You might notice some combos are missing -- I'm working to implement everything within the next few days... err weeks. Please be patient. Also, if you would like to do the combos and give me damage #'s for ones that say ????, please feel free to.
Rachel Combos version 2.0 (updated August 13, 3:25am)
A major note about Rachel combos –
Longer is often better, if you are on the ground for the duration. This is because you recharge wind while on the ground. Wind is essential for Rachel’s mixup and combos and thus is a valuable commodity. An example of this is comboing a second frog after a late super. It doesn’t do much damage or give you much meter, but your wind is recharging for the whole duration. Thus, Rachel’s combos tend to favor minimal wind usage and maximum wind regeneration while still doing decent damage and setting up oki. This means that combos that spend a lot of wind very fast, like 5cdc pumpkin 6d dash 5b 5cdc, are very bad for your wind meter, despite Rachel being on the ground the whole time.
*See other notes at bottom*
From 5b:
For the purpose of this combo list, most ground combos start with 5b. This move is a primary piece in many of Rachel’s ground combos and can be chained into from many different moves, some which will decrease your total combo damage due to starting proration.
Moves that chain into 5b: 2a, 5a, 2b, 4b, j.3d2c, low falling j.c, low falling j.b, low falling j.2c (cancel to 5b during landing frames).
Any way to combo into the above moves can lead into 5b. For example, falling j.a j.b land 5b, or j.2c j.c land (dash forward (5a)) 5b.
*Note that while 6a chains into 5b, it launches the opponent thus making ground 5b combos impossible. The same applies to 3c, frog hits, 2c counterhits, and lightning poles*
There are some starters that allow you to add 2b before 5b, but doing so may not be advisable due to added proration:
Close 2a
Close 4b hits
6b counterhits
Windless Combos (all characters):
BNB: Windless: 5b 6a 5b sj j.b j.a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 2439 damage/2648 damage
You must be somewhat close for the 1st 5b
Windless, requires nearby pole: 5b 3c (3 hits) 22a dash {5b sj j.b j.a j.b j.c dj j.2c [j.214b wind oki]}OR{5b sj j.b j.a j.b j.c dj j.b j.c dj j.236a}OR{6c j.c land sj j.c dj j.c j.236a} 2931 damage/3120 damage/???? damage
Doesn’t work on Noel & Tager:
Windless, requires nearby pole, 50% heat gauge: 5b 3c (3 hits) 22a dash 6a 632146c 214a {3c (1-2 hits) 236a (frog hits) 214b 3c (3 hits) [214a wind oki]}OR{3c (1-2 hits) 236a (frog hits) 214b 3c (1-3 hit(s)) 22a 3c (3 hits) [214a wind oki]}OR {3c (3 hits) 236a dash 6c j.c dj j.c} ???? damage/???? damage/???? damage
Windless combo into super via nearby pole.
3c otg characters (Use midscreen on Arakune, Bang, Hakumen, Litchi, Rachel, Taokaka. In the corner, also works on Ragna and Jin):
6b can be added after 5b at close range or if the opponent is cornered.
BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 3c (1-2 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1-3 hit(s)) 22a 3c (3 hits) [214a wind oki]}2965 damage/3442 damage
The second option in all combos like this uses up your lightning pole, preventing possible future windless 3c -> 22a combos after oki. In order for it to work on some characters you must use 1 hit 3c instead of 3 hits before(and after) 22a, resulting in less damage. See note.6
BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 3c (1 hit) 236a (frog hits) dash 632146c 214a 3c (1-3 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} 5432 damage (???? w/ 6b)/5561 damage (???? w/ 6b)
You can use 6a before the super instead to make the rest of the combo easier
Uses 3 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) sj 8d j.2dc 214a {3c (1 hit) 236a (frog hits) 214b 3c (3 hits) [214a wind oki]}OR{3c (1 hit) 236a (frog hits) 3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]}OR {3c (3 hits) (frog hits) 236a dash forward 6c j.c dj j.c} 4086 (4162 w/6b)) damage/4307 damage (4327 w/ 6b)/4373(4425 w/6b) damage
Highly damaging wind-only combo. For the finish you can end with ..214a 3c (3 hits) (frog hits) 236a dash forward 6c j.c dj j.c. for 4373 damage (4425 w/6b) OR with …dash forward 6c8d j.c dj j.c for
2b/5b otg characters (Use midscreen on Nu and Carl. In the corner, also works on Noel and Tager.)
6b can be added after 5b at close range or if the opponent is cornered.
BNB: Uses 1 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) 236a dash j.2c [j.214b wind oki]} 3079 damage (3274 w/ 6b)
For Carl, you can actually get 1 hit of 3c as an ender depending on what you do during the combo. I’ll add that combo sometime soon.
Uses 1 wind: 5b (6b) 5cdc 214a dash 5b 6a (frog hits) 236a dash 5b 6a 22a j.c dj j.c 3811 damage (3840 w/ 6b)
Max damage variation of the above combo.
BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 5b 6a (frog hits) 236a dash 6a 632146c 214a 3c (1-3 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
Uses 3 wind: 5b (6b) 5cdc 214a dash 2b 5b (frog hits) sj 8d j.2dc 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
Not-so-froggable/non-froggable characters (Use midscreen on Jin, Noel, Ragna, and Tager):
6b can be added after 5b at close range.
BNB: Uses 1 wind: 5b (6b) 5cdc 236b (dash slightly if very far) 22a (dash) sj j.a j.b j.c dj j.2c [j.214b wind oki] 3042 damage (3242 w/ 6b)
Delay 236b against Tager unless max range. 5cdc 236b combos do NOT work in the corner – frog them instead
Uses 1 wind: 5b (6b) 5cdc 236b (dash slightly if very far) 22a (dash) sj j.b j.a j.b j.c dj j.b j.c j.236a 3278 damage (3450 w/ 6b)
Max damage variation of above combo
On Jin, Noel, and Ragna:
BNB:Uses 2 wind: 5b (6b) 5cdc 214b 6d6 (wind pumpkin+dash) 6c j.c land 5b 3c (1 hit) [214a oki] 2937 damage (3149 w/6b)
Combo used to push opponent toward/into the corner.
Uses 3 wind: 5b (6b) 5cdc 214b 6d6 (wind pumpkin+dash) 5b 6b 5cdc 214a 3c (1 hits) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} 3453 damage(???? w/6b)/3728 damage (???? w/6b)
Combo used to push opponent into the corner and allow the usual frog + pumpkin oki setup
On Ragna and Jin:
Advanced BNB: Uses 2 wind: 5b 5cdcd 214a dash 3c (1 hit) 236a (frog hits) 214b {3c (3 hits) [214a wind oki]}OR{3c (1 hit) 22a 3c (1 hit) [214a wind oki]} 2960 damage/3201 damage
Method to frog Ragna and Jin midscreen, allowing for better oki. The second wind pushes you within range so you put out the frog right next to them.
Advanced BNB: Uses 2 wind, 50% heat gauge: 5b 5cdcd 214a dash 3c (3 hits) (frog hits) 236a dash 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]} ???? damage/???? damage
Method to frog and super Ragna and Jin midscreen via 2 wind.
On Ragna (also Tager, see note):
Advanced BNB: Uses 1 wind, 50% heat gauge: 5b 5cdc 236b IAD delay j.b j.c land dash 6a (visually crosses up opponent but input doesn’t yet) 632146c (crosses up) dash (to original side) 214a 3c (1-2 hits) 236a (frog hits) 214b 3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/4652 damage
Combo to use super on Ragna midscreen with 1 wind. If you don't dash enough before the 6a, you can still combo into super but you won't get the extra damage from the pole. The non-crossup version also works on Tager and does ~4k dmg.
On Ragna, Jin, Noel, Tager:
Uses 2 wind, 50% heat gauge: 5b 5cdc 236b dash 6a3214d6c 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits)}OR{3c (1-3 hit(s)) 22a 3c (1-3 hit(s))} (214a wind oki) ???? damage/5552 damage
Highly-damaging 2 wind way to combo into super midscreen with electricity from both Rachel and the pole on non-froggables. The timing on the dash 6a is fairly strict. It helps to delay 236b slightly so that the seed hits their body when it's completely flat. This maximizes the hit stun and recovery of 236b.
From 3c:
Normal 3c characters (Arakune, Bang, Carl, Hakumen, Jin, Litchi Nu, Rachel, Ragna, Taokaka):
BNB;Uses 1 wind: 3c9d 6c (5 hits) j.c dj j.2c [j.214b wind oki] 2000 damage
This replaces the old BNB which did 1850.
Uses 1 wind: 3c9d 6c j.c land sj j.b j.c dj j.b j.c j.236a 2724 damage
Max damage combo for 1 wind from 3c
BNB: Windless: 3c (3 hits) 5a 5b sj j.b j.a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 1741 damage/1899 damage
Much stricter timing than the 3c9d combo but saves a wind without much damage sacrifice. The 5a is a link from the third hit of 3c. You need to be closer than with the 3c9d combo.
BNB: Windless: 3c (3 hits) 22a dash 5b sj j.b j.a j.b j.c dj {{j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 2169 damage/2355 damage
Requires nearby pole.
Windless: 3c (3 hits) 22a dash 6c j.c land sj j.c dj j.c j.236a 2707 damage
Requires nearby pole. Max damage combo.
Windless, uses 100% heat gauge: 3c (1 or 3 hits) 236a RC dash 6a 632146c 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits) OR {3c (1 hit) 22a 3c (1 hit)} [214a wind oki] ???? damage/5060 damage
While this combo works on everyone, it is much more difficult to hitconfirm on Noel and Tager, as you have to only use 1 hit of 3c.
Windless, uses 50% heat gauge: 3c (3 hits) 22a dash 6a 632146c 214a {3c (1-2 hits) 236a (frog hits) 214b 3c (3 hits) [214a wind oki]}OR{3c (1-2 hits) 236a (frog hits) 214b 3c (1-3 hit(s)) 22a 3c (3 hits) [214a wind oki]}OR {3c (3 hits) 236a dash 6c j.c dj j.c}
Windless method to go into super via nearby pole. If you have a pole, use the wind method instead because the pole adds damage!
BNB: Uses 1 wind, 50% heat gauge: 3c9d 6c j.c land 632146c 214a 3c (1-2 hits) 236a (frog hits) 214b 3c (3 hits) [214a wind oki]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} 4122 damage/4303 damage
For characters that float too high for the last 3c to connect, instead omit the 214b 3c and instead j.2c [j.214b wind oki] 4137 damage
Weird 3c characters (Noel and Tager):[/color=green]
BNB: Uses 1 wind: 3[c] (3 hits) 8d 5b sj j.b j.a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 1730 damage/1927 damage
Corner:
Uses 1 wind, 50% heat gauge: 3[c] (3 hits) 8d 6c j.c land 632146c 214a 3c (1 hit) 236a (frog hits) 214b {3c (1 hit)} OR {3c (1 hit) 22a 3c (1 hit)} [214a wind oki] ???? damage/???? damage
From 6a:
From 6a anti-air counterhits, you can dash forward and add another 6a
BNB: Windless: 6a 5b sj j.b j.a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c dj j.236a} 2241 damage/2475 damage
BNB: Uses 1 wind, 50% heat gauge: 6a 5b (SJC j.a) j.b j.c dj j.2dc j.c land 6a dash 632146c 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} 4043 damage/4289 damage
Adding the j.a helps against Carl, Litchi, and Rachel but is not technically necessary. For Noel use j.3dc instead of j.2dc. Also use j.3dc on Rachel in corner. For characters that float too high for the last 3c to connect, omit the 214b 3c and instead j.2c [j.214b wind oki]
Uses 1 wind: 6a 5b sj j.b j.a j.b j.c dj j.2dc j.c land sj j.b j.c dj j.2c [j.214b wind oki] 2798 damage
Uses 1 wind to do some extra damage while still retaining oki setup. Good to use if you have full wind. For Noel use j.3dc instead of j.2dc. Also use j.3dc on Rachel in corner.
Advanced BNB: Uses 1 wind, 50% heat gauge: 6a anti-air CH dash 6a3214d6c 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
You use wind while inputting the super in the above combo, pushing the opponent above you before the super goes off.
Uses 3 wind, 50% heat gauge: 6a anti-air CH dash 6a3214d6c sj 8d j.2dc land 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
Extremely high damage combo (~6500)
From 6b:
Note that you can do all 5b combos that use 5cdc immediately here also, although you should note that for CH 6b, if you are close enough and intend to 6dc your damage will be better with dash up 6b (6dc/5cdc) instead of 5b.
Normal 3c characters (Arakune, Bang, Carl, Hakumen, Jin, Litchi Nu, Rachel, Ragna, Taokaka):
BNB: Windless: 6b CH dash 5b 3c (3 hits) 5a 5b SJC j.b j.a j.b j.c JC {j.2c}OR{j.b j.c j.236a} [2942 damage/3121 damage
While this combo does slightly less than the Noel and Tager one listed below, it leaves you on the ground longer, regenerating more wind. Feel free to make your own judgment call here.
On Bang, Nu, Taokaka +others? (+all Normal 3c characters in corner)
Windless: 6b CH dash 6b 3c (3 hits) 5a 5b SJC j.b j.a j.b j.c JC {j.2c}OR{j.b j.c j.236a}[3031 damage/3210 damage
Weird 3c characters (Noel and Tager):[/color=green]
BNB: Windless: 6b CH dash 5b 6a 5b SJC j.b j.a j.b j.c JC j.2c}OR{j.b j.c j.236a}2962 damage/3168 damage
All:
Advanced BNB: Uses 1 wind, 50% heat gauge 6b CH dash 6a3214d6c 214a 3c (1-2 hits) 236a (frog hits) 214b 3c (3 hits) 5435 damage
On Tager, you can omit the wind while buffering the super.
Uses 3 wind, 50% heat gauge: 6b CH dash 6a3214d6c sj 8d j.2dc land 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
On Tager, you can omit the wind while buffering the super
Uses 4 wind: 6b CH dash 6b 6dc j.c land 5b 5cdc 214a dash 2b 5b SJC 8d j.2dc land 214a 3c (3 hits) 236a (frog hits) dash 6c j.c dj j.c???? damage
Max damage combo using only wind from a 6b counterhit
Non-froggables (Ragna, Jin, Noel, Tager):
BNB: Uses 2 wind: 6b CH dash 6b 6dc j.c land 5b 6cd j.c land 5b 3c (1 hit) [214a] 4292 damage
Punish combo used to push opponent into the corner
From throw:
BNB: Uses 1 wind or 50% heat gauge or cornered opponent: Throw {7d}OR{RC }OR{wallbounce} dash 5b{ sj j.b j.a j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 2957 damage/3172 damage
All characters. For Noel use j.3dc instead of j.2dc. Also use j.3dc on Rachel in corner:
BNB: Uses 2 wind, 50% heat gauge or 1 wind, 100% heat gauge: Throw {7d}OR{RC dash forward}OR{wall bounce} dash 5b (j.a) j.b j.c dj j.2dc j.c land dash 6a 632146c 214a 3c (3 hits) (frog hits) 214b 3c (3 hits) 4568 damage/???? damage
Adding the j.a helps against Carl, Litchi, and Rachel but is not technically necessary. For characters that float too high for the last 3c to connect, omit the 214b 3c and instead j.2c [j.214b wind oki]
Uses 2 wind OR 1 wind, 50% heat gauge, OR 1 wind, cornered opponent: Throw {7d}OR{RC}OR{wall bounce} dash 5b (j.a) j.b j.c dj j.2dc j.c land sj j.b j.c dj {j.2c [j.214b wind oki]}OR{j.b j.c j.236a} 3486 damage/???? damage
For additional damage via spending another wind
Corner throw on all except for Noel and Tager:
BNB: Windless: Throw (wall bounce) 3c (3 hits) 5a 5b sj j.b j.a j.b j.c dj {j.2c} or {j.b j.c j.236a} 3226 damage/3383 damage
Corner throw on all except for Noel and Tager:
BNB: Uses 50% heat gauge: Throw (wall bounce) (dash) 3c (3 hits) 632146c 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
Corner throw on Noel and Tager:
BNB: Uses 50% heat gauge: Throw (wall bounce) (dash) 5b 632146c 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
Corner throw (not 100% cornered):
Uses 50% heat gauge: Throw (wall bounce) (dash) 6c j.c land 632146c 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
This combo allows you to build meter before the super if you don’t have enough. You can do this somewhat-near-corner too via Throw 9d (wall stick) dash 6c…
Somewhat-near-corner throw:
Uses 1 wind, 50% heat gauge: Throw 9d (wall stick) dash 6a 632146c 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} ???? damage/???? damage
BNB: Uses 1 wind: Air throw 2d land 2b 5b sj j.b j.a j.b j.c dj j.2c [j.214b wind oki] ???? damage
For high air throws omit 2b
Uses 50% heat gauge: Mid-low height Air throw RC land 5b SJC j.b j.a j.b j.c dj j.2c [j.214b wind oki] ???? damage
Use this if you don’t have the wind for 2d
On Arakune, Bang, Hakumen, Jin, Litchi, Rachel, Ragna, and Taokaka:
BNB: Uses 2 wind, 50% heat gauge: Low-mid height Air throw 2d land 3c9d 6c j.c land 632146c 214a 3c (1 hit) 236a (frog hits) 214b 3c (3 hits) ~4700 damage
On Carl, Noel, Nu, and Tager:
BNB: Uses 2 wind, 50% heat gauge: Air throw 2d land 2b 5b (j.a) j.b j.c dj j.2dc j.c land dash 6a 632146c 214a 3c (1 hit) 236a (frog hits) 214b 3c (1 hit) ~4405 damage
For high air throws omit 2b
Uses 1 wind, 100% heat gauge: Mid-low height Air throw RC land 5b (j.a) j.b j.c dj j.2dc j.c land dash 6a 632146c 214a 3c (3 hits) (frog hits) 3c (3 hits) ???? damage
From 2c:
Windless, uses 50% heat gauge: 2c (non-counterhit) RC 5b/air combo…
BNB: Uses 1 wind: 2c CH 2d 5b sj j.b j.a j.b j.c dj j.2c 2362 damage
Uses 2 wind: 2c CH 2d 5b (j.a) j.b j.c dj j.2dc j.c land sj j.b j.a j.b j.c dj j.b j.c j.236a 3067 damage
Max damage combo for a 2 wind 2c CH combo. Adding the j.a helps against Carl, Litchi, and Rachel but is not technically necessary. If you add it, the damage is reduced to 2970
BNB: 2c CH 1d 6a 632146c 214a {3c (1-2 hits) (frog hits) 236a 214b 3c (3 hits) [214a wind oki] ]}OR{3c (1/3 hit(s)) 22a 3c (3 hits) [214a wind oki]} 4049 damage/???? damage
Notes
Note.1: For nearly all of combos on this page, add +1 wind to the cost if you want pumpkin oki at the end. If you find that you don’t have enough wind while doing the combo, make a judgment call if you think your opponent is watching your wind gauge or not. If you think they are scared enough, you can proceed with the oki version and just not wind your pumpkin. If you think they are paying attention, then for ground combos put out a pumpkin instead of frog and do traditional melee oki. For air combos, you can try to go without winding your pumpkin down but it may not be the best idea against characters with good anti-air and DPs.
Note.2: Vs. some characters in the corner with good falling attacks (Ragna), substitute holding c then another j.c instead of j.236a for the damaging version.
Note.3 You can rapid cancel the j.236a at the end of a damage air combo and do another one if it will kill.
Note.4. If you have lots of meter to spend, you can add an additional super after your super in a combo. If it’s a normal length combo (air -> ground super or 5cdc knockdown into frog -> super) then you can 236a to add a pole then dash up and 6a them on their way down and super again. If it’s very late in a combo (like after a second frog or after 6dc twice into pole super) then you need to directly combo one super into another before the hitstun ends.
Note.5: Wherever you catch someone with a frog (via 3c) at the end of a combo and can’t super you can use 6c8d j.c dj j.c j.236a to maximize damage for the kill
Note.6 For all of Rachel’s 3c (1 hit) 236a (frog hits) 214b… combos if you are getting 22a when you think you should be getting 236a, try doing “3c21236a.” Alternately, you can instead opt to do 3c (3 hits) 214b 3c (3 hits). Much easier combo at the cost of a pole setup.
Special thanks to the following for combos/damage contributions/corrections/notes:
Alzarath, Ryock, Raph, CrimsonDisaster, Zinac, Xie, Spirit Juice, True_Tech and kro_.