BBCF/Rachel Alucard/Combos: Difference between revisions

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(→‎3C oki: Changedf 5CDC to 5CCD to clear up some confusing usage of 5CC and 5D.)
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! Combo !! Damage !! Starting Wind !! Net Wind !! Notes !! [https://www.youtube.com/playlist?list=PLQ9SuPCIK52hgHeNcfbqmW5df2xSFCzTL Playlist]
! Combo !! Damage !! Starting Wind !! Net Wind !! Notes !! [https://www.youtube.com/playlist?list=PLQ9SuPCIK52hgHeNcfbqmW5df2xSFCzTL Playlist]
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| {{clr|4|2A }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|3|5CDC }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|5B }} > {{clr|4|6A }} > {{clr|2|4B }} > delay {{clr|3|5CC }} > {{clr|3|214C }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 2662  || 1  || +.5  ||  || [https://youtu.be/neg2uiekfUw Video]
| {{clr|4|2A }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|3|5CCD }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|5B }} > {{clr|4|6A }} > {{clr|2|4B }} > delay {{clr|3|5CC }} > {{clr|3|214C }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 2662  || 1  || +.5  ||  || [https://youtu.be/neg2uiekfUw Video]
|-
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| 9jc > {{clr|5|2D }} > {{clr|4|j.A }} > {{clr|2|j.B }} > {{clr|2|665B }} > {{clr|3|5CC }}or{{clr|3|5CDC }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|5B }} > {{clr|4|6A }} > {{clr|2|4B }} > delay {{clr|3|5CC }} > {{clr|3|214C }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 2127  || 1  || +.5  || 5D can be used during 5CC if you miss the microdash on 5B.  || [https://www.youtube.com/watch?v=dR4h6iPYNos Video]
| 9jc > {{clr|5|2D }} > {{clr|4|j.A }} > {{clr|2|j.B }} > {{clr|2|665B }} > {{clr|3|5CC }}or{{clr|3|5CCD }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|5B }} > {{clr|4|6A }} > {{clr|2|4B }} > delay {{clr|3|5CC }} > {{clr|3|214C }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 2127  || 1  || +.5  || 5D can be used during 5CC if you miss the microdash on 5B.  || [https://www.youtube.com/watch?v=dR4h6iPYNos Video]
|-
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| {{clr|4|2A }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|3|5CDC }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|4|6A }} > TKJ.214C > {{clr|2|214B }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 2462 + (poison)  || 1  || +.5  || This routes uses 214B to deal additional poison damage. ||
| {{clr|4|2A }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|3|5CCD }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|4|6A }} > TKJ.214C > {{clr|2|214B }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 2462 + (poison)  || 1  || +.5  || This routes uses 214B to deal additional poison damage. ||
|-
|-
| 9jc > {{clr|5|2D }} > {{clr|4|j.A }} > {{clr|2|j.B }} > {{clr|2|665B }} > {{clr|3|5CC }}or{{clr|3|5CDC }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|4|6A }} > TKJ.214C > {{clr|2|214B }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 1992 + (poison)  || 1  || +.5  || IOH variant of the route above. ||
| 9jc > {{clr|5|2D }} > {{clr|4|j.A }} > {{clr|2|j.B }} > {{clr|2|665B }} > {{clr|3|5CC }}or{{clr|3|5CCD }} > {{clr|3|6C(1) }} > {{clr|3|j.C }} > {{clr|3|j.236C }} > {{clr|2|2B }} > {{clr|2|5B }} > {{clr|4|6A }} > TKJ.214C > {{clr|2|214B }} > {{clr|4|66A }} > {{clr|4|236A }} > {{clr|3|3C }} > {{clr|4|22A }} || 1992 + (poison)  || 1  || +.5  || IOH variant of the route above. ||
|-
|-
|}
|}


=====236B~9D oki=====
=====236B~9D oki=====

Revision as of 17:06, 20 December 2021


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.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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 =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.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 in the game. Combo-wise, 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 combos 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 mini-route individually is recommended before moving to the full routes.

The mini-routes are as followed:

  • 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.
  • j.C > 2D > 9jc > delay j.C > 66A : 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.
  • 6A > 9jc > j.A > j.B > j.C > 6A : Commonly used in low wind route. Like above, this can be easily practiced with a dash 6A starter in training mode.
  • 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.

Another common mistake is for beginner to start learning Rachel's optimal damage combo ender: ... > 6A > 236A > 663C(1) > 214C > 664B > 5CC. 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.

Midscreen

Combo theory

6A > AD > J.B > J.C > 6A

The jump and timing of the IAD after 6A directly affects the height of the opponent during combos. Here a few options that affects the opponents height:
96 - Least amount of delay/lowest opponent height. Most commonly used one.
866 - Middle Ground
766 - Most delay/highest opponent height
Depending on the starter, selecting a specific one may be necessary. This is particularly relevant to anti-air or air-to-air starters. In addition to this, the dash input can be delayed to further adjust height. Those minor adjustments are especially important when performing optimized confirms with 236A > 663C(1), as the opponent needs to be high enough for the lobelia to hit late.

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

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 gain extra time for 6A. The j.A has to be slightly less delayed against Hazama, Kokonoe, Litchi, Platinum.

An alternate route is to delay your jump cancel and do no delay 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 route is j.[C] > j.B > j.C, it only works on a couple characters, these include: Ragna, Tager, Litchi, Arakune, Bang, Hakumen, Nu, Tsubaki, Hazama, Mu, Makoto, Valkenhayn, Relius, Izayoi, Terumi, Lambda, Nine, Naoto, Izanami, Susanoo, Mai.

Enders

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

Solid combo ender midscreen. Ends with 5CC sliding knockdown and gives plenty of time to set-up George and/or polls, 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 regen 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. On some longer routes the combo timer will end the sliding knockdown early, worsening your oki/setups afterwards.

... > 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 leaves the opponent with a lotus attached.

... > 6A > 4B > 663C

3C knockdown leaves the opponent very close to Rachel, allowing George oki or other setups. It does sacrifice corner carry significantly.

Disclaimer: For consistency and in order to avoid repeating the same routes multiple times, combo which ends with "6A > ender" in the rest of the midscreen section can be ended with either of the route above. In those instances, 6A > 4B > 5CC will be used for damage calculation purposes.

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

... > 5D > 3C > 8D > 5B > 6A is one of Rachel 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.

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
Video (No 5B)
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

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

6B > j.3BD > 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.

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 > 666B > 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.

IOH J.A

Performing Instant Overhead j.A
Rachel's instant overhead (IOH) is a very powerful tool in her pressure. The fundamental idea is to make the opponent guess low (2B, sometimes 3C) or high (IOH j.A). Instant overhead can be performed consistently from 5A, 5B, or 6B. To perform it, press 9 (jump cancel) during a jump cancel-able normal (5A, 5B, 6B) then press 2AD (j.A and wind down at the same) as the move ends and Rachel is leaving the ground. IOH j.A can be performed raw (not from a jump cancel) but because you can't buffer the jump input it must be performed significantly faster.

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 (665B) will make the confirm work at more ranges and better prepare you for the route below. Video
9jc > 2D > j.A > j.B > 665B > 6A > 9jc > delay j.A > j.B > j.C > 6A > ender 1529 1 -.5 Basic Instant Overhead Confirm. Delay j.B after IOH to ensure the microdash 5B connects. Delay amount is character specific. Slightly delaying j.C after j.A > j.B can help with some characters. Video

Throw

Combo Damage Starting Wind Net Wind Notes Playlist
Throw/Backthrow > 7D > 6(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 sacrifice a bit of damage. Video
Airthrow > 665B > 6A > IAD > j.B > j.C > 6A > ender 2486 0 +.5 Basic airthrow combo. Doesn't require air dash 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 air dash/second jump before the airthrow. j.214B cancels the recovery on airthrow, allowing you to airdash sooner. Delay the j.B after the airdash depending on height. Video

Anti-air

Combo Damage Starting Wind Net Wind Notes Playlist
AA 6A > 665B > 9jc > j.C > 2D > 9jc > 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 > 665B > 9jc > j.[C] > j.B > j.C > 6A > 4B > 665B > 6A > 4B > 5CC 2544 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. The IAD route is also possible under certain conditions but isn't recommended.

Air-to-air

Combo Damage Starting Wind Net Wind Notes Playlist
Air-to-air j.B > j.A > j.C > 2D > 9jc > j.C > 6(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.
Air-to-air j.C > 2D > 9jc > delay j.C > 6(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 > 2D > 9jc > 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.

Specials

Combo Damage Starting Wind Net Wind Notes Playlist
214C or 214A > (66 >) 6B > jc > j.C > 2D > 9jc > 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 >) 5B > (6A > IAD > j.B > j.C) x1 or 2 > 6A > ender 2336 0 +0.8 Windless 214C/214A combo. 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 you (Gap must be bigger than 4 frames).

Combo Damage Starting Wind Net Wind Notes Playlist
2C CH > delay 1D > 66 > 5B > 6A > IAD j.B > j.C > 6A > 236B 2314 1 0 Basic 2C CH combo.
2C CH > delay 1D > 66 > 5B > 6A > IAD j.B > j.C > 6A > 4B > 5CC 2302 1 -0.2 5CC ender variation. In order to end with 6A > 4B > 5CC a rep has to be omitted.
2C CH > delay 1D > 66 > 5B 6(6A > IAD j.B > j.C ) > 6A > 236A > 663C(1) > 214C > 665C 2478 1 0.5 5CC ender variation with 6A > 236A. Unlike the above route a second rep is possible. However, please note that the route ends with 214C > 66 5C 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.

Combo Damage Starting Wind Net Wind Notes Playlist
FC 5C > 214A > 665B > 214B > 2C > 8D > 665B > 9jc > j.[C] > j.[C] orj.B > j.[C] > 6A > 4B > 665CC 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.
FC 5C > 214A > 665B > 214B > 2C > 8D > 665B > 9jc > j.C > 2D > 9jc > delay j.C > 6A > IADj.B > j.C > 6A > 4B > 665CC 4526 (4026 + 500) 2 -0.5 Requires 1 more wind but is easier and makes it possible to go for IAD.

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.

Combo Damage Starting Wind Net Wind Notes Playlist
(Near a pole) 2A > 5B > 6B > 214C > 6(6A IAD > j.B > j.C) x1 > 6A > ender 2142 0 +0.8 Basic 2A comb near a pole. With 6A > 236B and 6A > 236A > 663C enders, it's possible to go for a second rep.
(Near a pole) 2B > 5B > 6B > 214C > 6(6A IAD > j.B > j.C) x2 > 6A > ender 2432 0 +1.0 2B starter. A second rep is possible for 6A > 4B > 5CC ender.
(Near a pole) 2A > 5B > 6BD > 3C(3) > 214C > 6(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.
(Near a pole) 6BD > 3C(3) > 214C > 6(6A IAD > j.B > j.C) x2 > 6A > ender 2868 1 0

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

5CC > 236C~3D > 9jc 9D~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~214C part of the combo acts as an auto-burst bait.

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 5B > 5CC > 236C~3D > 9jc > 9D~214C > 6A > 4B > 66 > 5CC 2340 2 -1.0
2B > 5B > 5CC > 236C~3D > 9jc > 9D~214C > 6A > IADj.B > j.C > 6A > ender 2602 2 -1.5

632146C enders

Coming soon.

Enders
Ender Notes
6A > 632146C > 214A > 66(cross-under) > 4B > 214B > 6C~8D
...

Corner

Rachel's corner combo fall into 2 categories. The optimal okizeme enders and the 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.

4B/5CC > 214A

Rachel's most basic okizeme ender and easiest to setup. Unfortunately; 214A can be avoided with delay, however there are workaround.

  • 214A > 2A(whiff): If done immediately, 2A will blue beat if the opponent attempts to delay tech and prevent rolls. 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 > 214A > (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.
  • 214A > 214A > (66 Throw) or (9jc > 2D > Throw): Throw setup, essentially used as an anti-Hakumen drive. Loses to forward rolls, delay tech, mashing and reversals.

236A > 3C(1) > 22A

236A > 3C(1) > 22A is powerful combo ender that is easy to setup and requires no wind.

22A > 2A(whiff): Similarly to the 5CC > 214A > 2A(whiff), this setup is also used to catches forward rolls and make 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.

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

Near corner, 1 wind okizeme ender. 236B hits the opponent as soon as they wake-up keeping them lockdowned. 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 out of the corner.

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

Those are her most common okizeme enders. She has a plethora of options available, the ones above are usually considered her best ones. Other options include:


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

6C(1) > j.C routes

3C oki
Combo Damage Starting Wind Net Wind Notes Playlist
2A > 2B > 5B > 5CCD > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66A > 236A > 3C > 22A 2662 1 +.5 Video
9jc > 2D > j.A > j.B > 665B > 5CC or5CCD > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66A > 236A > 3C > 22A 2127 1 +.5 5D can be used during 5CC if you miss the microdash on 5B. Video
2A > 2B > 5B > 5CCD > 6C(1) > j.C > j.236C > 2B > 5B > 6A > TKJ.214C > 214B > 66A > 236A > 3C > 22A 2462 + (poison) 1 +.5 This routes uses 214B to deal additional poison damage.
9jc > 2D > j.A > j.B > 665B > 5CC or5CCD > 6C(1) > j.C > j.236C > 2B > 5B > 6A > TKJ.214C > 214B > 66A > 236A > 3C > 22A 1992 + (poison) 1 +.5 IOH variant of the route above.
236B~9D oki
Combo Damage Starting Wind Net Wind Notes Playlist
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 or5CDC > 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

3C oki

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 > 665B > 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 > 665B > 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.
9jc > 2D > j.A > j.B > 5B > 5C > 214C > 665CC > 214B > 2A > 5B > 6A > 236A > 3C(1) > 22A 1837 + poison 1 +.8
236B~9D oki
Combo Damage Starting Wind Net Wind Notes Playlist
2A > 5B > 6B > 214C > 665CC > 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 > 665B > 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 > 665CC > 214B > 2A > 5B > 6A > 236A > 3C(1) > 214C > 4B > 236B~9D 1885 + poison 1 +.8

Throw routes

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

Anti-air and Air-to-air

Combo Damage Starting Wind Net Wind Notes Playlist
Air-to-airj.B > j.C > 2D > 9jc > j.C > 665CC > 214B > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66A > 3C 2688 1 +0.8 Basic j.B or j.C confirm in the corner.
AA6A > 5B > j.C > 2D > 9jc > j.C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66A > 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, george 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 > 66A > 236A > 3C 2180 1 +0.8 IOH j.A after 236B~9D > 214A okizeme. George provides enough to use 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 > 66A > 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 -0.2 236~9D combo ender.
(George okizeme) 9jc > 2D > j.A > (George hit) > j.214B > j.C > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C8D 5119 (3619 + 1500) 3 -1.0 Max damage variation for kill combos.

Maximum damage routes

Theory

The main idea behind Rachel's max damage routes is to maximize the amount of 214B done. They deal a total of 500 damage unprorated damage and can be done multiple time per combo. By stacking 4 ~5 of them it's possible to do high damage combos with bad combo starters.

Those combos often ends with 1 or 2 supers to maximize damage and further increase the amount of 214B that can be placed.

Here are the main combo enders:

Enders
Ender Notes
214B > 22A8D > 236A Delay the 8D slightly to ensure all the bats are out first. Delay 236A in order to ensure all the bats get winded
214B > 632146C8D > 214B > 22A8D > 236A Double Super Ender.
214B > OD > 632146C8D > 214B > 22A8D > EA Max Damage Ender, you need at least "3:50" on the OD Timer in order to have enough time, which is 35% HP.

Combos

Combo Damage Starting Wind Net Wind Notes Playlist
2B > 5B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66A > 632146C8D > Ender 5212 (3712 + 1500) 2 -2 Kill Confirm. Minimum 50 Meter. Video
2B > 5B > 6B > 214C > 66 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 236C~8D > 66A > 236B~9D > 6A > 214A > 663C(2) > 214B > 6A > 632146C8D > Ender 5373 (3873 + 1500) (6B) 2 -.5 Rod/Lotus Attached Kill Confirm. Minimum 50 Meter. Video
j.A > j.B > 665B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66A > 236C~9D > 5CC > 214B > 66A > 632146C8D > Ender 4393 (2893 + 1500) 3.5 -3 Consistent Kill Confirm. Minimum 50 Meter. Video
j.A > delay j.B > 5C > 214C > 66 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C8D > Ender 4580 (3080 + 1500) 2 -2 Rod/Lotus Attached Kill Confirm. Minimum 50 Meter. 3C(3) > 214B > 3C(3) requires very specific timing on some characters. Video
j.A > j.B > 665B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C8D > Ender 4455 (2955 + 1500) 3.5 -3 Optimized Kill Confirm. Minimum 50 Meter. 3C(3) > 214B > 3C(3) requires very specific timing on some characters. Video
Throw > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C8D > Ender 5493 (4093 + 1500) 2 -2 Kill Confirm. Minimum 50 Meter. Video
Throw > 214C > 5C(Whiff)C > 214B > 5CC > 236C~9D > 5CC > 214B > 6A > 236C~9D > 5CC > 214B > 66A > 632146C8D > Ender 5199 (3699 + 1500) 1 -1 Lotus Attached Kill Confirm. Minimum 50 Meter. Video
5C FC > 214A > 665B > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 214B > 66A > 632146C8D 6235 (4735 + 1500) 2 -1 Consistent DP Punish/FC Fatal. Minimum 50 Meter. Video
5C FC > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C8D > Ender 6955 (4955 + 2000) 2 -1 DP Punish/5C Fatal. Minimum 50 Meter. Video

Midcsreen to corner

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

5CDC > 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.

Combo Damage Starting Wind Net Wind Notes Playlist
2A > 2B > 5B > 5CDC > 3C(whiff) > 665B > 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 > 665B > 5CDC > 3C(whiff) > 665B > 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 > 5CDC > 3C(whiff) > 665B > 9jc > j.C > j.236C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66A > 236A > 3C 2766 1 +0.8 Basic 2B midscreen to corner route.
2B > 5B > 5CDC > 3C(whiff) > 5B > 6A > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66A > 632146C > ... 4480 (3480 + 1000) 3 -1.5 2B into 214B loop variant.

Similarly to the midscreen route, 236C~3D > 9jc > 9D~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~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 > 665B > 5CC > 236C~3D > 9jc > 9D~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~214C > 6A > IAD > j.B > J.C > 6A > 236A > 3C 2556 2 -1.0
2B > 5B > 5CC > 236C~3D > 9jc > 9D~214C > > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66A > 632146C > ... 4357 (3357 + 1000) 4 -2.5 2B into 214B loop variant.

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 > 2D > 9jc > j.C > long dash 5B: Cross-up for air confirms routes.
  • 5D > 3C > 9D > 5B: 5B tends to whiff if too far from the opponent or on some characters like Amane.
  • 5D > 3[C] > Delay 8D > 5B: More stable than the route above. However, 5B may not cross-up if the opponent is too far.
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 ?. 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 > 665B > 9jc > j.C > 2D > 9jc > delay j.C > 665B > 6(6A IAD > j.B > j.C)x2 > 6A > 236A > 3C > 22A 2818 1 0.0 Basic back to corner AA 6A combo.

Video Examples

Basic combos by Rachel's Husband.



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