BBCF/Rachel Alucard/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+BBCF A Prompt.png becomes 236A.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
RC = Rapid Cancel
OD = Overdrive
EA = Exceed Accel


Combo List

___ starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
_

Midscreen

2A > 5B > 5CD > 3C > 8D |> 5B > 6A > IAD j.B > j.C > 6A > 236B
CH 2A > 5B > 5CD > 3C > 8D |> 5B > 6A > IAD j.B > j.C > 6A > 4B > 5CC > 214A

CH Video Example
Damage: 2091, 2137 for CH route
Requires: 2 wind
Notes:
  • A more basic confirm for when you do max range 2A pokes

IOH j.A > delay j.B > micro dash 5B > 6A > jc delay j.A > j.B > j.C > 6A > 236A > micro dash 3C > 214C > micro dash 4B > 5CC

Video Example
Damage:
Requires: 1 wind
Notes:
  • Overhead combo
  • In order to make 5B > 6A connect, you need to do a micro dash after you land from j.B
  • To give yourself enough time to land and connect 6A, you need to delay the j.A as much as possible
  • Slightly delay j.C to get more height for the micro dash 3C to connect


2B > 5B > jc j.3DB > j.C > 5B > 6A > delay j.A > j.B > j.C > 6A > 236A > micro dash 3C > 214C > micro dash 4B > 5CC

Video Example
Damage:
Requires: 1 wind
Notes:
  • Low Combo
  • To give yourself enough time to land and connect 6A, you need to delay the j.A as much as possible.


2B > 6B > 214C |> IAD j.B > jC > 6A > IAD j.B > j.C > 6A > 236A |> micro dash 3C > 214C > micro dash 4B > 5CC

Video Example
Damage:
Requires: Lotus attached to the opponent
Notes:
  • Windless 2B Low Route. Good Corner Carry


(Frog/Iris Hits) > 5B > j.[C] > j.B > j.C > 6A > 4B |> 5B > 6A > IAD j.B > j.C > 6A > 236B oki

Video Example
Damage: 2607


(Iris/Frog Hits) > 5B > [6A > IAD j.B > j.C] x2 > 5B > 6A > 4B > 5CC

Video Example
Alternate dash j.B route Example
Damage:
Notes:
  • For distances where you aren't close enough to dash up close and do 5B > 6A, you can instead do dash jump j.B > j.A > j.C > 2D > djc > j.C to combo the opponent


(Winded Lotus Hits) > 5B > 5C > 214C |> IAD j.B > j.C > 6A > 236A > micro dash 3C > 214C > micro dash 4B > 5CC

Video Example
Damage:


CH 6B > microdash 6B > jc j.3DB > j.C > 5B > 6A > jc delay j.A > j.B > j.C > 6A > 236A > micro dash 3C > 214C > micro dash 4B > 5CC ( > 236B |> 22A)

Video Example
Damage:
Requires: 1 wind
Notes:
  • CH 6B can be hard to pick up at around maximum range
  • To give yourself enough time to land and connect 6A, you need to delay the j.A as much as possible
  • If you're in the corner by the time you reach 5CC, you can do 236B and then link into lotus for corner oki


Air to Air j.B > j.A > j.C > 2D > djc j.C > 6A > 4B > micro dash 5B > 6A > 4B > 5CC or 214A oki

Video Example
Damage:
Requires: 1 wind
Notes:
  • Staple air to air combo


Air to Air j.B > j.A > j.C 2D > djc j.C > [6A > IAD j.B > j.C >]x2 > 6A > 4B > microdash 5CC

Video Example
Damage: 2203
Requires: 1 wind
Notes:
  • Alternate air to air combo for when the opponent is not too high up for the IAD route to whiff. Gives better corner carry so it's worth looking out for this situation.


CH Air to Air j.C > 5B > jc j.C > 2D > djc j.C > 6A > IAD j.B > j.C > 6A > (4B > 5CC or 236A |> 22A oki)

Video Example
Damage:
Requires: 1 wind
Notes: If the combo ends in the corner, you can go for 236A > lotus oki instead of 4B > 5CC at the end


CH AA 6A |> 5B > jc j.[C] > j.B > j.C > micro dash 6A > 4B > micro dash 5B > 6A > 4B > 5CC > (236C > 3D > j.214C > 9D > 6A > 236B > 22A oki)

Video Example
Alternate IAD Route Video Example
Damage:
Requires: 2 wind for the optional ender to stay close at the end
Notes:
  • Staple Anti-Air combo route. Normally windless but you can spend 2 wind to extend the route for corner carry and so that you stay close at the end for mixup and pressure.
  • Normally doesn't require counter hit to work unless you hit them pretty high up, in which case you'll need the counter hit's untech time to have enough time to juggle with 5B
  • You can replace the second 6A > 4B with an IAD j.B > j.C if you need more corner carry
  • You can microdash after the CH 6A if they are too far away for 5B to reach


Throw > 7D > microdash 5B > 6A > IAD j.B > j.C > 6A > 4B > 5CC

Video Example
Damage: 2486
Requirs: 1 wind
Notes:
  • Standard Throw Combo


Throw > 7D > microdash 5B > 6A > IAD j.B > j.C > 6A > 236A |> microdash 3C > 214C > microdash 4B > 5CC

Video Example
Damage: 2592
Requires: 1 wind
Notes:
  • Alternate Throw Combo that squeezes out a bit more damage


Air Throw > air dash j.B > jC > 6A > IAD j.B > j.C > 6A > 4B > microdash 5CC

Video Example
Damage: 2600
Notes:
  • Standard Air Throw Combo


CH 2C > 2D > microdash 5B [> 6A > IAD j.B > j.C]x2 > 6A > 236B oki

Video Example
Damage: 2350
Notes:
  • Standard combo for when you turn the tides with a counter hit 2C


FC 5C > 214B 5D > microdash 2C > 8D > 5B > jc j.[C] > j.[C] > j.[C] > 6A > IAD j.B > j.C > 6A > 4B > microdash 5CC

Video Example
Damage: 3959 (4559 with Ivy Blossom Poison?)
Notes:
  • Meterless 5C punish combo

Close to Corner

CH 6A > 5B > jc j.C > 2D > djc > j.C > 6A > IAD j.B > j.C > 6A > 4B > 6D > 5CC > 236B > 9D > 5CC > 214B > 3C > 632146C

Video Example
Damage:
Requires: 4 wind (Will regen 1 wind during the combo), 50 meter
Notes: Close to Corner Kill Combo from CH 6A


Corner

IOH j.A > delay j.B > micro dash 5CC > 6C (1) > j.C > delay j.236C > 5B > 6A > 4B > 5CC > 214C > 6A > 236A > 3C > 22A oki

Video Example
Alternate microdash 5B > 5CC Video Example
Damage:
Requires: 1 wind for the IOH j.A
Notes:
  • Standard overhead combo
  • If you can't do the microdash 5CC, you can instead do microdash 5B > 5CC and later do j.236C > microdash 5B instead of j.236C > 5B to make up for the lost distance. This should be a lot easier for you to do in comparison to microdash 5CC. You'll lose about 60 damage but that's a pretty small price to pay.


IOH j.A > delay j.B > 5C > 214C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 6A > 236B > 3C > 22A oki

Video Example
Damage:
Requires: 1 wind for the IOH j.A, Lotus Attached


IOH j.A > delay j.B > microdash 5CC > 6C(4) > j.236B > microdash 5CC > 214B |> 3C > 236C slightly late 8D |> 6A > 236B9D |> 3C > 214B > 3C > 632146C

Video Example
Damage:
Requires: 3 wind, 50 meter
Notes:
  • Corner Kill Combo
  • Please see the combo theory section for more information on executing this combo


IOH j.A > delay j.B > microdash 5B > 5CC > 6C (1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 236B 9D > microdash 5CC > 214B > 6A > 632146C > 8D

Video Example
Damage: 2878 (3478 with Ivy Blossom Poison?)
Requires: 2 wind, 50 meter
Notes:
  • Alternate version of the above Corner Kill Combo that's somewhat easier to do at the cost of some damage


IOH j.A > delay j.B > microdash 5B > 5CC > 6C (1) > j.C > j.236C > microdash 5B > 6A > tk j.214C |> 214B |> 6A < 236C8D > 6A > 236B9D > 6A > 214B > (Lobelia Hits) > 6A > 632146C

Video Example
Damage: 2809 (Not including Ivy Blossom poison)
Requires: 50 meter, 3 wind
Notes:
  • Another easier Ivy Blossom route from IOH j.A at the cost of some damage.


2B > 5B > 5CDC > 6C (1) > j.C > delay j.236C > 5B > 6A > 4B > 5CC > 214C > 6A > 236A |> 3C > 22A oki

Video Example
Damage:
Requires: 1 Wind
Notes:
  • Standard Low combo


2B > 6B > 214C > dash 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 6A > 236A > 3C > 22A oki

Video Example
Damage:
Requires: Lotus Attached
Notes:
  • Alternate low combo route. Good windless route for saving up wind for the big Ivy Blossom combo finish


2B > 5B > 5CDC > 6C (1) > j.C > delay j.236C > 5B > 6A > 4B > delay 5CC > 214B > 3C > 236C slightly late 8D > microdash 6A > 236B9D > 3C > 214B > 3C > 632146C > 8D

Video Example
Damage:
Requires: 4 wind (Works from starting with 2 wind), 50 meter
Notes:
  • Corner Kill Combo


Throw > 5A > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 6A > 236A |> 3C > 22A oki

Video Example
Requires: 2528
Notes:
  • Standard Throw Combo


CH 6A > 5B > j.C > 2D > djc j.C > dash under 5B > 6A > IAD j.B > j.C > 6A > 4B > 5CC > 236A

Video Example
Damage: 2582
Requires: 1 Wind, Back to Corner
Notes:
  • Anti-Air Side Swap combo to put the opponent in the corner


CH 2C > 1D > microdash 6A > jc j.C > j.236C > 5A > 5B > 6A > 4B > 5CC > 214C |> 6A > 236A > 3C |> 22A or 214A oki

Video Example
Damage:
Requires: 1 wind, Back to Corner
Notes:
  • Standard Counter Hit 2C combo for when you have your back to the corner


214C or CH 3D j.C > 6A > 236A > microdash 5B > 6A > 4B > delay 5CC > 214B > 3C > 236C slightly late 8D > 6A > 236B9D > 3C > 214B > 3C > 632146C > 8D

Sword Iris Example
3D j.C Example
Damage:
Requires: 3 wind, 50 meter
Notes:
  • Corner Kill Combo from a low to the ground air hit
  • Please read the Combo Theory section for more information on executing Ivy Blossom combos


2A > 5B > jc j.[C] > j.B > j.C > 6A > 4B > 5CC > summon

Video Example
Damage:
Notes: No tech punish

Combo Theory

IOH j.A > delay j.B > microdash 5B

An important combo piece to allow you to do your instant overhead combos. After hitting the instant overhead, you want to delay your j.B. The lower to the ground you hit with j.B, the more time you'll give yourself to do microdash 5B, making it easier to do.

6A > jc delay j.A > j.B > j.C

A very key part of Rachel's midscreen combos now. In order for this to work, you need to delay the j.A as much as possible after your jump cancel from 6A so you'll have enough time to land and keep the combo going with 6A. Although it's not necessary if you delay the j.A long enough, you can also slightly delay j.C to give yourself more time as well.

The exact sequence of j.A > j.B > j.C can't be done on some characters so you'll have to do a slightly different string for them

j.A > j.B > j.C does not work on:

  • Hazama
  • Kokonoe
  • Litchi
  • Platinum

There is an alternate route where you do j.B > j.A > j.B > j.C instead. j.B > j.A > j.B > j.C does not work on:

  • Arakune
  • Carl
  • Es
  • Hakumen
  • Jin
  • Nine
  • Noel
  • Tager
  • Taokaka
  • Lambda 11
  • Mu 12
  • Nu 13

6A > 236A |> microdash 3C

While this is more of an optional combo piece in CF, it's still worth offering tips on how to execute it for those who want to learn it. If you find it too difficult to do though, feel free to swap this combo part out for 6A > 4B

For this combo piece, you'll want to juggle the opponent with 236A around the peak of its arc and also prefereably when the opponent is high up in the air. This will give you more time to do microdash 3C and make timing it easier.

NOTE: Please note that the microdash 3C combo route does not work on Celica and you should do the 6A > 4B combo route instead

Corner Ivy Blossom Combo

Rachel's new big damage corner combo. The full sequence will often look something along the lines of 5B > 5CC > 6C (1) > j.C > j.236B/C > 5B > 6A > 4B > delay 5CC > 214B |> 3C > 236C8D > 6A > 236B9D > 3C > 214B > 3C > 632146C. There's a few important details to go over in order to make executing this combo as easy as possible for you.

4B > delay 5CC > 214B > 3C

In order to give yourself enough time to link 3C after throwing out the first Ivy Blossom in the combo, you'll need to delay the 5CC followup after 4B so that the opponent will wall splat higher up on the wall. This will make the opponent have to fall further and give you more time to link 3C.

6C (4) > j.C > j.236B > microdash 5CC (Instant Overhead route)

This route is mostly for IOH j.A confirms. Similar to how you want to delay 5CC after 4B in the normal route to wall splat them higher up on the wall, you want to carry the opponent higher up with 6C by letting 6C get more hits instead of cancelling from the first hit so that when you 5CC later, they'll wall splat higher up. On most characters, cancelling into j.236B should be done when you're 9 hits into the combo (4 hits of 6C)

For the following characters, you should cancel into j.236B on the 10th hit in your combo

  • Naoto
  • Valkenhayn

3C > 236C slightly late 8D

For this part of the combo, you'll want to do the 8D slightly late from 236C in order to float the opponent a bit and give you time to connect 6A to keep the combo going.

Ivy Blossom Combo Tutorial by Rele

Combo Videos

BBCF Rachel Alucard Combos by Vartra


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