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Soniti

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Everything posted by Soniti

  1. You use it against Nu too? Yes you can use 3c (1 hit) 236a combos on Tager.
  2. I don't know any Rachel moves that beat Nu's 2c except stuff from range, like max distance 6b and projectiles. From the air you definitely can summon pumpkin right out of 2c range then punish.
  3. Combos to learn first.
  4. I dunno what he was doing at that particular time, actually.
  5. I think you mean anti-air 2c 6c dash 2dd neutral jump j.c j.2c land 2dd sj j.2c JC j.dd j.214d
  6. The timing is pretty lose if you actually get lvl.3 j.2c. Make sure all 3 of those things (superjump, 8d, j.2dc) are coming out properly. Most likely you are gettting lvl.2
  7. As a Rachel player I can confirm that Arakune is the most affected by Rachel's wind out of the whole cast.
  8. So I've been messing around a LOT with the idea of windless combos (other than 5b6a5b) that are worthwhile for either general use or for the kill, and came up with some important things you can do. With what I figured out, you can go into a windless super from any 5b/3c combo with either a nearby pole, or a rapid. Unfortunately because this uses 3c (3 hits), it will NOT work on Noel and Tager. It boils down to having a pole out when you do 3c (3 hits), then doing 22a and following up from there. To set up a pole via rapid, use 5b 6b 236a RC dash (3c (3hits)). You have two main options when going for damage. no super: ... 3c (3 hits) 22a dash 6c j.c land sj j.c dj j.c (j.236a if it's early enough in the combo) super: ... 3c (3 hits) 22a dash 6a 632146c 214a 3c (3 hits) 236a dash 6c j.c dj j.c In the corner with either 100% heat gauge or starting from a fully cornered 3c (3 hits): ... 3c (3 hits) 632146c 214a 3c (3 hits) 236a dash 6c j.c dj j.c For reference full combos, see my list -- it's updated.
  9. You may notice his air string a portion of the time is 5b 3d j.a j.a j.2c land 5cc.... (note no wind here). IMO it's both for moving closer and for pushing them to the corner. If you use it, it is rarely worth using super anymore due to massive proration. His choices in the corner make sense if he wants to be certain that his opponent doesn't escape from the corner. He also gets pole setups via his early combo-stop method, and if they do anything but neutral tech and block the rod they get tech punished with a HIGHLY damaging rod -> frog -> super.
  10. That combo you just listed looks impossible, and were it possible the damage you listed for it makes no sense. Look at my combo list... It has the information you need. On some characters for low air grabs it may be possible to squeeze more damage (without super) out of air throw 2d land 3c9d 6c j.c land sj air combo (either j.b j.c dj j.b j.c 236a or j.c dj j.c 236a) Oops, messed up pasting. Actual combo fixed on my list -- it's 1 RC and 1 super.
  11. I agree -- Tobari is very skilled.
  12. On some characters you can do multiple hits of 3c and still go into super, cause it floats them high enough.
  13. I added the new version of Nanashi's Rachel combo video to the first post. Also added a youtube link.
  14. If you have a better idea of how to organize it, please do tell. Rachel's combos are extremely character specific and depending what move you are going from and what situation, have different lists of characters they work on.
  15. Why are you wasting wind running away from Bang?
  16. Please post with normal capitalization.

  17. He crosses up the j.2dc, interesting...
  18. Yay, more useful stuff: From chair: Uses 1 wind, 50% heat gauge: 2c CH 1d 6a 632146c 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits)[214a wind oki]}OR{3c (1 hit) 22a 3c (1 hit)[214a wind oki]} Uses 3 wind, 50% heat gauge: 2c CH 1d 6a 632146c 214a 3c (3 hits) sj 8d j.2dc 214a dash 3c (1 hit) 236a 214b {{3c (3 hits) [214a wind oki]}OR{3c (1 hit) 22a 3c (1 hit) [214a wind oki]} Double frog combos (based on how they look, they won't work on Tager/Noel): these actually look useful due to wind regain during time on the ground! They do ~3800 dmg on Carl/Nu: Uses 2 wind: 5b 5cdc 214a dash 2b 236a (frog hits) tk.2147a 3d land 3c (3 hits) 22a 3c (1 hit) (frog hits) 214b 3c (3 hits) [214a wind oki] on 3c otg characters (+Jin and Ragna in corner): Uses 2 wind: 5b 5cdc 214a dash 3c (1 hit) 236a (frog hits) tk.2147a 3d land 3c (3 hits) 22a (frog hits) 3c (1 hit) 214b 3c (1 hit) [214a wind oki]
  19. Bang Combo tutorial vid (japanese): http://www.youtube.com/watch?v=UCwr9mQjpko edit: original nico vid link: http://www.nicovideo.jp/watch/sm7696770
  20. IMO Guardcrush Rachel is 100% viable against characters that are guard crushed easily, like Carl
  21. Why would you do that? Shitty proration... you can just 6b it instead for much better counterhit combo starter.
  22. Only do 1 hit of 3c and put out the pumpkin asap after you recover from 236a. The only reason that list says 1-2 hits is if the frog hits them late.
  23. Nu combo video by Raba: http://www.nicovideo.jp/watch/sm7654711 Lots of weird looking combos :D
  24. Read my combo list. There are 2c (electric chair) counterhit combos listed.
  25. You're cleaning up my combo list O_o? Whatever, if you really want to go ahead I guess? I'd prefer if it's anything other than aesthetic changes you consult me first though... The main thing is I type it in MS word so [noparse] & [/noparse]'s around the text of every combo would be annoying.
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