BBCF/Rachel Alucard/Combos

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Rachel Alucard
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


For beginners

Rachel is argued to be one of the hardest character in the game. As far as combos are concerned, she can be a bit tricky to tackle due to how wind is used in combos. With a few exceptions, her combos are actually not that difficult, but may be unintuitive to new players.

Most of her combo routes are combinations of multiple mini-routes. If you are new to fighting games, learning her full combo routes from the get go may be difficult. In those cases, it is recommended to practice her mini-routes first before moving to the full routes.

Those routes are as follows:

3C > 8D > 5B > 6AVisual guide
Easy

Basic launcher commonly used in midscreen combos. Although it costs 2 winds this is often not an issue thanks to Rachel's excellent wind regeneration. 5D has to be done immediately after 6B; 8D has to be delayed after 3C.


j.C > 9jc > 2D > delay j.C > 66 6AVisual guide
Easy

This route is commonly used in anti-air and air-to-air confirm. It is also used to adjust the opponent's height in combos. This can be easily practiced with a dash 6A > 5B > 9jc > j.C in training mode. The 9jc has to be done immediately and the second j.C has to be done very late. A common mistake is not delaying the j.C enough.


Air hit 6A > IAD > j.B > j.C > 6A Visual guide
Easy

The routes in first two visual guides are typically followed by this one. It leads to decent corner and can even be done twice in certain combos. This route can practiced with a Throw starter as shown in the video. This route can be a bit tricky if the opponent is very high, see the midscreen section for more details and workarounds.


6A > 9jc > delay j.A > j.B > j.C Visual guide
Easy / Medium

Practical windless launcher. Like the route above, this can be easily practiced with a dash 6A starter in training mode. The j.A has to delayed a fair amount. The j.C can also be delayed but it isn't mandatory. The timing for this route is character specific, see the midscreen section for additional notes about this route.


6B > 9jc > 3D~j.B > j.C > 5B > 6A Visual guide
Medium

A standing-only 1 wind route. This route provides decent corner carry and is very wind efficient. If you are finding it too difficult, feel free to skip it at first and stick to the first route. Regardless, practicing 9jc > 3D is useful as 3D~j.B and 3D~j.C are potent neutral tools.


Another very common mistake is for beginner to start by learning Rachel's optimal damage combo ender: ... > 6A > 236A > 663C(1) > 214C > 66 4B > 5C . The timing for this route is height/distance/character specific and is dropped frequently even at high level. If you are new to fighting games or BB do NOT bother with that route until you have fully mastered the rest of her combos.

Basic combos

Here are some of Rachel's basic combos. It is recommended that you master them first:

Midscreen:

Combo Damage Starting Wind Net Wind Notes Playlist
2A/5A > 5B > 6BD > 3C > 8D > 5B > 6A > IAD > j.B > j.C > 6A > 236B 2030 2 -1 Basic 2A/5A combo into 5CC ender midscreen. A staple combo and a good starting point. Video
9jc > 2D > j.A > j.B > 5B > 5CC 1169 1 -.75 Basic Instant Overhead (IOH) j.A confirm. A more optimal route into 5B > 6A is listed further down in the document. Video
Throw/Backthrow > 7D > 6A > IAD > j.B > j.C > 6A > 4B > 5CC 2450 1 0 Basic throw combo. The 7D needs to be pressed soon after Rachel launches the opponent Video
AA 6A > 66 5B > 9jc > j.C > 9jc > 2D > delay j.C > 66 6A > IAD > j.B > j.C > 6A > 4B > 5CC 2412 1 +0.25 Basic 6A AA combo. The first 5B is here for hit confirm purposes and can be omitted. Video

Corner:

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 2B > 5B > 5CDC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66 6A > 236A > 3C > 22A 2662 1 +.5 Basic corner combo into 22A okizeme. The timing for the delay 5CC and 66 6A can be a bit tricky at first, they have to be as high as possible after both hits for the route to work. See the corner section for more details. Video
2A > 2B > 5B > 5CDC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > 3C(1) > 214C > 4B > 236B~9D 2448 1 +.5 Basic 2A combo into 236B~9D okizeme. Video

Midscreen

Playlist

Starters

In Blazblue, hitstun decay is determined by the length of the combo and the starter. Some starters are referred to as Normal or Very short starters and come with an hitstun decay penalty, whereas Long starters come with none. Most 5A/2A are Normal starters; Most 5B/5C normals are Long starters.

Some starters also require more moves than others to get into the same route and thus are more penalized by hitstun decay. For instance, IOH j.A often requires going into j.B > 5B at the start of the combo when 5A can go straight into 5B. With Rachel, that hitstun decay penalty can be quite impactful and reduce the amount of routes available and/or the possible okizeme enders if the combos are too long.

Rachel's most common Normal starters are:

  • 2C CH, j.A, 2A, 5A, Throw

Rachel most common Long starters are:

  • 2B, 5B, 6B, 5C, 3C, 214C, 214A

Combo theory

6A > IAD > j.B > j.C > 66 6A

A practical combo filler that leads to high corner carry routes without spending wind. With certain starters, this route can be done twice but may limit the combo enders options..

IAD is the most common option after 6A. With certain anti-air starters, the opponent might be very high and it might be necessary to do 8jc, 7jc or delay the airdash instead to adjust the opponent's height. 8jc is used if the opponent is a bit too high and 7jc/delay airdash if the opponent is very high.

The dash input can also be delayed to further adjust height. Those minor adjustments are especially important when performing the optimized confirms with 236A > 663C(1) as the opponent needs to be at a certain height for the lobelia to hit late.

6A > 9jc > j.A > j.B > j.C > 66 6A

A key part of Rachel's midscreen combos. The j.A needs to be delayed as much as possible after 6A in order to have enough time to land and combo with 6A. Although not necessary, slightly delaying j.C is possible to make 66 6A a bit easier. The j.A has to be slightly less delayed against Hazama, Kokonoe, Litchi, Platinum.

An alternate route for those characters is to do j.B > j.A > j.B > j.C instead. It does not work on: Arakune, Carl, Es, Hakumen, Jin, Nine, Noel, Tager, Taokaka, Lambda, Mu, Nu.

Another more niche route is j.[C] > j.B > j.C. It only works on some characters: Ragna, Tager, Litchi, Arakune, Bang, Hakumen, Nu, Tsubaki, Hazama, Mu, Makoto, Valkenhayn, Relius, Izayoi, Terumi, Lambda, Nine, Naoto, Izanami, Susanoo, Mai. This route deals a bit more damage than j.A > j.B > j.C but makes 6A > 236A significantly harder.

6A/5B > 9jc > j.C > 9jc > 2D > Delay j.C > 66 6A

A very common combo filler for anti-air confirms. The second j.C has to be done very close to the ground. Otherwise, there won't be enough hitstun to combo into 6A. Since j.C has a lot of hitstun, this route is very resilient to hitstun decay and works even if the opponent is very high. The dash before 6A isn't necessary at close range but is very often needed in practice, especially against characters with finicky aerial hurtboxes like Izanami or Amane.

Alternative routes include 9jc > j.[C] > j.B > j.C > 66 6A and 9jc > j.[C] > j.[C] > j.C > 66 6A. Those variants do not require any wind. However, they are more sensitive to hitstun decay and leave the opponent much higher. Therefore, they may not lead to any combos if the opponent is too high after the first j.C. In order to continue 66 6A with the IAD j.B route, it is often necessary to delay 7jc > AD instead. Those routes are trickier to perform but saving one wind in combos can be very significant. If you are starting the character, feel free to ignore those variations and focus on mastering the basic j.C > 9jc > 2D > Delay j.C first.

Enders

... > 6A > 4B > 5CC

Solid combo ender midscreen. Ends with 5CC sliding knockdown and gives plenty of time to set-up 214A and/or poles, or dash up and meaty your opponent if they tech in place.

... > 6A > 236A > 663C(1) > 214C > 664B > 5CC

Advanced version of the above ender. It does a bit more damage, provides more carry and wind regeneration than the route above. This route is fairly difficult and requires a bit of practice to pull off consistently. 6A > 4B > 5CC is more than enough to get by with the character. With some of the longer routes, the basic 6A > 4B > 5CC may not be possible whereas this route will still work. In some rarer instances the 664B may also have to be omitted.

... > 6A > 236B (> 22A)

236B knockdowns and leaves the opponent at midrange. 22A hits meaty if the opponent neutral techs. This ender leaves the opponent closer to Rachel and with a lotus attached.

Disclaimer: In the following sections, combos which end with "6A > ender" can be ended with either of the routes above. For the sake of simplicity, 6A > 4B > 5CC will be used for damage calculation.

5D > 3C > 8D > 5B routes

... > 5D > 3C > 8D > 5B > 6A is one of Rachel's key combos. It works on both standing and crouching opponents, works from 2A/5A starters and provide a decent amount of corner carry. Learning this route as a starting point is heavily recommended. This route's main drawback is that it requires 2 stocks of wind.

3C > 8D > 5B Visual guide
Easy

6B > 5D > 3C > 8D > 5B Basic wind management commonly used in midscreen combos. This will teach basic wind usage in combos. 5D has to be done immediately after 6B; 8D has to be delayed after 3C.

Combo Damage Starting Wind Net Wind Notes Playlist
2A/5A > 5B > 6BD > 3C > 8D > 5B > 6A > IAD > j.B > j.C > 6A > ender 2186 2 -1 Basic 2A/5A combo into 5CC ender midcsreen. The 5B after 3C can be omitted to make the combo a bit easier. 5B must be omitted if both hits of 5A connect. Ending the combo with 6A > 4B > 5CC may be a bit tricky due to hitstun decay. Video
2B > 5B > 6BD > 3C > 8D > 5B > 6A > IAD > j.B > j.C > 6A > ender 2354 2 -1.1 Basic 2B/5B/6B confirm. Video
5D > 3C > 8D > 5B > (6A > IAD > j.B > j.C) x2 > 6A > ender 2511 2 -1.1 5D > 3C starter. It is sometimes used as a surprise low or to go under moves. Video
2B > 5B > 6BD > 3C > 8D > 5B > (6A > IAD > j.B > j.C )x2 > 236B > 22A 2362 2 -1.0 Double IAD route version of the route above into 236B okizeme ender. The basic 6A > 4B > 5CC isn't possible ender isn't possible here.

6B > 9jc > 3D~j.B > j.C routes

6B > 9jc > 3D~j.B > j.C is an alternative to the route above on standing opponents (and Tager crouching). For 1 less wind, this route deals a similar amount of damage as 5D > 3C > 8D and provides a similar amount of corner carry. A staple at higher level to better manage wind resources.

6B > 9jc > 3D~j.B > j.C Visual guide
Medium

6B > 9jc > 3D~j.B > j.C > 5B : A standing only low wind route. Useful to save wind meter. If you are finding it too difficult, feel free to skip it at first and stick to the first route. Regardless, this is a good route to practice as 3D~j.B and 3D~j.C are potent tools in neutral to approach.

Combo Damage Starting Wind Net Wind Notes Playlist
(Standing) 2A/5A > 5B > 6B > 9jc > 3D~j.B > j.C > 5B > 6B > 5CC 1995 1 ~-0.6 Basic standing 2A/5A standing confirm. Video
(Standing) 2A/5A > 5B > 6B > 9jc > 3D~j.B > j.A > j.C > 6A > 9jc > j.A > j.B > j.C > 6A > ender 2014 1 ~0.3 Harder 2A/5A standing confirm. Increases corner carry, damage, and wind regen. Video
(Standing) 2B > 5B > 6B > 9jc > 3D~j.B > j.C > 5B > 6A > 9jc > delay j.A > j.B > j.C > 6A > ender 2345 1 -.5 Basic 2B standing confirm. delay amount is character specific. This confirm and the one below come up very often due to Rachel's high-low 50-50. If the opponent blocks high and you time a 2B properly, they will get hit standing allowing these routes. Video
6B CH > 66 6B > 9jc > 3D~j.B > j.C > 5B > 6A > 9jc > delay j.A > j.B > j.C > 6A > ender 2691 1 0 6B CH forces standing, making this route always guaranteed. Video

IOH j.A

Basic IOH j.AVisual guide
Easy / Medium

Rachel's instant overhead (IOH) is a very powerful tool in pressure. The fundamental idea is to make the opponent guess between low (2B, 3C ) or high (IOH j.A). It can be performed consistently from 5A, 5B, or 6B. It is done by pressing 9 (jump cancel) during a jump cancel-able normal (5A, 5B, 6B) then by pressing 2AD (j.A and wind down at the same) as the move ends and Rachel is leaving the ground. IOH j.A can also be performed without a jump cancellable but must be performed significantly faster due to the lack of jump buffer.

Combo Damage Starting Wind Net Wind Notes Playlist
9jc > 2D > j.A > j.B > 5B > 5CC 1169 1 -.75 Easy Instant Overhead Confirm. Microdashing the 5B (66 5B) will make the confirm work at more ranges and better prepare you for the route below. Video
9jc > 2D > j.A > j.B > 66 5B > 6A > 9jc > delay j.A > j.B > j.C > 6A > ender 1529 1 -.5 Basic Instant Overhead Confirm. The first j.B has to be delayed after IOH to ensure the microdash 5B connects. Video

Throw

Basic Throw comboVisual guide
Easy

Throw > 7D > 66 6A is the most common midscreen Throw route. The 7D has to be done soon after the throw. Too early and it won't have any effect; too late and they will land before it has any effect.

Combo Damage Starting Wind Net Wind Notes Playlist
Throw/Backthrow > 7D > 66 (6A > IAD > j.B > j.C)x2 > 6A > ender 2578 1 0 Basic throw combo. Ending with 6A > 4B > 5CC with 2 reps is difficult. Removing one only sacrifices a bit of damage. Video
Airthrow > 66 5B > 6A > IAD > j.B > j.C > 6A > ender 2486 0 +.5 Basic airthrow combo. Doesn't require airdash to be available. Video
Airthrow > j.214B > AD j.B > j.C > 6A > IAD > j.B > j.C > 6A > 4B > 5CC 2600 0 +.8 Requires not having used airdash/second jump before the airthrow. j.214B cancels the recovery on airthrow and makes it possible to airdash sooner. The j.B may need to be delayed after the airdash depending on the height. Video

Anti-air

Rachel's 6A is one of the best anti-air in the game. It has an excellent hitbox and is quite fast. It is most commonly followed with 66 5B > 9jc > j.C or immediately into 9jc > j.C .

j.C > 9jc > 2D > delay j.C Visual guide
Easy

j.C > 9jc > 2D > delay j.C > 66 6A: Commonly used in anti-air and air-to-air confirm. It is also used to adjust the opponent's height and is very commonly used in combos. This can be easily practiced with a dash 6A > 5B > 9jc > j.C starter in training mode. The 9jc has to be done immediately and the second j.C has to be done very late. A very common mistake is not delaying the j.C enough.

Combo Damage Starting Wind Net Wind Notes Playlist
AA 6A > 66 5B > 9jc > j.C > 9jc > 2D > delay j.C > 6(6A > IAD > j.B > j.C)x1or2 > 6A > ender 2412/2533 1 +0.25 Basic 6A AA combo. The second j.C has to be delayed to make the opponent as low as possible. The first 5B is here for hitconfirm purposes, but it makes extremely hard to repeat the sequence twice. Video
AA 6A > 66 5B > 9jc > j.[C] > j.B or j.[C] > j.C > 6A > 4B > 66 5B > 6A > 4B > 5CC 2444/2557 0 +1.0 Windless 6A AA route. This route isn't used as much as it isn't possible to adjust the opponent's height with wind. Video
AA 6A > 66 5B > 9jc > j.[C] > j.B or j.[C] > j.C > 66 6A > IAD > j.B > j.C> 6A > ender 2427/2538 0 +1.0 Windless 6A AA route. Variation of the route above into IAD instead. It is harder but has more corner carry. Video

Air-to-air

Air-to-air j.B Visual guide
Easy

With j.B and j.C starters the double IAD routes are stable. Depending on the opponent's height, the timing for 9jc > 2D > j.C has to be more or delayed. The higher the opponent, the more j.C has to be delayed.

Combo Damage Starting Wind Net Wind Notes Playlist
Air-to-air j.B > j.A > j.C > 9jc > 2D > j.C > 66 (6A IAD j.B > j.C )x2 > 6A > ender 2203 1 0 Basic j.B air-to-air combo. the j.A is here for hitconfirm purposes and can be omitted. Video
Air-to-air j.C > 9jc > 2D > delay j.C > 66 (6A > IAD > j.B > j.C)x2 > 6A > ender 2507 1 0 Basic j.C air-to-air combo. Video
Air-to-air j.3D~j.C > 5B > j.C > 9jc > 2D > delay j.C > 6A > IAD j.B > j.C > 6A > ender 2538 2 -1.2 j.3D > j.C is a powerful tool in some match-ups. j.C hits very high above Rachel, when combined with j.3D, it makes it cover a large area. Video

Specials

214A comboVisual guide
Medium

Raw 214A has a lot of hitstun, it is possible to 66 Barrier for a bit to bait bursts. Since there is very little hitstun decay the j.[C] > j.[C] > j.C is possible. If you find it too difficult, switch to a basic IAD route.

Combo Damage Starting Wind Net Wind Notes Playlist
214C or 214A > (66 >) 6B > jc > j.C > 9jc > 2D > delay j.C > 6A > IAD > j.B > j.C > 6A > ender 2580 (214C) 1 0 Basic 214C /214A combo. delay the second j.C in order to make your opponent as low to the ground as possible. Usually this entails delaying it as much as possible before hitting the ground. Video
214C or 214A > (66 >) 6B > jc > j.[C] > j.[C] > j.C > 6A > IAD > j.B > j.C > 6A > ender 2706 (214C) 0 +1.0 Windless, more difficult variation of the route above.
214C or 214A > (66 >) 5B > (6A > IAD > j.B > j.C) x1 or 2 > 6A > ender 2336 0 +0.8 Windless 214C /214A combo with high corner carry potential. It requires hitting the opponent fairly low with 5B after 214C or 214A Video

2C CH

2C has full body guard point from frame 5 to 35f. It is a risky option best used to call out opponents trying to reset pressure or frame trap (The gap must be bigger than 4 frames).

2C CH > delay 1D > 66 6A Visual guide
Easy

This route requires delaying the 1D significantly as 2C has a lot of recovery. The 1D has to be done soon after they launch. If it's done too early, the opponent won't launch; if it's done too late they will be pushed too far away.

Combo Damage Starting Wind Net Wind Notes Playlist
2C CH > delay 1D > 66 6A > IAD j.B > j.C > 6A > 236B 2314 1 0 Basic 2C CH combo.
2C CH > delay 1D > 66 6A > IAD j.B > j.C > 6A > 4B > 5CC 2302 1 -0.2 6A > 4B > 5CC ender variation. Video
2C CH > delay 1D > 66 6(6A > IAD j.B > j.C )x2 > 6A > 236A > 66 3C(1) > 214C > 66 5CC 2478 1 0.5 236A > 66 3C(1) > 214C ender variation. Unlike the above route a second rep is possible. However, please note that the route ends with 214C > 66 5CC instead of 214C > 66 4B > 5CC .

5C FC

5C FC is Rachel's main DP punish. It has enough hitstun to combo into 214A > 66 5B . This enables high-damage and low-wind combos.

5C > 214A > 66 5B > 214B > 2C > Delay 8D > 66 5B Visual guide
Medium / Hard

The tricky part about that route is timing the 8D correctly to launch the opponent just high enough to microdash into 5B . The 8D has to be done soon after 2C hits.

Combo Damage Starting Wind Net Wind Notes Playlist
FC 5C > 214A > 66 5B > 214B > 2C > Delay 8D > 66 5B > 9jc > j.[C] > j.[C] or j.B > j.[C] > 6A > 4B > 66 5CC 4473 (3973 + 500) 1 +0.5 Basic 5C FC combo. The first section of the combo regenerates a bit less than 1 wind before 8D . Video
FC 5C > 214A > 66 5B > 214B > 2C > Delay 8D > 66 5B > 9jc > j.C > 9jc > 2D > delay j.C > 6A > IADj.B > j.C > 6A > 4B > 66 5CC 4526 (4026 + 500) 2 -0.5 Requires 1 more wind but is easier and makes it possible to go for IAD. Video

214C mid combos

After a 6B /5C/3C, it's possible to use 214C near a pole as launcher. This enables 0 wind routes which also regenerates a decent amount of wind.

3C(3) > 214C Visual guide
Easy

Visual reference for how far the pole can be with a 6BD > 3C(3) > 214C route.

Combo Damage Starting Wind Net Wind Notes Playlist
(Near a pole) 2A > 5B > 6B > 214C > 66 (6A IAD > j.B > j.C) x1 > 6A > ender 2142 0 +0.8 Basic 2A combo near a pole. With 6A > 236B and 6A > 236A > 66 3C enders, it's possible to go for a second rep. Video
(Near a pole) 2B > 5B > 6B > 214C > 66 (6A IAD > j.B > j.C) x2 > 6A > ender 2432 0 +1.0 2B starter. With a long starter, 6A > 4B > 5CC and a second IAD are possible. Video
(Near a pole) 2A > 5B > 6BD > 3C(3) > 214C > 66 (6A IAD > j.B > j.C) x1 > 6A > ender 2599 1 0 5D > 3C(3) is used to travel forward and get closer to a far away pole. Video
(Near a pole) 6BD > 3C(3) > 214C > 6(6A IAD > j.B > j.C) x2 > 6A > ender 2868 1 0 With one hit before 3C(3) it is possible to do a second IAD rep. Video

5CC > 236C~3D > 9jc > 9D~j.214C

5CC > 236C~3D > 9jc > 9D~j.214C is a high corner carry route. This routes isn't used often due to requiring at least 2 wind stocks. It's also often outclassed by sideswap routes. The 236C~3D > 9jc > 9D~j.214C part of the combo acts as an auto-burst bait.

5CC > 236C~3D > 9jc > 9D~j.214CVisual guide
Medium

A "hard at first, easy once mastered" type of route. The 3D has to be done almost immediately after 236C and likewise the j.214C has to be done soon after 9D. The timing is fairly lenient for both.

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > 6A > 4B > 66 > 5CC 2340 2 -1.0 Very high corner carry for a 2A starter. It covers about ~60% of the screen. Video
2B > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > 6A > IADj.B > j.C > 6A > ender 2602 2 -1.5 The corner carry with a 2B starter is even higher as it is possible to add an airdash. It covers about ~70% of the screen. Video

632146C enders

If the opponent is low on life, it's possible to end combos with 632146C , setup one or two 214B and go for the kill. Those situations are quite rare but the routes are worth learning. It is not recommended to go for those routes if the combo doesn't kill.

Enders
Ender Notes
... > 6A > 632146C > 214A > 66(cross-under) > 4B > 214B > 6C~8D 50 meter ender.
... > 6A > 632146C > 214B > 66(cross-under) > ODc > 632146C~8D > 214A > 4B > 214B > 6C~8D 100 meter and overdrive combo ender.

Corner

Rachel's corner combo fall into 2 categories. The optimal okizeme enders and the 214B loops (kill combos).

Corner okizeme

Rachel's corner okizeme is one of the scariest in the game. She can easily setup one or more projectiles on wake-up and force the opponent to remain locked down in the corner.

6A > 236A > 3C > 22A

6A > 236A > 3C > 22AVisual guide
Easy

6A > 236A > 3C > 22A is powerful combo ender that is easy to setup and requires no wind.

22A > 2A (whiff): This setup is used to catch forward rolls and makes it possible to block 9f reversals. If timed correctly, 2A will whiff on neutral tech but the opponent will be forced to block 22A. This setup loses to delay tech and the opponent will be able to tech in the air after 2A.

The timing can be a bit tricky at first and may require a bit of practice. The 6A has to hit the opponent fairly high, otherwise they will fall to the ground before 3C can hit. This okizeme ender is most typically done after 4B > 5CC > 214C. Slighly delaying the 5CC and waiting a bit or microdashing after the 214C helps adjusting the opponent's height.


3C > 214C > 4B > 236B ~9D

3C > 214C > 4B > 236B ~9DVisual guide
Easy

Near corner, 1 wind okizeme ender. 236B hits the opponent as soon as they wake-up keeping them in grinder. 236B~9D is usually followed by 214A to force the opponent to block. If the 236B~9D is timed and spaced correctly, the 214A cannot be reversaled. If done too close to the corner, the opponent can forward roll out of the corner.

A near corner variation of the route above is 3C > 214C > 4B > 5CC > 236C~6D > 214A .


4B/5CC/3C > 214A

5CC > 214AVisual guide
Easy

Rachel's most basic okizeme ender and easiest to setup. Unfortunately, 214A can be avoided by delaying wake-up and thus this okizeme is often considered weaker than the ones above. Here are some of the most common options after 214A:

  • 214A > 2A (whiff): If done immediately, 2A will blue beat prevent rolls and long delay tech. The opponent can air tech forward after 2A to get out of the corner.
  • 214A > Meaty 5B > IOH j.A / 2B : Meaty 5B setup into potential 50/50. Loses to delay tech and reversals.
  • 214A > (delay 9jc > 2D > j.A ) or (2B ): 50/50 on wake-up. It isn't as strong as it appears. j.A loses to forward rolls, delay tech, mashing and reversals. 2B deals with forward rolls and mashing but still loses to reversals and delay tech. Essentially used to prevent early counter assaults.
  • 214A > (66 Throw) or (9jc > 2D > Throw): Throw setup, essentially used as an anti-Hakumen drive tech. Loses to forward rolls, delay tech, mashing and reversals.

Those are her most common okizeme enders. She has a plethora of options available, though the ones above are the most common ones.

Knowing how to cycle through her okizeme options is key to keep the opponent's mental stack high and catch them off guard while minimizing the risks of being interrupted.


Okizeme routes

Basic routes

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 2B > 5BD > 5CC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66 6A > 236A > 3C > 22A 2662 1 +.5 Basic 2A combo into 3C > 22A okizeme. Video
9jc > 2D > j.A > j.B > 665B > 5CC or 5CDC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66 6A > 236A > 3C > 22A 2127 1 +.5 Basic corner IOH j.A combo.The 5D can be used during 5CC if too far from the corner. Video
2A > 2B > 5B > 5CDC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > 3C(1) > 214C > 4B > 236B~9D 2448 1 +.5 Basic 2A combo into 236B~9D okizeme.
9jc > 2D > j.A > j.B > 665B > 5CC or 5CDC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > 3C(1) > 214C > 4B > 236B~9D 1983 2 -1.0 IOH variant of the route above.

214C routes

If a pole is already set in the corner, 214C leads to windless routes with high wind regeneration. It's a very practical to keep corner momentum.

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 5B > 6B > 214C > 66 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 6A > 236A > 3C > 22A 2324 0 +1.8 Basic 2A into 214C combo.
5B > 6B > 214C > 5CC > 214B > 66 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 6A > 236A > 3C > 22A 3013 + poison 0 +1.8 Optimized route which places one 214B . Only works with one hit before 6B at best.
9jc > 2D > j.A > j.B > 5B > 5C > 214C > 66 5CC > 214B > 2A > 5B > 6A > 236A > 3C(1) > 22A 1837 + poison 1 +.8 Basic IOH j.A combo into 214C .
2A > 5B > 6B > 214C > 66 5CC > 214B > 2A > 5B > 6A > 236A > 3C(1) > 214C > 4B > 236B~9D 2324 0 +1.8 Basic 2A into 214C combo.
2B > 5B > 6B > 214C > 5CC > 214B > 66 5B > 6A > 236A > 5B > 6A > 4B > 3C > 214C(1) > 4B > 236B~9D 2576 1 +0.8 2B route into 236B~9D okizeme.
9jc > 2D > j.A > delay j.B > 5B > 5C > 214C > 66 5CC > 214B > 2A > 5B > 6A > 236A > 3C(1) > 214C > 4B > 236B~9D 1885 + poison 1 +.8 Basic IOH j.A combo into 214C .

Throw routes

Combo Damage Starting Wind Net Wind Notes Playlist
Throw > 5B > 9jc > j.C > j.236C > 5B > 6A > 4B > 5CC > 214C > 66 6A > 236A > 3C 2856 0 +1.8 Basic throw combo.
Throw > 5A(1) > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 236A > 3C 2540 0 +1.5 Easier, less optimal throw combo. Video

Anti-air and Air-to-air

Combo Damage Starting Wind Net Wind Notes Playlist
air-to-air j.B > j.C > 9jc > 2D > j.C > 66 5CC > 214B > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 3C 2688 1 +0.8 Basic j.B or j.C confirm in the corner.
AA6A > 5B > j.C > 9jc > 2D > j.C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 3C 2636 1 +0.8 Basic AA 6A corner combo

George okizeme conversion

Following 236B~9D > 214A okizeme, it's possible to go for an IOH j.A on okizeme. If the j.A hits, 214A enables combos which usually aren't possible.

Combo Damage Starting Wind Net Wind Notes Playlist
(George okizeme) 9jc > 2D > j.A > (George hit) > j.B > j.214B > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 236A > 3C 2180 1 +0.8 IOH j.A after 236B~9D > 214A okizeme. George provides enough to use j.214B early in the combo.
(George okizeme) 9jc > 2D > j.A > (George hit) > j.B > j.214B > 5B > 6A > 236A > 3C(1) > 214C > 4B > 236B~9D 1986 2 -0.2 Variant of the route above into 236B~9D okizeme.
(George okizeme) 9jc > 2D > j.A > (George hit) > j.214B > j.C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 236A > 3C 2360 1 +0.8 Variant that goes straight into j.214B . Harder, but deals a bit more damage.
(George okizeme) 9jc > 2D > j.A > (George hit) > j.214B > j.C > 5B > 6A > 236A > 5B > 6A > 4B > 3C(1) > 214C > 4B > 236B~9D 2233 2 -0.2 236B~9D combo ender.
(George okizeme) 9jc > 2D > j.A > (George hit) > j.214B > j.C > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C~8D 5119 (3619 + 1500) 3 -1.0 Max damage variation for kill combos.

214B loop

The main idea behind Rachel's max damage routes is to use as many 214B as possible. Each deal a total of 500 poison damage over a small amount of time that can be shortened by using wind. By using 4~5 of them per combo it's possible to do high damage combos even with a bad combo starter. Furthermore, those combos often ends with 1 or 2 supers to maximize damage and further increase the amount of 214B .

Those combos are very resource intensive in terms of wind, meter and oftentimes OD. As such, those combos are often done only if they can kill the opponent.

214B loopVisual guide
Medium

Sample 214B loop. It may appear daunting but is relatively easy with a bit of practice. Understanding how to time the winds and delay is key.

  • 5CC > 236C~9D > 5CC : Very stable, the 9D has to be done soon after 236C.
  • 5CC > 214B > (lobelia hit) > 6A /5CC : 214B has to be done immediately after 5CC . It is also possible to microdash or delay the after the 214B to adjust the opponent's height.
  • 6A > 236B~9D > 3C(3) : The timing of the 9D has to be slightly adjusted depending on the opponent's height. If they are close to the ground, the 9D has to be delayed a bit. Otherwise it can be done immediately. If they are too high or low, it may not be possible to get all 3 of 3C hits.
  • 3C(3) > 214B > (lobelia hit) > 3C(3) : The 214B has to be done immediately after the last hit of 3C.
  • 632146C~8D > 214B > OD > 632146C~8D > 214B > 22A~8D or Throw~8D > EA: The tricky part is timing the 8D without jumping hence the 22A or Throw input. This section takes a bit of practice to get correctly. However, they will probably be dead after the two supers.


Main routes

Rachel has two main 214B loop combo routes:

Route Notes
(Air hit) 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > Ender Easy, universal timing but requires a solid starter and converting into it quickly.
(Air hit) 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender A bit harder, character specific but more resilient to hitstun decay. If the opponent is high enough, 4B can be done instead of 6A, this is fairly situational and only adds ~50 damage.

Enders

The main combo enders after 632146C~8D:

Ender Notes
... > 214B > 22A~8D > 44/Walk back > TK j.214A > 2A(whiff) Okizeme ender in case the route doesn't kill. 2A can catch rolls.
... > 214B > 22A~8D > delay/44 236A Very rare ender used only to kill with limited resources. The 8D needs to be slightly delayed to ensure all the bats are out first.
... > 214B > 632146C~8D > 214B > 22A~8D > 236A Double Super Ender.
... > 214B > OD > 632146C~8D > 214B > 22A~8D > EA Highest damage combo ender requires at least 2:50 seconds of OD (73~81% health).

The 22A is only here to input 8D while preventing Rachel from jumping and keeping her on the ground to land EA. This is also possible by whiffing a Throw.

Combos

2B starter
Combo Damage Starting Wind Net Wind Notes Playlist
2B > 5B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > Ender 5212 (3712 + 1500) 2 -2 Basic 2B into 214B loop. Video
2B > 5B > 6B > 214C > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender 5179 (3679 + 1500) 1 0 Basic 2B into 214B loop with a pole.
IOH j.A
9jc > 2D > j.A > j.B > 665B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66 6A > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > Ender 4393 (2893 + 1500) 3.5 -3 IOH j.A into 214B loop combo. Video
9jc > 2D > j.A > j.B > 665B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender 4455 (2955 + 1500) 3.5 -3 Variation of the route above. 3C(3) > 214B > 3C(3) requires very specific timing on some characters. Video
9jc > 2D > j.A > delay j.B > 5C > 214C > 66 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender 4580 (3080 + 1500) 2 -2 IOH j.A into 214B loop combo with a pole. Video
Throw
Throw > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C~8D > Ender 5593 (4093 + 1500) 2 -2 Throw into 214B loop. Video
Throw > 214C > 66 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 6A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C~8D > Ender 5322 (3822 + 1500) 1 -1 Throw into 214B loop with a pole.
FC 5C
FC 5C > 214A > 66 5B > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 214B > 66 6A > 632146C~8D > Ender 6235 (4735 + 1500) 1 -1 Consistent DP Punish/5C FC combo. Video
FC 5C > 214B > 6C(1) > j.[C] > j.C > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 214B > 66 6A > 632146C~8D > Ender ~6500 (4735 + 1800) 1 -1 Bit higher damage than the route above. The odd damage value is because the first 214B isn't used in conjunction with ant wind.
FC 5C > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender 6955 (4955 + 2000) 2 -1 Higher damage DP Punish/5C FC combo. Video

An alternative way to start the combo is with (standing) 5CC > 214B~8D > 5CC . However, this makes the combos very costly in terms of wind.

Hybrid: Corner 214A midcombo

236C~Delay 9D > 5CC > 214AVisual guide
Medium

5CC > 236C~Delay 9D > 5CC > 214A > 3C > 214B is an hybrid between the high damage 214B routes and the low meter okizeme routes. The 9D has to be delayed a bit more than in the 214B loop combos to launch the opponent higher.

It is doable of any route that leads into the usual 5CC > 214B > 5CC or 4B > 5CC route.


Combo Damage Starting Wind Net Wind Notes Playlist
2B > 5B > 6B > 214C > 5CC > 214B > 5CC > 236C~Delay 9D > 5CC > 214A > 3C(1) > 214B > 4B > 3C(3) > 22A ~3600 (2931 + ~700) 0 +1 214C is the most practical method to setup that route.
9jc > 2D > j.A > j.B > 5B > 5C > 214C > 5CC > 214B > 5CC > 236C~Delay 9D > 5CC > 214A > 3C(1) > 214B > 4B > 3C(3) > 22A ~2900 (2264 + ~700) 1 0 IOH variation of the route above.
2B > 5BD > 5CC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 236C~Delay 9D > 5CC > 214A > 3C(1) > 214B > 4B > 3C(3) > 22A 3009 2 0 6C(1) > j.C > j.236C variant into 214A route. Less practical as it gets costly in terms of wind.
9jc > 2D > j.A > j.B > 665B > 5CC or 5CC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > 236C~Delay 9D > 5CC > 214A > 3C(1) > 214B > 4B > 3C(3) > 22A 2228 2 -0.1 IOH variation of the route above.

Far 6C(1) whiff

Far 6C > j.C > 5CC Visual guide
Medium

If 6C is done from a certain distance from the corner, the first few hits may whiff and launch the opponent lower. This enables j.C > 5CC routes into 214B loops or the hybrid 214A described in the section above.


9jc > 2D > j.A > j.B > 5B > 5CC > 6C(1) whiff > 6C(2) > j.C > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > Ender 3742 (2742 + 1000) 1.5 -2.5 IOH j.A variation into 214B loop. Unlike the other IOH j.A without a pole, this requires very little wind at the start of the combo.
2B > 5B > 5CC > 6C(1) whiff > 6C(2) > j.C > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender 5320 (3820 + 1500) 1.0 -1.0 2B variation into 214B loop. .
9jc > 2D > j.A > delay j.B > 5C > 214C > 66 5CC > 214B > 5CC > 236C~9D > 5CC > 214A > 3C(1) > 214B > 4B > 3C(3) > 214A ~2918 (2318 + ~600) 1 0 IOH j.A into hybrid 214A route.

Midscreen to corner

Rachel possesses two main midscreen to corner combos: 5CC~delay 5D > 3C(whiff) and 236C~3D > 9jc > 9D~j.214C.

5CC~delay 5D > 3C (whiff)

5CC~delay 5D > 3C (whiff) is the most practical and meter efficient. It works from roughly midscreen position and carries the opponent to the corner early on in the combo to end into corner okizeme or go into 214B loop.

5CC~delay 5D > 3C(whiff) > 66 5B Visual guide
Easy

Fairly simple route. Doing the 5D/3C too early will cause the first hit of 3C to hit.

Beware that this route doesn't work if too close to the corner as 3C may hit even if timed correctly.

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 2B > 5B > 5CC~delay 5D > 3C(whiff) > 66 5B > 6A > IAD > j.B > j.C > 6A > 236A > 3C 2188 1 +0.8 Basic 2A midscreen to corner route. After the 3C(whiff), 5B must be done in the corner for the route to work. Unfortunately due to to hitstun decay there isn't much that can be done with a 2A starter.
IOH j.A > j.B > 66 5B > 5CC~delay 5D > 3C(whiff) > 66 5B > 6A > IAD > j.B > J.C > 6A > 236A > 3C 1809 2 -0.2 Basic IOH J.A midscreen to corner route. Similar to the 2A route.
2B > 5B > 5CC~delay 5D > 3C(whiff) > 66 5B > 9jc > j.C > j.236C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 236A > 3C 2766 1 +0.8 Basic 2B midscreen to corner route.
IOH j.A > j.B > 66 5B > 5CC~delay 5D > 3C(whiff) > 5B > 6A > 236C~9D > 5CC > 214B > 6A > 632146C~8D > ... 3793 (2793 + 1000) 3 -2.0 IOH j.A into 214B loop variant.
2B > 5B > 5CC~delay 5D > 3C(whiff) > 5B > 6A > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... 4480 (3480 + 1000) 3 -1.5 2B into 214B loop variant.

236C~3D > 9jc > 9D~j.214C

Similarly to the midscreen route, 236C~3D > 9jc > 9D~j.214C can be used as a midscreen to corner route. The corner carry is slightly better than the 3C(whiff) route. However, the cost of that route is very high.

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > (5B>)6A > IAD > j.B > J.C > 6A > 236A > 3C 2400 2 -1.0 236C~9D midscreen to corner route of 2A. The 5B is optional and here to launch the opponent if they are too low.
9jc > 2D > j.A > J.B > 66 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > (5B>)6A > IAD > j.B > J.C > 6A > 236A > 3C 1974 3 -2.0 IOH j.A version. The 6A > 236A may be tricky at the end due to hitstun decay.
2B > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > 6A > IAD > j.B > J.C > 6A > 236A > 3C 2556 2 -1.0
2B > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... 4357 (3357 + 1000) 4 -2.5 2B into 214B loop variant.

j.C~3D > j.C

Coming soon.

Back to corner

Rachel can easily side swap by using her wind and well timed dashes. The most common methods are as followed:

  • 6A > 9jc > j.A > j.B > j.C > long dash 6A > 4B : If done correctly will be done in the opposite direction.
  • 6A > IAD > j.B > j.C > long dash 6A > 4B  : Similar as the route above.
  • j.C > 9jc > 2D > delay j.C > Long dash 5B : Cross-up for air confirms routes.
  • 6BD > 3C~9D > 5B : 5B tends to whiff if too far from the opponent or on some characters like Amane.
  • 6BD > 3[C] > delay 8D > 5B > delay 8D > 5B: More stable than the route above. However, 5B may not cross-up if the opponent is too far.

3C~9D > 5B Visual guide
Easy

Simple and most common sideswap combo. Beware that the 5B may whiff if they are too far away.

Combo Damage Starting Wind Net Wind Notes Playlist
(close range) 2A > 5B > 6BD > 3C~9D > 5B > 6A > IAD > j.B > j.C > 6A > 4B > 5CC 2186 2 -1.0 Back to corner 2A combo. Doesn't work on Litchi and Makoto. 5B whiffs if the 2A was done too far from the opponent.
(close range) 2B > 5B > 6BD > 3[C] > delay 8D > 5B > 6A > IAD > j.B > j.C > 6A > 4B > 5CC 2186 2 -1.0 Optimized back to corner 2B combo. 5B may not combo if the combo started while too far from the opponent.
AA 6A > 66 5B > 9jc > j.C > 9jc > 2D > delay j.C > 66 5B > 6(6A IAD > j.B > j.C)x2 > 6A > 236A > 3C > 22A 2818 1 0.0 Basic back to corner AA 6A combo.
CH 2C > delay 4D > 9jc > j.C > 9jc > 2D > j.C > 6A > 236A > 3C > 22A 2299 2 -1.2 2C CH back to corner combo. The sideswitch occurs just before the first j.C .

Overdrive

Contrary to most characters, Rachel doesn't have a exclusive overdrive combos. However, the boost to wind regeneration grants access to her most costly routes while ignoring their wind costs. This is especially useful for corner carry and/or fitting a few 214B for higher damage.

High-corner carry midscreen to corner examples:

Combo Damage Starting Wind Net Wind Notes Playlist
2B > 5B > 5CC~delay 5D > 3C(whiff) > 5B > 6A > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... 4480 (3480 + 1000) 3 * With OD, this requires 0~1 wind at the start of the combo.
2B > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... 4357 (3357 + 1000) 4 * With OD, this requires 0~1 wind at the start of the combo.

The wind gain depends on how long overdrive lasts.

Advanced routes

The following routes are fairly advanced and aren't recommended for most players. They have several perks but are either heavily character specific, challenging or wind intensive.

66 3C midscreen

6A > 236A > 66 3CVisual guide
Medium / Hard

6A > 236A > 66 3C > 214C > 66 4B > 5CC is an advanced combo ender with Rachel midscreen. It is typically done after IAD j.B > j.C and 6A > j.A > j.B > j.C. This route does a bit more damage than 6A > 4B > 5CC as well as provides a bit more corner carry and wind regeneration.


The most common error is doing the 6A too late. The opponent needs to be fairly high after the 6A connects.

If the opponent is too low, 236A will hit the opponent almost immediately after being thrown. The opponent will quickly fall to the ground while Rachel is stuck in 236A's recovery and there won't be enough time dash into 3C.

This route is relatively stable after 6A > j.A > j.B > j.C. It can be a bit more finicky with the IAD j.B > j.C variations, in particular after double AD routes or air confirms. In those instances, delaying the 6A and microdashing helps adjusting the timing.

The timing of this route varies also slightly depending on the character. 214C may also whiff on some characters if they are too low after 3C, notable examples include Hakumen, Susanoo and Mai. 66 3C is also very difficult on Celica.


j.2C level 2 > j.214B corner

j.2C level 2 > j.214BVisual guide
Hard

Delay 9jc > j.C > j.2D > delay j.2C level 2 > > j.214B > 236C > 236A~9D > 214B > 6A is a difficult, high damage, wind intensive route, corner route. It deals roughly 600 more damage than the traditional 214B loops.

The idea is to land a very close to the ground j.2C level 2 while the enemy is slightly above Rachel. This gives enough time to follow-up it up with an air j.214B, land and connect with a 236C while the enemy is still high in the air. With 236A~9D, the enemy will be hit once by 236A and a second time by 236C on the way down. This gives enough time to follow-it up with another 214B and continue the combo with 6A or 5CC.

This route is tricky for several reasons. If the opponent isn't launched high enough after j.2C, the first hit of 236C will hit too low and the second one will either whiff or the opponent will hit the ground before 6A.


Combo Damage Starting Wind Net Wind Notes Playlist
2B > 5BD > 5CC > 6C(1) > j.C > delay 9jc > j.C > j.2D > delay j.2C level 2 > j.214B > 236C > 236A~9D > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender 5627 (4127 + 1500) 4 -3.5 Example of a 5CC > 6C(1)

Video Examples

Basic combos by Rachel's Husband.



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