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gamester

[CPEX] Rachel Combo Thread

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I'll be trying to keep some things similar to Sakaku's thread. I will make changes here and there but any problems, want to put forward an idea or any thoughts in general. Feedback is great for everyone so feel free to PM me :)

 

 

BBCP_Header_Combo_Thread.png

BBCP 1.0 - 1.1 Combo Thread by Sakaku

Thread Content

- Introduction:

- Notes

- Notation Guide

- Information (To Quote Sakaku)

- Combo Videos

- Combo Route Guide *WIP*

 

- Midscreen Combos:

- 0 Wind

- 1 Wind

- 2 Wind

- 3 Wind

- 4 Wind

 

- Corner Carry Combos:

- 0 Wind

- 1 Wind

- 2 Wind

- 3 Wind

- 4 Wind

 

- Corner Combos:

- 0 Wind

- 1 Wind

- 2 Wind

- 3 Wind

- 4 Wind

 

Notes

- First of all: My thanks to Tari for allowing me to take on the 2.0 Combo Thread. I will try my best to keep everything up to date and hopefully make it a valuable resource alongside our Rachel Alucard Wiki. Which I will be trying to update combos on as well.

- FULL BBCP Rachel Alucard Wiki Frame Data can be found here

- BBCP Rachel Alucard Wiki (Will try to list combos here as well)

- User Nico Redirector :)

- I must say I will be very busy between work, University and other priorities but I will try and do my best, I would like to ask if you find any combos or want to help out. Feel free to post, I'll add them in ASAP, I'm new to running the combo thread so feel free to give any feedback/suggestions via PM. They are very welcome :)

- NEW NOTE [10/16/14]: Adding the Symbol "[&]" before a Combo to show it needs more details and/or confirmation (needs more testing/evidence)

- NEW NOTE [10/26/14]: Adding the Symbol "]Z[" at the end of a Combo to show it character specific (I'll link the combo to the post/video that details the character specific information. I have also made some additions to the Notation Table. (Any feedback on these ideas are welcome!)

- Additional requirements when posting a Combo: Combo Notation (Damage, Heat Gain, Wind Gain)

 

Notation Guide

[table]

General Notations UsedGuide Specific Notations UsedjJumpsjSuper JumpadAir DashiadInstant Air DashjcJump CancelsjcSuper Jump CancelCHCounter HitFCFatal CounterRCRapid CancelODOverdriveODrOverdrive Raid (?)IOHInstant Overhead(?)TKTiger Knee (example.2147)[ ]Hold Input(N)Attack must deal N amount of hits.[???] xNRepeat ??? N amount of times.--------------------DMDamageHGHeat Gain %TextChallenge Mode ComboTextInput ReplaceableBBLBaden Baden Lily (631246C)Air BBL Air Baden Baden Lily (j.631246C)TD Tempest Dahlia (631246B)Air TD Air Tempest Dahlia (j.631246B)(frog)George ActivatesLotus A/BLotus A or B activeL22nd Lobelia wall bounce hit(?)(w)Whiff[/table]

 

 

 

Information (To Quote Sakaku)
  • Feel free to contribute. You may want to add as much additional information as possible (damage, heat, wind regain).
  • Two or more combos listed without paragraphs imply variations. It's recommended to use the combo listed first unless stated otherwise.
  • Don't summon air pumpkin after a j.2C ender if you are low on wind.
  • If you decide not to do pumpkin oki after j.2C, cancel it into 2A(w) to make the landing safe.
  • A combo starting with (frog) means the combo begins either with the activation of George or any hits from Rachel that lead into George activation.
  • Any combo leading into j.C > 2D > jc > j.2C [lvl 2] > BBL can also be done with j.C > 2D > jc > j.C > (land) > BBL
  • If you are close to your opponent you can always add 6B between 5B > 5CD.
  • Any combo started on an airborne opponent with 6A can also be started with CH 6A > (additional dash). A combo started with 6A always assumes you hit your opponent midair unless stated otherwise.
  • You can always extend your combo by adding a second BBL, though it is not recommended unless you are going for the kill.
  • Shoutouts to Kurushii for the header and TD for some combos!

 

 

Combo Route Guide *WIP*

- Not sure what this is lol, sorry I'll find out asap.

 

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Midscreen Combos
 
0 Wind


- Normal Starters

- 2B > 5CC > Summon
(dmg 1285HG 12)

- (2B) > 5B > 5CC > Summon
(dmg 1457 / 1445HG 12 / 13)

- (2B) > 5B > 5C > 3C[1] > Oki / George
(dmg 1235 / 1153HG 8) NOTE: 3C can whiff if not close enough

- 5B > 6B > 5CC > Summon
(dmg 1691HG 15)

- 6B > 5CC > Summon
(dmg 1517HG 14) NOTE: Be close enough so 5CC doesn't whiff

- 6B > 5C > 3C[1] > Oki / George
(dmg 1211HG 8) NOTE: Be close enough so 5CC doesn't whiff

- 6A > 5B > 5CC > Summon
(dmg 1529HG 13) NOTE: Be close

- 6A > 5B > 5C > 3C[1] > Oki / George
(dmg 1322HG 9) NOTE: Be close

- 4B > 5CC > Summon
(dmg 1503HG 13)

- 4B > 5C > 3C[1] > Oki / George
(dmg 1235HG 8)

- 3C[3] > 236A
(dmg 961HG 6)

 

- Special Starters
  • -
  • -
  • -
- Throw Starters

Throw > 7D > dash > 5B > 6A > 236A > dash > 3C > 214C > dash > 6A > 4B > 5CC

 
1 Wind


- Normal Starters

- (2B) > 5BD > 6A > 4B > Dash 5B > 6A > 236A > Dash 5CC > Summon
(dmg 2275 / 2512HG 17 / 19)
- (2B) > 5BD > 6A > 4B > Dash 5B > 6A > 236A > Dash > 3C > 214C > Dash 5CC > Summon
(dmg 2334 / 259?HG 17 / 19)
- (2B) > 5BD > 6A > 4B > Dash (5B) > 6A > 4B > (Dash) > 5CC > Summon
(dmg 2311 / 2559HG 18 / 20)

- (2B) > 5B > 6B > jc9 > 3D > j.B > j.C > 5B > 5CC > Summon
(dmg 2022 / 2181HG 15 / 17) NOTE: Doesn't work on Crouching

- (2B) > 5B > 5C > 3C > 8D > Dash > 5B > 6A > 4B > Dash 5B > 6A > 236A > Dash 5CC > Summon
(dmg 2493 / 2801HG 18 / 21)

- 4B > 5C > 3C > 8D > Dash > 5B > 6A > 236A > Dash > 3C > 214C > 5CC > Summon
(dmg 2500HG 18)
- 4B > 5C > 3C > 8D > Dash > 5B > 6A > 4B > 5CC > Summon
(dmg 2475HG 19)

25 HEAT:
- (2B) > 5BD > 6A > 4B > CT > Dash > 5B > 6A > 236A > Dash > 3c > (Dash) > 5CC > Summon
(dmg 2866 / 3286HG 14 / 15)


 

- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -
 
2 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -
 
3 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -
 
4 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -

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Corner Carry Combos

0 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -


1 Wind


- Normal Starters
  • - 2B > 5B > 5CD > 6C > j.C > 5B > 6A > 236B > 5B > 6A > 236A > 6A > 4B > 5CC > 214B > 214A (2928 Damage, 21 Heat Gain, 1 Wind Gain)
  • -
  • -
- Special Starters
  • [&] - (Frog out) CH 6B > (Frog) > (Dash) > 5B > jc9 > j.B > j.C > 2D > jc9 > j.C > > Land BBL > (Dash) > 5CC > 214B > 3C(3) (3288 Damage, ? Heat Gain, 1 Wind Gain)
  • -
  • -
- Throw Starters
  • -
  • -
  • -


2 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -


3 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -


4 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -

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Corner Combos
 
0 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -
 
1 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -
 
2 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -
 
3 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -
 
4 Wind


- Normal Starters
  • -
  • -
  • -
- Special Starters
  • -
  • -
  • -
- Throw Starters
  • -
  • -
  • -

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In the gameplay discussion thread i posted a translation (to the best of my ability anyways...) of the 2.0 changes video:

just wanted to help pay the community back for all the the invaluable advice I recieved.

 

I found that wind regen bonus in the end very interesting...its kind of like the puppets now where if you let it zero out it punishes you but if you manage it and let it rest before it zero's out it regens faster...although regen still feels pretty slow overall.

 

I'm still not 100% sure what the japanese mean by the term F始動 and N始動 all i know is that 始動 means startup or activate. After watching the combo video though, It seems like F始動 may be referring to confirming a combo off of 5a/2a and N始動 refers to comfirming a combo off 5b/2b (which usually results in a longer combo). The combo video says (in one of the huge wall of texts) that for the F始動 it requires extreme operational precision (or something like that).

 

One other thing that really bothers me is the mention of blue/green meat 青肉 or 蒼肉?

what on earth is this? From context its talked about like some ability in both the changes vid and the combo collection vid...haha.

 

 

hey guys since you all have been so helpful with advice and tips on my rachel game and I can't help you improve your rachel game since I am a relatively new player. I figured I'd do what I could help you guys and pay you back in a small way. I did my best to translate this video. I put this in the actual video comment as well, I'm bboykenex on youtube.

note: whenever I say "pickup" or "pick up", it pretty much just means it can combo, the japanese literally use the verb "to pick something up" in that context.

start - 0:06

tentative rachel alucard summary
*This doesn't mean everything is correct

0:06 -

difference from before, 5b attack level dropped, combo width substantially dropped.

0:13 -

of course sequence/chain (translated literally but I'm pretty sure it means her standard BnB) also has been extinguished. By just guarding regularly it breaks the combo.

0:16

also, (baden baden) lily inserted combos damage has declined.

0:23

2b starter with 1 lightning rod: 3574

0:25

guaranteed damage multiplier (i think?) all around/in that area is lowered.

0:31

2b starter with 1 lightning rod: 3352

0:35

the most obvious/remarkable is the wind regeneration rate.
lets compare without delay.

                        new              old
1wind           3:04               3:16
2wind          5:50               6:02
3wind          10:00             6:56
4wind          14:10             7:52

(rachel says: heeeeyyy still not done?)

0:50

these are the results:
(see table above)

0:55

also, other than that:
6a ~ startup dulled/slowed, stun increase?
jc ~ untechable time lowered
4b ~ bound/bounce reduced, startup is faster
5c ~ adding the follow up startup acceleration
3c ~ same move prorate? cancellation/elimination, 1st, 2nd step is brought back or restored
lobelia ~ untechable time, distances
iris ~ startup acceleration
lotus ~ reduction in restriction/restraint time (i think it means the recovery frames)

0:56

and so forth, is increased?

1:02

and with that, lets see some new combos

1:05

this was (the case) in the previous version as well but this won't land properly one some characters.

**disclaimer, It could also very well be saying that this combo can now be done on some characters from before that it didnt land on properly

1:13

As for the throw combo, in the end the 6a>4b>5cc was modified to complete/land properly

1:21

rumor of lotus lily is that beezle isn't used and iris doesn't hit/land...(sorry I'm not 100% sure on that one)

1:26

apparently, a good ja starter looks like this. also, immediate 5cc is severe? (thats what it says...im not sure what they mean by "severe")

1:34

new element/factor, to 5d wind a jc causes the oponent to float.

1:37

it indicates that it can extend (combos) but, regretfully, 5b pickup is unstable/insecure.

1:43

immediate lobel "root" "route"(?) for arakune, bang, also corresponds/is supported (sorry not 100% sure what they are saying)

1:52

As for F-shiki (i think it means fuzzy guard), N-startup (no idea what this is), this looks good. From a b-lobel you can immediately pick up (the combo).

2:00

with jc>delay c lobel you can pickup a landing (or get them before they land). This really gives a sense that you can extend (combos)!

2:11

combo where b-lobel 9d rebound/recovery judgement restoration was done.

2:15

however, the degree of difficulty extraordinarily high, stablizing "root/"route" (theres that word again) is necessary for sure.

2:19

In the center will the "blue/azure meat/flesh" (wtf? is this a specific name for a move or previous sequence?) be restored? b-lobel untechable time has been substantially increased.

2:24

new element/factor 6a jc (as you can see it combos). While airborne iris connects (or i guess if you do it while airborne it can connect with othe stuff but wasn't this already possible?).

2:32

with immediate 3c you can pickup extraordinarily easily. However, it requires 2 wind meter.

2:40

when beezle (lotus) is present, you can be at ease(? have fun?). Are these the measures taken to save beezle? (...i think thats what it says)

2:51

bonus. The recovery rate investigation of saving/reserving 1~2 wind quantity/meter

2:52

wind quantity remainder of 2 situation

8:50  3:38   new version
6:02  3:16  old version

rachel says: its over??

3:04

in this case, it is faster than when it is at zero.
It seems that to empty/zero out your wind gauge applies a staggering horrible penalty.
In any case, the (wind in the??) original version is more superior but...

3:12

the rest is left to you

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Re: your Japanese questions,

F始動 and N始動 are probably talking about Short and Normal length starters.

Aoniku is the name of a Rachel player that came up with the j.c -> lvl2 j.2c 236b route in an older version, and the combo route has been dubbed with his name since then.

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oooh wow thank you! the aoniku thing was driving me nuts haha so its that route. cool.

yeah, for the F and N starters, that makes sense pretty much anything that starts with "a", 5a/2a/ja seems to be F and anything with "b" 5b/2b/jb" seems to be N. Any idea what the F and N actually stand for?

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"Fast" and "Normal" Prolly

 

Fast is probably their terminology's equivalent to a S starter.

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New character specific combo routes that are already blowing my mind: https://www.evernote.com/shard/s222/sh/af1f2884-5f81-4416-be66-97b3cb7f5613/a8e62b84a78e17ee1d0cddc58184e992

Here's my attempt at translating it: 

 

〇=Compatible ×=Incompatible

 

Midscreen j.a j.b 5cd 6c j.c 236a dash 3c iris 4b dash 5cc

 

Ragna〇 Jin〇 Noel× Rachel× Taokaka× Tager〇 Litchi〇 Arakune× Bang× Carl〇 Hakumen〇 Tsubaki× Hazama〇 Valkenhayn〇 Makoto× Platinum? Relius〇 Amane〇 Bullet〇 Azrael× μ× ν× Izayoi〇 Kagura× Kokonoe〇 Terumi〇 Celica〇 Λ×

 

Character specific notes:

Cancel 6c to j.c before the end -> fastest 236a: Ragna, Jin, Tager, Carl, Valkenhayn, Relius, Izayoi, Kagura, Terumi

Full 6c hits before j.c -> fastest 236a, then(3c iris dash 5cc): Hazama, Amane

Whichever -> fastest 236a: Bullet, Kokonoe

Cancel 6c to j.c before the end -> microdash 236a(input as 2366a): Tager, Carl

Full 6c hits before j.c -> microdash 236a: Ragna, Litchi(4b works), Hakumen, Izayoi(she's listed twice... both routes work or typo?), Terumi, Celica

Full 6c hits before j.c -> delay microdash 236a: Platinum

 

Route tested from 2a5b starter on Noel, Taokaka, seemed unnecessary to investigate further on that.

On incompatible characters, you can do 5cd 6c(full hits) j.c dash 6a 4b 5cc. This route seems to work on everyone. Be careful not to dash too far before doing 6a.

 

Characters that absolutely don't work without microdash 236a: Hakumen(j.b IOH works so don't need this route), Celica, Platinum(stability questionable)

 

 

 

 

Corner 2b 5b j.3d j.b j.c 5cd 6c j.c dash 6a 236b 5b 6a 236a 6a 4b 5cc (pumpkin) 3c(3)* (frog)

 

*number of 3c hits to do before cancel & compatibility? depend on character:

 

Ragna× Jin〇3 Noel〇3 Rachel〇3 Taokaka〇3 Tager〇2 Litchi×2 Arakune×3 Bang×3 Carl? Hakumen×? Tsubaki〇3 Hazama×3 Valkenhayn×3 Makoto〇3 Platinum×3 Relius〇3 Amane×3 Bullet×3 Azrael〇3 μ〇3 ν〇3 Izayoi〇3 Kagura〇3 Kokonoe×3 Terumi〇3 Celica〇3 Λ〇3

 

Character specific notes:

Drops occasionaly (it's a mystery): Jin

6c-> j.c at around 9hits(?): Carl

6c-> j.c 2 hits before the end, dependent on luck: Hakumen

 

Regarding incompatible characters, for Arakune & Bang, do 6c j.c j.236c 5a(1)5b 6a 236a 6a 4b 5cc. Aim for them to be lower when you do 5a. Don't use 5a on other characters.

On (other) incompatible characters, at that spot, do 6a 236b 5b 6a 4b 5cc (pumpkin) 3c (frog). This seems to put you at the correct spacing often?

 

 

 

 

Corner 2b 5b j.3d j.b j.c 5cc 2b (delay?) 5b 6a 236b 5b 6a 236a 6a 4b

 

Ragna〇 Jin〇 Noel✕ Rachel〇 Taokaka〇 Tager〇 Litchi〇 Arakune✕ Bang✕ Carl〇 Hakumen✕ Tsubaki✕ Hazama〇 Valkenhayn✕ Makoto✕ Platinum〇 Relius〇 Amane〇 Bullet〇 Azrael〇 μ✕ ν✕ Izayoi〇 Kagura〇 Kokonoe〇 Terumi〇 Celica〇 Λ✕

 

Character specific notes:

Wait for the opponent to fall down some from 5cc before doing 2b: Arakune, Valkenhayn, and on Makoto confirm that it hits.

On Bang/Arakune, do 2b 5b j.3d j.b j.c 5cc fastest dash 5a(2) 5b 6a 236b 5b 6a 236a 6a 4b. On characters you wait for the fall on, this may also work.

Seems like only Noel has no compatible alternate route.

In regards to other characters, just do 5cc -> 5b/6a -> j.c j.236c 5b 6a 236a 6a 4b

 

 

 

I made this chart of character abbreviations just for the sake of trying to translate this thing, so may as well leave it here:

 
Ragna = 兄/闇 あに/やみ (brother / darkness)
Jin = 氷 こおり (ice)
Noel = 銃 じゅう (gun)
Tager =  磁 じ[か](magnet)  
Taokaka = 猫 ねこ (cat)
Rachel = 風/姫 かぜ/ひめ (wind / princess)
Arakune = 蟲/'・' むし (bug / arakune face ^_^)
Litchi = 棒 ぼう (pole)
Carl = 姉 あね (older sister)
Bang = 忍 にん (ninja)
Hakumen = 白/面 しろ/めん (white/mask)
Nu = ν
Tsubaki = 椿 つばき (tsubaki/camellia)
Hazama = 蛇/鎖 へび/くさり (snake / chains)
Mu = μ
Makoto= 鼠/栗 ねずみ/くり (rat/mouse? / chestnut)
Valkenhayn = 狼/犬 おおかみ/いぬ (wolf / dog)
Terumi = 魔/蛇 ま/へび (evil spirit / snake)
Relius = 父/母 ちち/はは (father / mother)
Amane = 舞 まい (dance)
Bullet = 弾 たま (bullet)
Azarel = 暴 あば[る] (violent)
Izayoi = 宵/零 よい/ゼロ (yoi/evening / zero)
Platinum = 輝/鈴 かがや/すず (sparkle / bell)
Kagura = 黒 くろ (black)
Kokonoe = 重/博 おも/はく (chief?/doctor)
Celica = 芹 せり (parsley)
Lambda = Λ
 

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

 

Let me know if I messed anything up, my kanji skills aren't the best so it's not impossible I messed up on some of the single letter character nicknames. I'm likely to have messed up translating some of the character specific notes as well!

The other stuff on the page seems to be methods of memorizing which characters the routes work on, but my Japanese isn't good enough to follow all of it so I'm not going to try translating it.

 

I can't believe that j.a combo actually works from a VERY SHORT starter.

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Very nice man. I that all looks correct to me. Thank you for that character abbreviation chart thats gonna be super helpful to be able to look at. Most of them match the intended characters well too so that also helps.

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Isn't sura a lobelia stutter step a lobelia, aka microdash?

 

Edit: Yeah, it's shorthand for Slide in katakana.

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ah my bad hehe good catch i thought it meant sura as in the grammatical one, ill remember that. so is that referring to the a-lobel>microdash like the one we usually follow up with 3c right now?

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thank you, that changes the definition entirely. i edited it accordingly. what do you think about those 2 lines with the sura a-lobel now? sounds good?

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I already translated this in my post, though I left off the last part. They are saying that because j.b works on hakumen, you don't use this route.

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oh i thought for some reason you didnt do those parts, or did you end up adding them later? ah well ill remove mine cuz urs is better anyways thanks!

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I know jc launches now with wind but I don't seem to understand how this is working in those particular combos, especially since the wind is used during 5cd. Is there a more lenient timing for this as opposed to the 6a launch in the current version? Speaking of, does 6a still launch with 5d or is that gone?

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I haven't seen video footage of this yet so I'm not sure re: how comboing into 6c works. I would have waited to post if N-O hadn't been talking about this and then retweeted this evernote.

As it stands, he's credible enough and I suspect we will see footage sometime in the future.

I believe 6a still does launch if you used wind first, but I don't think microdash 5b works after anymore.

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JC floats during 5D wind, exactly the same as 6A. 6A still floats during 5D wind.

 

Some notable differences.

 

6C prorates once with a p2 of 91 now, which is not bad.

5CD6C can be done from farther range than 5BD6A was able to be done.

6A has hella recovery now so you can't do old 5BD6A dash 5B combos. you have to 5B, 4B, jump cancel, crush trigger basically to continue doing anything.

5BD6A4B>5B6A236A works pretty well now, but still doesn't work on hakumen even though it seems like you are on right on top. fuck hak.

 

5CD6CJC has some pretty nice corner carry right off the bat, and puts them at a nice high height for landing various combos that are less char restricted.

 

JC> 236A is good for jab starters, I haven't tried this.

JC> dash 6A236B is nice.

JC> dash 6A>delay 236A also works

JC> dash 6A4B also works. 

 

JC damage got buffed to 700 so it's good in that regard too. You end up being able to land a pretty long combo, even off a jab, and end with double oki if you end in the corner. 

 

You have to be careful not to jump the gun with your wind, or your 6C won't stay on top of them till the end. New thing to get used to a bit because I think most people did 6CD before. You have a bit more time to confirm now because 5C is faster. 5CD basically works, but if you press 5CD too early (while doing another move, 5B..) 6C will fall short.

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So if you wind the 5c at the last moment, the opponent will become airborne and  6c j.c will combo?
Is the opponent airborne during 5cc? I guess this has the same result as ground 5cc but I'm curious.

It definitely doesn't work like this in BBCP 1.x.

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So basically the jc launch is indeed more lenient than its 6a counterpart. Interesting way of buffing her combo routes.

5cc floats yes, won't be able to do standing combos afterward. If you meant 5c, no it doesn't float even with 5d. 5c shouldn't be mandatory in these combos, though it does boost the damage.

One should be able to buffer 5d into the 6c as well which sounds more reliable than the first method, though it may not give those extra pixels of distance to continue the combo from max range 5c and such.

Soniti, jc launches like 6a now. It needs 5d done within a second of using it in order to work. 5cd 6c is still the standing part of the combo, and if 5d was used late enough, the jc after 6c will launch them to continue the combo with the foe in juggle state.

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I meant 5c, and yes now it makes sense, You do the j.c while wind is still active and the opponent becomes airborne for the followup. Nice.

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That's right. the reason you use 5cd is because 5cd on top of 5c being good damage is, it pushes you in close to the opponent, and leaves you close when you start 6C, so it combos into 5c from a pretty good distance, and it combos to 6c easily. though there is some flex, and I've been trying doing just 5C>D>6C., just to try to get it a bit more consistent. 

 

it occurs to me that neutral 6CD will probably be better served by doing 5D6C too. But with the large buffs to 6C damage it can be pretty nice to do 6CD and just 8D it twice too.

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Just added a Nico video to the "Combo Videos" section, I'll see if I can ask someone to put it up on YT for us. Here's the link below:

(I can't read Japanese sorry ;_; )

[10/13/14] BBCP2 Rachel Basic Combo Collection Nico Link

Many thanks for the translations and info gathering :)

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