Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
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:
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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Click [★] for character's full frame data
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- Active Flow
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- Untechable State