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[CPEX] Rachel Combo Thread

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It's called Rachel Basic Combo Collection. Transcript with comments below

 

Midscreen combos:

 

throw 7d dash 5b 6a 236a dash 3c iris dash 6a 4b 5cc

The 4b change is really nice in this spot, gets us an extra 300 damage and some wind regen time.

 

2a 5b 5c 5d6c j.c dash 6a 4b dash 5cc

The 1-wind midscreen routes from short starters midscreen are a nice damage buff compared to that situation in 1.x. Depending on your route in 1.x, you'd be getting anywhere from 1300-2100 in the current version.

 

2b 5b 5c 5d6c j.c dash 6a delay 4b dash 5b 6a 236a dash 3c iris dash 5cc

This route does similar damage to the 2 wind microdash route in 1.x! Great buff. Uses 1 wind and builds ~1st 2 stocks.

 

2b 5b 5c 5d6c(8) j.c JC 2d JC(9) lvl2 j.2c 236b dash 3c iris dash 6a 4b dash 5cc

Great corner carry on this route. In the video they start with almost 3 wind and end up with almost 1st 2 stocks. Damage is only slightly higher than above route, so the primary purpose is just the corner carry.

 

2b 5b 5cd 3c BBL dash 5b 6a 236a dash 3c iris dash 5cc

Not so sure about this route anymore. Surely there is a way to combo into BBL or TD from the 6c j.c float route instead for the 1 wind?
 

2b 5b j.3d j.b j.c 5b+d 6a 4b dash 5b 6a 236a dash iris dash 5cc

New far distance standing confirm route because the microdash 5b route doesn't work in this version.

 

2b 5b j.3d j.b j.c 5b 3c8d dash 5b 6a 236a dash 3c(2) iris dash 6a 4b dash 5cc

Alternate route that uses 3c instead. Good for far distance/crouching opponents if you omit the j.b j.c part.

 

iris 5b j.[c] j.c 2d dash 6a 4b dash 5b 6a 236a dash 3c iris dash 5cc

Good example of how j.c winded always puts them at the right height for the 5b continuation, thanks to new 4b properties.

 

frog 5b 6a JC(9) j.c JC(9) 2d lvl2 j.2c 236b dash 3c iris dash delay 6a 236a dash 3c iris dash 5cc

Double iris combo hype! Only the second hit of 5c hits in the video...

 

(when barrel lotus is on & frog is out) 236a5d (frog hits) dash 5b 6a 4b 6a JC(9) j.c JC(9) 2d lvl2 j.2c 236b dash 3c iris dash 5cc

Wow, we get so much more here now. The SMP on 236a was a big deal in 1.x, because we didn't have good routes that avoided using it again.

 

(barrel lotus on the opponent/nearby pole) 2a 5b 6b iris dash 6a 4b dash 5cc

Yay, midscreen "pole nearby" combos, except without the pole.

 

(barrel lotus on opponent/nearby pole) 2b 5b 6b iris dash 6a JC(9) j.c JC(9) 2d lvl2 j.2c 236b dash 3c iris dash 6a 236a 3c iris dash 5cc

Nice corner carry on this one.

 

Corner combos:

 

2b 5b 5cc 5a(2) 5b 6a 236b 5b 6a 236a 6a 4b 3c(3)

Looks like this spaces you far enough away to end with 3c, and gets you 2 poles without wind.

 

2b 5b 5c iris 5a 5b 6a 236b 5b 6a 236a 6a 4b 5cc (pumpkin) 3c(3) (frog)

New two lobelia variation of the tried and true iris route for double oki.

 

(midscreen->corner) 2b 5b 5c 5d6c j.c 5b 6a 236b 5b 6a 236a 6a 4b 5cc (double summon)?

The 6c->j.c float from the midscreen routes transitions nicely into a corner combo

 

frog hit 5b 6a 236a 6a 4b 5cc

Hmm, feels like we should be able to do more than this from a frog starter. 2k is pretty weak.

 

2b 5b 5cc dash 6a JC j.c j.236c 5b 6a 236a dash 6a 4b BBL

New standard 0 wind corner route into BBL.

 

(pole already out, frog oki) 2b 5b (frog hits) 6a iris 5b 6a 236b 5b 6a 236a 6a 4b 5cc (pumpkin) 3c(3) (frog)

Interesting route. 6a iris fits in nicely in the "5a(2) to float them up" role.

 

j.a j.b (microdash) 5cc 5b 6a 236a 3c(3)

We have to omit 5b in order to make this route work now.

 

j.a j.b (microdash) 5cc 5b 6a 236a 6a 4b 3c(3)

I'm concerned about the spacing on this one. Looks like they may be able to roll past if you end in 3c. I've seen players mostly end with 4b in this situation.

 

(frog oki) 2b 6b (frog hits) 5a(2) 5b 6a 236b 5b 6a 236a 6a 4b

Normal starter into frog hit in the corner 2 pole route.

 

(during OD, standing opponent) 5c JC(9) j.2b+d j.c 5c JC(9) j.2b+d j.c 5c JC(9) j.2b+d j.c 5c JC(9) j.2b+d j.c 5b 5cc

Shows off additional jump cancels during OD

 

 

My thoughts:

I like what I see for the most part. Lots of damage buffs and nerfs in various situations.

 

edit: fixed timing of wind usage for 6c floats

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I'm having issues getting the j.236C after j.C to connect in corner combos.  Any ideas on what I could be doing wrong?

 

Look at your height when j.C hits.

 

If the opponent is higher than you, delay j.236C a bit.

In training mode, use the untech visual cue to help with the timing (really fast green bar that appears during hitstun).

 

Generally speaking, you can take your time with j.C > j.236C.

 

Hope this helps.

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Messed around with some basic corner FC combos since I hadn't seen any good ones in videos. Best one i found (on Jin):

 

5C ch frog 8D 2C 6A jC j236C 5B jC j236B 5B 6A 4B 5CC into:

 

dash 6A BBL: 5553 dmg

dash 6A BBL 236A 236A8D BBL: 6553 dmg

overdrive dash 6A BBL: 6203 dmg

overdrive dash 6A BBL 236A 236A8D BBL: 7803 dmg (7863 if the last 236A connects)

 

You might need to do dash 2C in the beginning if they're too far away.

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So i've been working on various characters with Rachel's mid screen BnB

 

5B > 5CD > 6C > j.C > Dash 6A > 4B > Dash 5B > 6A > 236A > dash 3C > 214C > dash 5CC

 

I noticed that with Makoto, the j.C tends to whiff preventing her from being launched

 

and with Mu, unless i do a cross under with 6A after j.C, 4B will whiff. 

 

Does anyone have any tips on what i might be doing wrong or things i can alter for those characters?

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So i've been working on various characters with Rachel's mid screen BnB

 

5B > 5CD > 6C > j.C > Dash 6A > 4B > Dash 5B > 6A > 236A > dash 3C > 214C > dash 5CC

 

I noticed that with Makoto, the j.C tends to whiff preventing her from being launched

 

and with Mu, unless i do a cross under with 6A after j.C, 4B will whiff. 

 

Does anyone have any tips on what i might be doing wrong or things i can alter for those characters?

Cancel 6C later, make sure j.C is the 12th hit in the combo.

You should be doing this anyway to maximise damage.

No issues with Mu, delay 6A?

 

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Nothing new but... having jump cancel normals on OD I think aiming for full OD BBL hits is much easier.
Summary is that: OD BBL (if you get full hits) = Normal BBL + 3 Rods
 
https://youtu.be/zl-GFxAW2-c

 

Wind Regen during OD is ridiculously fast so you could feasibly use a lot of wind to burst for high damage and then end the combo with max damage OD BBL + some wind leftover for oki

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Rachel swag wind regen sideswap combo:
5BD>6A>iadj.B>j.C>66A>236B>663C(1)>214C>665B>6A>236A>663C(1)>214C>66A>4B>5CC
 
net gain of wind is 1.5 usually. With proper delays you end with 2.5 wind for using your last wind to start the combo.
or if you have 3 wind to start with you end with almost 4.
 
also midscreen sideswap.
 
Shame raw 5B isn't practical to land in a match.

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Rachel swag wind regen sideswap combo:
5BD>6A>iadj.B>j.C>66A>236B>663C(1)>214C>665B>6A>236A>663C(1)>214C>66A>4B>5CC
 
net gain of wind is 1.5 usually. With proper delays you end with 2.5 wind for using your last wind to start the combo.
or if you have 3 wind to start with you end with almost 4.
 
also midscreen sideswap.
 
Shame raw 5B isn't practical to land in a match.

 

Nice combo, but it may be character specific. Seems optimal for back-to-corner punish situations at least. Needs more testing.

 

Also, I updated an old combo video transcript with the proper time to use wind for 6c floats. For reference, do 5c 5d~6c

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I made up an RC combo for windless situations. It's better to just go into 3c BBL instead though, thanks to the new vacuum properties.

 

https://www.youtube.com/watch?v=weXgnlUj6wI

5b 5c 3c(3) 236a RC dash 6a tk.214c dash 6a 4b 5cc

2746 damage

 

Made something better already with SWD's help:

 

https://www.youtube.com/watch?v=l0BV4aUXtKk

5b 5c 3c(3) BBL 214a dash 3c(3) 236b (frog hits) dash 6a tk.214c dash 6a 4b 5cc

3427 damage

 

edit: back with more combos

 

https://www.youtube.com/watch?v=G_L6fDcOXGs

For late in the combo when you use 5c6cd to corner:

 

2b 5b 6b j.3d j.b j.c 5b 5c 6cd j.c JC j.236c 5b 6a 236a 6a 4b 5cc

2829 damage

 

And for midscreen:

(video later)

2b 5b 6a j.3d j.b j.c 5b 5c 6cd j.c dash 6a 4b dash 6a 236a dash 3c 214c dash 5cc

2786 damage

 

Haven't found anything to get double lobelia in the corner after this starter yet.

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experiments with soniti for j.A IOH character specifis (in corner)

 

Arakune: j.A>j.B>5B>5CC>66C(1)>j.C>delay j.236B>6A>4B>214A/B

https://www.youtube.com/watch?v=E6s3sQDUgiA

 

Bang: j.A>j.B>665A>5B>6B>5CC>236B>6A>4B>214A/B

https://www.youtube.com/watch?v=AoRuMV7HKFg

 

can swap 214A/B for 66A>BBL

 

Bang: 2B>5B>6B>3D>j.B>j.C>5CC>5B>6A>iadj.B>j.C>j.236A>6A>236A>6A>4B>214A/B

https://www.youtube.com/watch?v=JChmtbMkH8U

 

 

 

 

(2B)>5BD>6A>iadback>j.C>66A>236A>663C>66A>4B>5CC on arakune.

https://www.youtube.com/watch?v=hhDL-DPHlt0

 

(2B)>5BD>6A>iadback>j.B>j.C>66A>236B>663C(1)>665B>6A>236A>663C(1)>66A>4B>5CC on bang

https://www.youtube.com/watch?v=xeTLvvQWC5g

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5B > 5CD > 6C > j.C > Dash 6A > 4B > Dash 5B > 6A > 236A > dash 3C > 214C > dash 5CC

 

im having trouble landing the dash 3C they keep teching before it can even come out also what are good simple combos off of counter hit 6B fatal 5C and frog activated combos?

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Hmm.. How is the 236a hitting? Immediately? If so, the foe needs more height before using it. For needs to be juggled right on it or a little lower. If it hits them in. The first few active frames it is hard continue a combo without more wind.

Ch 6b iAd jb jc dash 6a ct dash 5b 6a 4b dash 6a 236a dash 5cc

Without 25 heat replace ct with 4b, 5b 6a 236a dash 3c 214c dash 5cc

If you need to, use 2d after jc to continue the combo. Not as needed with ct

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I've found that if you don't have the 25% meter or 1 wind to spend, CH 6b iad j.b j.c dash 6a (max delay) 236a gives you the best chance of continuing the combo.

 

edit:

 

I did some work trying to optimize combos and this is what I got. I'll post videos sometime later:

 

4b starter far from corner:

 

4b 5c 5d 6c j.c(10hits) JC slight delay j.236c land microdash 5b 6a 236a dash 3c(1-3) iris dash 5cc

3050-3162 damage

carries almost full corner to corner for 1 wind :)

 

For near the corner I'll post two routes. I prefer to go with the 236b route because I don't have to worry about messing up TK iris :)

 

4b 5c 5d 6c j.c slight delay 5b 6a 236b 5b 6a delay 236a 5cc

3143 damage

 

4b 5c 5d 6c j.c j.236c 5b 6a tk iris 6a delay 236a 5cc

3149 damage

 

You can also do 3c iris 5cc as an ender. Up to you if you'd prefer a pole out or a little more wind regen time.

 

 

Corner 3c starter. triple lobelia:

 

3c 8d/iris 6a JC delay j.c delay j.236c 5b j.c slight delay j.236b 5b 6a delay 236a 6a 4b 5cc

~3000 damage

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Just popping by as I have some time atm. Has anyone figured out a route to complete Rachel's Challenge 20 this version?

EDIT:

Challenge 20 Requirements and Limitations:

Limitations:

- Can't use OD

- Start of with 50 Heat

-- You can build up Heat in a combo and bring it up to 75 though.

Requirements to meet:

- Must use all 3 Lobelia on ground and in air (must hit)

- Must use Sword Iris

- Must use 22A or 22B

- Must summon George and Pumpkin

On another note, my deadline for Uni Re-Sit is next week so hopefully I can start working on this thread and others soon. I also want to find time to play the game as well and help out where I can.

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Corner roll catch combo that doesn't use wind (for when pumpkin or nothing is summoned):

 

2a 5b 6a delay 236a 5b 6a 4b 5cc

 

You may need to dash or walk forward slightly after 236a or 4b depending on spacing.

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I was working on Rachel's 15 challenge mission (the guard crush one) and tried my hand at the "hidden" in-game one. It is

 

A+B > (dash) 5C > OD > 5B > 5CC >SJ forward > (lv2) j.2C > Frog (summon) > 5B > 6A >236B > 9D > 5B > l2 (lobelia hits after wall bounce) > frog activates > sj 8D > j.2CD (lv3 fatal) > 236A (wiff) > 236 A(slight delay wallbounce hit) > 3C(3) > BBL

 

I got as far as the 236 B > 9D but the following 5B wiffs every time and neither the orb nor frog combo after that. Does anyone have any advice for landing that? It is very frustrating because I think this combos is awsome and I keep getting stuck near the end. I thank you in advance for any help or advice at all.

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Forgive me if I don't word this well :/

 

Challenge 15 is to use CT and then go into a 4K damaging combo. You can do this by pushing the opponent into the corner then:

 

CT Guard Break > 5BD > 6C > 8D keeping Rachel afloat until she breaks 4K. Can use a J.C at the end if you wish.

 

The above combo you're talking about. It's awkward I find to do but you might be having a problem with the SuperJump forward part? When you connect j.2C are you getting a FATAL show up on screen because FATAL will give you more height to work with and do > land > 214A > 236B > 9D > catch with 5B in time/tune to George activation.

 

You'll be using a lot of wind and in the air a tad bit to do this combo in an actual match even if you're on max Overdrive time.

 

Either way I hope I've managed to help, sorry if I sound confusing.

 

EDIT:

I have a video on Challenge 20 thoughts I had, just don't know if I am going in the right direction or not :/

Here's the video if your interested

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