Jump to content

Archived

This topic is now archived and is closed to further replies.

Soniti

[CT] Rachel Alucard Combos v2.0

Recommended Posts

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.

:RA:

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_.

Share this post


Link to post
Share on other sites

Additional Character and Situation Specific Combos

After 6b CH/very close 5b/6b on Tager:

5/6b 6dc j.c j.2c dj j.2c j.c land 5b (end with 3c here if you are out of wind) 5cdc (cannon combo for midscreen or frog combo in corner).

Cornering Tager:

Uses 2 wind: 5b (6b) 5cdc 214b 6d6 (wind pumpkin+dash) 6c j.c j.2c dj j.2c j.c land 5b 3c (1 hit) [214a oki] 3389 damage (3552 w/ 6b)

Standing Jin, Litchi, and Tager (also Noel):

(2b) 5b JC j.b+3d j.2c land 5b JC j.b j.2c j.c land dash 5b 3c.

You can add whatever you want after the last 5B (such as your standard 5C+DC combos).

MSY Loop (works on Ragna + probably other characters too):

Windless: 6b CH air dash j.2c j.c land dash [forward jump] j.b j.2c j.c land [forward jump] j.b j.2c j.c dash 5b 3c ~3500 damage

Timing is pretty tight. You have to do the j.C as late as possible.

Rachel’s (Crazy) “Finish Them Off!” Situational Combos

From 5b:

The following four combos are primarily for windless finishing off of an opponent. The meter isn’t really worth it otherwise unless you will gain 1 wind during the ground portion and REALLY want oki after your air combo on a non-frog character.

Midscreen, doesn’t work on Noel & Tager (also doesn’t work on fully cornered Carl).:

Windless, 50% heat gauge: 5b (6b) 236a RC dash 3c (3 hits) 22a {5b j.b j.c dj j.2c [j.214b wind oki]}OR{dash 6c j.c land sj j.c dj j.c j.236a}3295 damage (3349 w/6b)/3842 damage (3952 w/ 6b)

If you omit 6b and intend to go for the oki setup, you can do sj j.b j.a j.b j.c dj j.2c. Works on Carl if he is NOT fully cornered.

Midscreen, doesn’t work on Noel & Tager:

Windless, 100% heat gauge: 5b 6b 236a RC dash 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} ~5100 damage/???? damage/5532 damage

Combo to kill the opponent without wind midscreen. On Litchi, omit 6b.

Corner, doesn’t work on Noel, Tager, and fully cornered Carl:

Windless, 100% heat gauge: 5b 6b 236a RC dash 3c (3 hits) 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}{ ~5700 damage/???? damage/6000 damage

Combo to kill the opponent without wind in the corner. On Litchi, omit 6b. Works on Carl if he is NOT fully cornered.

Corner only on Noel and Tager:

Windless, 50% heat gauge: 5b 6b 236a RC dash 2b 5b 6a 22a {j.b j.c dj j.2c [j.214b wind oki]} OR {dash 6c j.c dj j.c j.236a} 3165 damage/3493 damage

If you are really far for the first 5b, omit 2b after the dash. {TAGER ONLY ender: dash 6c j.c land sj j.c dj j.c, 3519 damage}also, if you gain a wind during the combo, you can do {6c8d j.c dj j.c} for 3715

From 6a:

Uses 1 wind: 6a 5b (SJC 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 3037 damage

Max damage for 1 wind 6a combo. For Noel use j.3dc instead of j.2dc. Also use j.3dc on Rachel in corner. Adding the j.a helps against Carl, Litchi, and Rachel but is not technically necessary. If you add it, the damage is reduced to 2926

Uses 2 wind: 6a 5b (SJC j.a) j.b j.c dj j.2dc j.c land sj j.b j.c dj j.2dc j.c land sj j.b j.c dj j.b j.c j.236a 3290 damage

Max damage for 2 wind 6a combo. For Noel use j.3dc instead of j.2dc. Also use j.3dc on Rachel in corner. Adding the j.a helps against Carl, Litchi, and Rachel but is not technically necessary. If you add it, the damage is reduced to 3138

From throw:

Corner throw (not 100% cornered):

Windless: Throw (wall bounce) (dash) 6c j.c land sj j.c dj j.c j.236a 3737 damage

For max damage

Share this post


Link to post
Share on other sites

Sorry for the noob question, but what is dj? I can't find it anywhere in the notation guide...

Well DJ should be JC for Jump canceling in the case of these combos.

Share this post


Link to post
Share on other sites

I'm having a terrible time with the [bNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 3c (3 hits) 236a dash 3c (1-3 hits) 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]} 5335 damage/5443 damage ] combo versus jin. When i get to the first 3C when I dash and 3C hes usually too far away to get hit by the Frog and if i do it sooner and closer to the frog he can tech out :(

Share this post


Link to post
Share on other sites

I'm having a terrible time with the [bNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 3c (3 hits) 236a dash 3c (1-3 hits) 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]} 5335 damage/5443 damage ]

combo versus jin. When i get to the first 3C when I dash and 3C hes usually too far away to get hit by the Frog and if i do it sooner and closer to the frog he can tech out :(

Read the description in my first post: "3c otg characters (Use midscreen on Arakune, Bang, Hakumen, Litchi, Rachel, Taokaka. In the corner, also works on Ragna and Jin):"

Share this post


Link to post
Share on other sites

i'm having trouble starting the 3c combo on noel, only the first hit of the 3c hit dosen't matter how late i 9d

First off, you aren't doing the right combo for Noel. Look at the first post:

Weird 3c characters (Noel and Tager):

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

^ 3[c] means hold c.

Share this post


Link to post
Share on other sites

Couple of questions... BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 3c (3 hits) 236a dash 3c (1-3 hits) 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]} 5335 damage/5443 damage I can't get the frog to hit after the super portion of this. I'll super, frog, then 3C to 236A, but george just hops around uselessly, waiting to trigger. I'm pretty sure that I am not letting the 3C go on too long, but it seems like maybe they are too high up when the super hits for the frog to trigger, and he hops around waiting for the body to drop down closer (I am practicing on Hakumen, btw). Any idea what I am doing wrong? And some non combo specific ones: In your two standard air combo finishers, the second goes right into the j.236a after the dj. I usually do a dj, j.b, j.c, 236A. Is there any reason you omit the extra b and c after the dj? Granted, I usually don't do combos as lengthy as the ones listed here, so maybe they can tech out too fast by the end...and I also tend to start with just j.b, j.c, dj, not j.b, j.a, j.b, j.c, dj. There was I combo I used to practice that went 5b, 5b, 5cdc, 236b, 22a or super, and it worked fine in training when I had all techs/rolls/etc set to enabled, but for some reason NEVER worked online. Everyone always rolled out before the 22a or super hit, even though the combo number in training mode never went grey. :psyduck: Any idea what that's all about? Anyway, thanks so much for this, it has helped my Rachel game IMMENSELY!

Share this post


Link to post
Share on other sites

Couple of questions...

BNB: Uses 1 wind, 50% heat gauge: 5b (6b) 5cdc 214a dash 3c (3 hits) 236a dash 3c (1-3 hits) 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]} 5335 damage/5443 damage

I can't get the frog to hit after the super portion of this. I'll super, frog, then 3C to 236A, but george just hops around uselessly, waiting to trigger. I'm pretty sure that I am not letting the 3C go on too long, but it seems like maybe they are too high up when the super hits for the frog to trigger, and he hops around waiting for the body to drop down closer (I am practicing on Hakumen, btw). Any idea what I am doing wrong?

After you do the super, move forward to almost crossing up and delay the frog some. That way it doesn't hop back.

And some non combo specific ones:

In your two standard air combo finishers, the second goes right into the j.236a after the dj. I usually do a dj, j.b, j.c, 236A. Is there any reason you omit the extra b and c after the dj? Granted, I usually don't do combos as lengthy as the ones listed here, so maybe they can tech out too fast by the end...and I also tend to start with just j.b, j.c, dj, not j.b, j.a, j.b, j.c, dj.

That was a slightly typo to put "dj" a second time, but either of the two options take place AFTER the double jump. The way you are starting combos is fine and easier to do, but it doesn't do as much damage.

There was I combo I used to practice that went 5b, 5b, 5cdc, 236b, 22a or super, and it worked fine in training when I had all techs/rolls/etc set to enabled, but for some reason NEVER worked online. Everyone always rolled out before the 22a or super hit, even though the combo number in training mode never went grey. :psyduck: Any idea what that's all about?

Anyway, thanks so much for this, it has helped my Rachel game IMMENSELY!

No idea other than you are doing the 22a/super too late.

Share this post


Link to post
Share on other sites

I experimented with some 6a combos and 63214d6c a bit. Tested on Noel so I'm sure these work on everyone. windless, 50% meter, point-blank range (or corner): - 6a 632146c 214a 3c (1-hit) 236a 6a 22a j.c dj j.c 236a - 5866 dmg Those conditions aren't really feasible so I modified it and tried it from 6a counterhit: 1 wind, 50% meter, works midscreen: - 6a (counterhit) dash 6a 63214d6c (walk forward) 214a 3c (1-hit) 236a (frog hits) (214b) 6a 22a j.c dj j.c 236a - 5764 dmg Hard parts are the 63214d6c and juggling the frog into the 1 hit 3c into 236a. The damage is great, though. I tried to juggle with j.b j.c dj j.b j.c after the 22a but the dummy would always tech out by that point. You can also remove the post-frog juggle and go for j.2c + oki, but the damage scaling at that point isn't too bad so I always go for the max damage option: - 6a (counterhit) dash 6a 63214d6c (walk forward) 214a 3c (1-hit) 236a (frog hits) (214b) j.2c (214a oki) - 4944 dmg On characters that are easily juggled with 3c, you can juggle the frog with (3-hit) 3c which is much easier to do but does less damage: - 6a (counterhit) dash 6a 63214d6c (walk forward) 214a 3c (3-hit) (frog hits) (214b) 3c (214a oki) - ~4600-4700 dmg (depends on whether 3c hits 2 or 3 times)

Share this post


Link to post
Share on other sites

I experimented with some 6a combos and 63214d6c a bit. Tested on Noel so I'm sure these work on everyone.

windless, 50% meter, point-blank range (or corner):

- 6a 632146c 214a 3c (1-hit) 236a 6a 22a j.c dj j.c 236a - 5866 dmg

Those conditions aren't really feasible so I modified it and tried it from 6a counterhit:

1 wind, 50% meter, works midscreen:

- 6a (counterhit) dash 6a 63214d6c (walk forward) 214a 3c (1-hit) 236a (frog hits) (214b) 6a 22a j.c dj j.c 236a - 5764 dmg

Hard parts are the 63214d6c and juggling the frog into the 1 hit 3c into 236a. The damage is great, though. I tried to juggle with j.b j.c dj j.b j.c after the 22a but the dummy would always tech out by that point.

You can also remove the post-frog juggle and go for j.2c + oki, but the damage scaling at that point isn't too bad so I always go for the max damage option:

- 6a (counterhit) dash 6a 63214d6c (walk forward) 214a 3c (1-hit) 236a (frog hits) (214b) j.2c (214a oki) - 4944 dmg

On characters that are easily juggled with 3c, you can juggle the frog with (3-hit) 3c which is much easier to do but does less damage:

- 6a (counterhit) dash 6a 63214d6c (walk forward) 214a 3c (3-hit) (frog hits) (214b) 3c (214a oki) - ~4600-4700 dmg (depends on whether 3c hits 2 or 3 times)

Yeah I haven't included those yet. Want to test 6a CH dash 6a3214d6c bound for damage?

Share this post


Link to post
Share on other sites

Yeah I haven't included those yet. Want to test 6a CH dash 6a3214d6c bound for damage?

Not sure what you meant by bound for damage. Do you mean just 6a CH dash 6a3214d6c with no followup?

Share this post


Link to post
Share on other sites

Not sure what you meant by bound for damage. Do you mean just 6a CH dash 6a3214d6c with no followup?

Bound is lvl3 j.2c (sj 8d j.2dc)

Share this post


Link to post
Share on other sites

Maybe a bit of a noobish request here... Could someone go into a bit more detail on exactly what '214b wind oki' is? I realize it involves summoning a pumpkin and using wind to push it around, but im curious specifically about why its used at the end of combos in lieu of more hits (ie, choosing {j2c 214b wind oki} over {jb jc j236a}) I think I'm just not sure what I should be looking to do once that punkin comes out. Am I looking to read their tech and catch them with it? -- and will this typically lead into other BnBs?

Share this post


Link to post
Share on other sites

Yes, basically. Ending things with 3c or j.2c knocks them down, which makes it much easier to tech chase. Wind the pumpkin in the direction they tech and follow with a mixup, or use it to safely place a frog in their face. Because you followup a projectile, you will usually be safe from dp attacks. @soniti - I'll try out that combo tomorrow.

Share this post


Link to post
Share on other sites

Err.. I am having problem with the part where you summon the frog after doing CDC, then do dash 3C, (frog hit). I just couldn't connect the dash 3C, she's either too far away from body or not fast enough. I can connect Dash 3C after CDC without the frog. Is there some trick in timing or canceling to make them hit?

Share this post


Link to post
Share on other sites

are you sure you're doing it on characters that the combo works on? and if you are you can try doing it in the corner to work on your timing as its easier

Share this post


Link to post
Share on other sites

6a CH dash 6a3214d6c sj 8d j.2dc will land you 4489 damage. The untechable time can net you an air combo finish too. best i could do in my limited testing was a 6c8d (?? hits) j.c finish for 5795 total combo damage. (probably not a great idea to put all 4 winds into a combo, but i couldnt string anything together for a higher number)

Share this post


Link to post
Share on other sites

6a CH dash 6a3214d6c sj 8d j.2dc will land you 4489 damage. The untechable time can net you an air combo finish too.

best i could do in my limited testing was a 6c8d (?? hits) j.c finish for 5795 total combo damage. (probably not a great idea to put all 4 winds into a combo, but i couldnt string anything together for a higher number)

No... after the bound you do 214a 3c (1 hit) 236a (frog hits) 214b 3c (214a wind oki). For absolute max damage once the frog hits you do 6c j.c dj j.c (j.236a if it actually works)

If you are really trying to max damage you can super again during the frog.

Share this post


Link to post
Share on other sites

No... after the bound you do 214a 3c (1 hit) 236a (frog hits) 214b 3c (214a wind oki). For absolute max damage once the frog hits you do 6c j.c dj j.c (j.236a if it actually works)

If you are really trying to max damage you can super again during the frog.

Ah good idea. I wouldn't have thought to try that >.>

edit: this adds up to one damn sexy combo, yowch.

Share this post


Link to post
Share on other sites

are you sure you're doing it on characters that the combo works on? and if you are you can try doing it in the corner to work on your timing as its easier

I tried it on Nu-13, Noel, and Ragnar, works with Ragnar on corner, but can never pull it off in the middle of screen. If it fail a lot I understand, but it just never come out =/

Now I just use 5C,5C,5DCD, dash C, jc, (air combo).

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×