostly an adjustment in timing now? I guess that's good. (Now I no longer have to worry about my practice into that combo being wasted.)

Practicing the level 2 j.2C definitely isn't wasted. In CP you basically just have to jump further, I think it's similar to landing the combo off a throw in CSEX? Could be wrong, I was only in Japan a couple of months ago but it feels like aeons.

You can't really practice much else from CSEX to carry over, so you may as well focus on getting that down.

Posted

so, looking through the new frame data is interesting. besides 5a, 2a, ja, and pumpkin starters, the rest of her normals and specials have a N (normal) combo rating...

this obviously has it's ups and downs with a few moves that were both buffed and nerfed simultaneously (lol). also interesting is that the new smp system, if im reading this correctly, has 3 levels which affects the combo differently. so, example, 5cc cannot be used twice at all anymore, but 3c and 236a wont necessarily end a combo (as evidenced a few days ago).

that bit was unrelated to the question l want to ask, which is, 2c, having a S combo rating and already taking 2 seconds after the hit for downtime... l mean, do we still get a decent meterless combo from it?

Posted

No, 2C combo is complete ass, 2C > 7D > BBL > pumpkin > 5CC > frog

or something like that I guess. Barely over 2k dmg. So idk what's this about S combo rating lol.

Posted
No, 2C combo is complete ass, 2C > 7D > BBL > pumpkin > 5CC > frog

or something like that I guess. Barely over 2k dmg. So idk what's this about S combo rating lol.

The 'S' is for its starter rating, and it stands for 'Short'. It's got the second worst starter rating possible (the worst being 'VS', or 'Very Short').

Refer to this: http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Hitstun_Decay

Posted

That can't be right, 5b and 6a should have n combo ratings.

Also, apparently 2c ch 2d straight into jc 2d lv2 j2c works as evidenced by some pink rachel that I watched last night (could be rin but doesn't seem so... Probably is. Ill link the video later). So it's pretty much still the same with probably even less reward with how heat works now. Oh well.

Posted

Yeah I've seen N-O do it too. You can also switch sides when your back is to the wall... just land whiff 2a after the lvl2 j.2c, run to the other side and do 5cc.

Posted
It says her 5B and 6A has a short combo rating. Is that right?

That can't be right, 5b and 6a should have n combo ratings.

Corrected. Not sure how that happened, sorry about that. Went back and checked the rest of the entries' starter ratings and it should all be correct now.

Posted

It wouldn't make sense if 5B and 6A were bad starters, since 5B is Rachel's best standing poke, while she's very dependent on 6A to deal with air approaches. If those moves didn't combo well, Rachel would be a very broken character who wouldn't do much other then Zone and Trap.

Posted
Yeah I've seen N-O do it too. You can also switch sides when your back is to the wall... just land whiff 2a after the lvl2 j.2c, run to the other side and do 5cc.

ah this still works too. ok then. well, there's nothing to worry about :psyduck:

thanks tari.

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