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Soniti

[CS2] Rachel Combos

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Rachel CS2 Combo Thread

New and improved! Tari and gli are going to help me out with this. Give them big props.

Important Videos to Watch

Dance to Wind

http://www.youtube.com/watch?v=qOhZgdzPo-0

Transcript

Thanks to gli3

~Stay Gold~

http://www.youtube.com/watch?v=H1DqRbULxMM

Transcript

Thanks to gli3 and Tari

Mid-screen Windless Combo Tutorial

http://www.youtube.com/watch?feature=player_embedded&v=-zGNkP2SSI0

Thanks to Tari for making this!

Lvl 3 j2C Tutorial

http://www.youtube.com/watch?v=wx5PrCmCDR8

Translation

j.2C Tutorial

http://www.nicovideo.jp/watch/sm13256815

CS1 video, but very important to CS2 combos. Translation coming soon.

BBCS2 Rachel CMV + j.2C tutorial

http://www.youtube.com/watch?v=L1pwQlq0uiY

CS2 video explaining j.2C combos and showing some other combo stuff

Translation

Combos

(things in parenthesis are considered optional)

This is not true if it's things like j.2C (level 3 fatal) and (george activates). 6A in some instances CH is optional, in all 2C combos CH is not optional.

Mid-Screen

Windless

5B 5C 3C frog

-Very basic windless combo for knock down + oki. Has to be dashing or 5C>3C will not connect, if not dashing, do 5B>3C. 998 dmg, 5 meter

6A (CH) 5B sj.B j.A j.B j.C dj.B j.C A cannon

-Launcher into air combo. Can also start this combo off of 5B 6A.

6A (CH) 5B j.B j.C j.2C (2A whiff oki)

-Launcher into knock down. Can also start this combo off of 5B 6A

2C (CH) sj.[C] j.C jc j.C A cannon

-Windless cat chair combo. 2312 dmg, 14 meter

6A (CH) 5B sj.B j.A j.B j.C dj.B j.C A cannon

-2012 dmg, 17 meter

6A (CH) 5B j.[C] j.C dj.B j.C A cannon

-2149 dmg, 16 meter. Replacing 5B with 6B nets 2203 dmg, 16 meter

6A (CH) 6B 6C j.C (land) sj.C dj.C A cannon

-Works at close range only 2172 dmg, 19 meter

6A (CH) 6B 6C j.C (land) sj.[C] j.C dj.C A cannon

-21 meter, 2331 dmg

6A (CH) 5B j.B j.C j.2C (2A whiff oki)

-11 meter 1724 dmg

6A (CH) 5B j.[C] j.C dj.2C (2A whiff oki)

-13 meter 1901 (j.c j.c). If replace 5B with 6B, 13 meter, 1955 dmg

1 wind

5B 5CD 3C B cannon 5A 5B j.B j.C jc j.B j.C Sword Iris

23 meter, 2952 dmg

5B 5CD 3C B cannon 5A 5B j.[C] j.C jc j.C Sword Iris

23 meter, 3207 dmg

5B 5CD 3C B cannon 5A 5B j.[C] j.C jc j.[C] j.C Sword Iris

26 meter, 3207

5B 5CD 3C B cannon 5A 5B j.[C] j.C Sword Iris (land) sj.C dj.C A cannon

28 meter, 3291

-Midscreen 1 wind combos for damage. Character specific. Works on Arakune, Bang, Carl, Jin, Tao, Hazama, Mu, Rachel, Tager, and Tsubaki.

(starter) 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris

-Can do off of 5B 6A, 6A (CH), B cannon (CH), Sword Iris (CH), George (CH), j.C CH. 22 meter, 2848 (from 6A starter)

(starter) 5B j.C 2D jc j.2C (level 2) B cannon sj.[C] j.C dj.B j.C Sword Iris

-To combo into BBL, you cannot do j.B. Go straight into j.C Sword Iris instead!! 27 meter, 3101 (from 6A starter)

2 wind

(5B) 6A 5B j.C 2D jc j.2C (level 2) 5B j.C 2D j2C (level 2) B cannon j.C j.C Sword Iris

-j.2C bounce loop.

(5B) 6A (CH) 5B j.C 2D jc j.2C (level 2) 214A 5B 236A (George hits) (wait) j.C 2D j.2C (level 2) 236B j.C j.C Sword Iris

- this combo is even harder to land than the above, as it requires frogging the opponent mid-combo. 39 meter, 3608 dmg

* as usual, for all the above combos, you can end them with superjump j.[C] j.C jc j.B j.C Sword Iris for a little extra meter and damage, at the cost of being able to combo into BBL.

* and, also as usual, you can drop the j.B from the no-BBL ender, and combo j.C Sword Iris into BBL.

2C (CH) 2D 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris

-Standard meterless cat chair CH combo. 24 meter, 3351 dmg

2C (CH) 2D 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris

-Standard meterless cat chair CH combo

B+C 7D dash 5B j.C jc j.2C (level 2) B cannon j.C j.C Sword Iris

-BnB off of throw.

5B 5CD 3C 8D 5B j.C 2D jc j.2C (level 2) B cannon j.[C] j.C dj.B j.C Sword Iris

-You can not follow this version up with BBL! 32 meter, 3922 dmg

5B 5CD 3[C] (5 hits) 8D 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris

-29 meter, 3933 dmg

5B 5CD 3[C] (5 hits) 8D 5B j.C 2D jc j.2C (level 2) B cannon j.[C] j.C dj.B j.C Sword Iris

-To combo into BBL, you cannot do j.B. go straight into j.C Sword Iris instead!! 33 meter, 4188 dmg

*note: if you catch your opponent low enough with the lvl 2 j.2C, you can do a j.[C] j.C dj.C Sword Iris ender without super jumping, and still land into BBL

5B 5CD 3C 8D 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris

-27 meter, 3667 dmg

5B 5CD 3C B cannon (dash) 5A 5B sj.C 2D j.2C (level 2) B cannon j.C dj.C Sword Iris

- extended version of the 1 wind 3C 236B combo. 33 meter, 3733 dmg

(5B) 6A (CH) 5B j.C 2D jc j.2C (level 2) 5B j.C 2D j.2C (level 2) B cannon j.C j.C Sword Iris

-this combo is fairly hard to land, as it's very dependent on hitting the opponent with j.2C close the ground. 32 meter, 3299 dmg

3 wind

5B 5CD 3C 8D 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C Sword Iris

-Rachel's basic BnB. 3 wind version.

5B 6CD 8D j.C 5B 5CDC B cannon dash 5CC 3C Sword Iris 5CC frog

-Basic corner carry combo. Uses up a lot of wind, but carries the opponent all the way to the corner from mid screen.

Corner

Windless

6A 5B j.C BBL land frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris dash 5CC frog

-50 meter combo that ends in 5CC oki. Regains 4 wind. Timing for full ender is strict. If you cannot get it, a good alternative is frog 5CC A cannon A cannon dash 5C 3C sword iris 5CC pumpkin.

2C (CH) j.C j.C BBL land frog 5CC A cannon A cannon dash 3C Sword Iris dash 5CC pumpkin

-50 meter combo that ends in 5CC oki. Regains 4 wind. Does 4.8k damage.

2 winds

B+C 5B BBL sj.8D j.2CD (level 3 fatal) frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris 5CC frog

-50 meter combo off of throw that ends in 5CC oki.

B+C 3C BBL sj. 8D j.2CD (level 3 fatal) frog 5CC A cannon A cannon dash 5CC dash 3C sword iris 5CC frog

-Higher damaging 50 meter combo off of throw that ends in 5CC oki

5CC frog oki (opponent rolls forward) 5B A cannon (george activates) dash 6A BBL sj.8D j.2CD (level 3 fatal) frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris 5CC frog

-50 meter foward roll punish combo that ends in 5CC oki and does 5.7k damage

3 Winds

5B 5CD 3C BBL sj.8D j.2CD (level 3 fatal) frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris dash 5CC frog

-50 meter corner BnB that ends in 5CC oki. Regains 4 wind. Approx 6k damage.

Near Corner/Corner Carry

1 wind

5B 5CDC 236B dash 5CC dash 3C Sword Iris dash 5CC frog

-Basic corner carry combo that ends in 5CC frog oki

3 wind

5B 6CD 8D j.C 5B 5CDC B cannon dash 5CC 3C Sword Iris 5CC frog

- damage and meter varies depending on how long you spin

5B 6CD 8D j.C 5B 5CDC frog 3C (1 hit) A cannon Pumpkin dash 5CC dash 3C Sword Iris 5CC frog

- this combo carries pretty far from mid screen. if you're not that far from the corner, you can omit the 8D and save a wind.

5B 5CDC B cannon 5D (forward jump) Aerial Sword Iris (land) j.C 2D jc j.2C 2a (whiff) 5C(whiff)C frog oki

- can be done from about midscreen, any further from the corner and the combo doesn't land on half the characters. 23 meter, 3220 dmg.

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Reserved.

This section is now temporary storage for other combo parts (which may or may not be implemented into the list)

After BBL on cornered opponent

~ BBL 214a dash 5cc 236a (frog hits) dash 5cc 214b 236a tech trap

-Seems useful for 2 pole oki with tech trap AND regenerates a LOT of (read: almost ~3 after the BBL) wind during the combo.

-If you do this off of a short start, like an air hit, the damage is fairly low though.

-Video: http://www.youtube.com/watch?v=PYn91sh7sps#t=00m43s

Air combo into level 2 j.2c

j.[c] j.c JC 2d j.2c ~

-You can use this if your j.c was not a counterhit. Not confirmed to work outside of corner yet.

THANKS TO

Glirandly: For doing extensive combo testing for me on the PSP version!

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Here's one I saw on the BBS:

5b>5cd>3c>BBL(x2)>214a>SJC8d>lv3 j.2c>5b>j.c>2d>JC>j.2c>land>j.b>j.c>JC>j.b>j.c>j.236a [5500 dmg]

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Here's one I saw on the BBS:

5b>5cd>3c>BBL(x2)>214a>SJC8d>lv3 j.2c>5b>j.c>2d>JC>j.2c>land>j.b>j.c>JC>j.b>j.c>j.236a [5500 dmg]

That combo doesn't even make sense. You can't super jump cancel a frog, and the frog wouldn't hit on its own after BBL.

Also, I'm trying to avoid listing inefficient combos (things like super -> super unless it's literally all you can do).

It is known that you can go into BBL from 5cd 3c midscreen though.

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The frog didn't make sense to me either, but everything else seemed legit. Sorry if it's incorrect. D:

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More likely 214a 5b (frog hits) SJC 8d j.2c.

It's known that you can connect a delayed 5b -> (frog hits) from lvl 2 j.2c, so perhaps from BBL as well.

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New combo piece from http://www.youtube.com/watch?v=PYn91sh7sps#t=10m00s:

~ BBL (vs opponent in the air) 214a 236a(whiff) dash 3c 236a (frog hits) -> ???

--------------------------------------------------------------------------------------------------------------------

<Theorycraft start>

Perhaps you can do something like this (don't take this literally, it's just theorycraft based on combo pieces):

midscreen air hit -> lvl 2 j.2c 236c j.c JC j.c j.214c land BBL 214a 236a(whiff), dash 3c 236a (frog hits) dash 6a BBL (+2 poles!) ~

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That's possible to do in CS1, I believe. It would have been more like this in CS1 though:

5b>5cdc>236b>dash>JC>j.b>j.c>j.214c>BBL>blahblahblah

or 6a>5b>j.c>j.2d>JC>lv2 j.2c>236b>j.c>JC>j.c>j.214c>BBL>blahblahblah

after the BBL I like doing: 236a(x2/whiff)>dash>3c(8d)>214c/BBL>blahblahblah

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That platinum air hitbox is really gonna be annoying for landing full BBL's midscreen... http://www.youtube.com/watch?v=oSsOcKCvyOM#t=01m46s

For corner combos on plat you *have* to dash as far into the corner as you can during frog before the 6a BBL, and i have a feeling that corner~ 5b 6a BBL won't hit properly on her either.

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Here's one I saw on the BBS:

5b>5cd>3c>BBL(x2)>214a>SJC8d>lv3 j.2c>5b>j.c>2d>JC>j.2c>land>j.b>j.c>JC>j.b>j.c>j.236a [5500 dmg]

Perhaps:

214a > 5cc > SJC8d > lvl 3 blah blah (only at corner)

I believe frog doesn't even need for this combo.. Doesn't it even make overall combo damage lower with crazy proration?

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http://www.youtube.com/watch?v=L4zU74kRMAY#t=10m15s

3.7k meterless with one wind off of CH jC

jC (CH) land 5B jC 2D j2C (lvl 2) 214A 5B 236A (george activates) 236A 5B jC j214C

:3 Looks like a new version of the mid-screen frog combo for CS2. Can this be done in CS1?

Looks like this can be done off of more than one starter (might somehow become a BnB later on?).

Later on in the video, rin tries the same combo off of throw (though he whiffs the 5B and gets smacked for it).

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http://www.youtube.com/watch?v=L4zU74kRMAY#t=10m15s

3.7k meterless with one wind off of CH jC

jC (CH) land 5B jC 2D j2C (lvl 2) 214A 5B 236A (george activates) 236A 5B jC j214C

:3 Looks like a new version of the mid-screen frog combo for CS2. Can this be done in CS1?

I've tried numerous times, I don't think that it's possible.

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Time for everyone to watch the first round of http://www.youtube.com/watch?v=O13bqlOPfSc and rethink Rachel corner combos.

I knew from JBBS that you could do frog into sj(9) j.2c(lvl2) ~, and I'd seen Rachel players in videos attempt to connect 5cc after that in the corner, but none successfully until now.

:D

I'm gonna edit the combo thread later, probably after my classes.

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I was talking about going into dash 6a BBL and having enough of the melee BBL hit to prevent them from teching (if midscreen).

It definitely works against at least part of the cast.

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5BD 6B 3C 8D j.C 2D j.2C(lvl2) 214A 5B 236A etc doesn't fully connect on two occasions against Jin(George doesn't hit) in this video:

http://www.youtube.com/watch?v=a3UScuINejo#t=0m18s

http://www.youtube.com/watch?v=a3UScuINejo#t=2m01s

However it does connect on Jin from CH 6A here:

http://www.youtube.com/watch?v=a3UScuINejo#t=3m42s

Think he messed it up twice or does CH 6A seem to be the more reliable way of comboing into it?

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If you'll check where the george didn't connect on the first 2 vids, you'll notice that somehow when george was summoned he began to turn the other way the walk a little towards Rachel. Something that what happened when george is summoned and thrown a little further. On the third vid george was summoned and landed on the exact spot where Jin landed and immidietly activated.

I'm guessing that it's about getting Rachel at the right spot so that when she summoned george,

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