BBTag/Rachel Alucard/Combos: Difference between revisions

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'''IOH j.AA > 5A > 5BBB > microdash 5A > 5BB > 236B~9 > 5A > 5BBB > 214A'''
'''IOH j.AA > 5A > 5BBB > microdash 5A > 5BB > 236B~9 > 5A > 5BBB > 214A'''
:[https://youtu.be/OYiaucgfFHM Video Example]
:Damage: 4090
:Damage: 4090
:Requires: Wind
:Requires: Wind
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'''2A > 5A > 5BBB~6 > 5A > 5BB > 236B~9 > 2B > (B Lobelia Hits) > 5BBB > 214A'''
'''2A > 5A > 5BBB~6 > 5A > 5BB > 236B~9 > 2B > (B Lobelia Hits) > 5BBB > 214A'''
:[https://youtu.be/D0mfxTnAh_U Video Example]
:Notes:
:Notes:
:* A combo for when you open an opponent up with a 2A low
:* A combo for when you open an opponent up with a 2A low
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'''Throw > delay 5A > 5BB > 2B > 5A > 5BB > 236B~9 > 5A > 5BBB > 214A'''
'''Throw > delay 5A > 5BB > 2B > 5A > 5BB > 236B~9 > 5A > 5BBB > 214A'''
:[https://youtu.be/QBV73OzR83g Video Example]
:Damage:
:Damage:
:Note:
:Note:

Revision as of 00:32, 6 June 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6A becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Midscreen

Solo

IOH j.AA > 5AA > 5BB > 2C > 236A

Video Example
Damage: 3322
Requires: Wind
Notes:
  • Simple combo from an instant overhead j.A

IOH j.AA > 5AA > 5BBB > microdash 5AA > jc j.AA > djc j.AA > j.C > 2C > 236A

Video Example
Requires: Wind
Notes:
  • An instant overhead j.A combo that's character specific but does more damage. To learn more about who this combo works on, please go to the Combo Theory section

2A > 5A > 5BB > 2C > 236B~8 > dash 5A > 5BB > 236B~8 > dash 5A > 5BBB > 214A
2A > 5A > 5BB > 2C > 236B~8 > dash 5A > 5BB > 236B~8 > sj j.AA > djc j.AA > j.C > 2C > 214A

5BBB Ender Video Example
Air Combo Ender Video Example
Damage: 4553 (5BBB Ender)
Notes:
  • A slightly more difficult combo for when you open an opponent up with a 2A low. For tips on the 236B~8 > dash 5A combo piece, please go to the Combo Theory section. If you aren't close enough to the corner for the 5BBB ender or you're having trouble with the juggle after the second 236B~8, you can use the alternate air combo ender instead.

Throw > 5AA > jc j.AA > djc j.AA > j.C > 2C > 236A

Video Example
Damage: 3949
Notes:
  • A simple throw combo. Use this when you're first starting out with the character

Throw > 5BB > 236B~8 > dash 5A > 5BB > 236B~8 > dash 5A > 5BBB > 214A

Video Example
Damage: 4647
Notes:
  • A slightly more difficult throw combo that does more damage and corner carries from midscreen to the corner. Works on all characters



With Assists

5AA 5BBB assist [6] (5A jB2 djB) 5AA jAAB djC 2C 214BC

Video Example
Damage: 6908
Requires: Wind + 2 bars
Notes:
  • Parenthesis part is optional and can opt for a regular ender like 236B instead.
  • Many assists work for this combo.

IOH j.AA > 5A > 5BBB > 5P > dash 5BB > 236B~8 > dash 5A > 5BBB >214A

Video Example
Damage: 4204
Notes:
  • Almost goes fullscreen
  • Timing can be a bit harder on Plat and Chie because the last hit of 5BBB can drop more easily than other characters if you don't juggle them right.

2A > 5AAA~6 > 5P > dash 5BB > 236B~8 > dash 5A > 5BBB > 214A

Video Example
Damage: 5818
Requires: Wind
Notes:
A combo for when you open an opponent up with a 2A low. Corner Carries from one corner to the other.


Corner

Solo

5AA > 5BBB~6 > 5AA > jc j.AA > djc j.AA > j.C > 2C or 236A

Video Example
Damage: 5652
Requires: Wind
Note:
  • A simple corner combo for when you have wind.
  • Alternatively, you can end this combo with 236A instead of 2C to have a lobelia pole setup

IOH j.AA > 5A > 5BBB > microdash 5A > 5BB > 236B~9 > 5A > 5BBB > 214A

Video Example
Damage: 4090
Requires: Wind
Notes:
  • A combo for when you open an opponent up with instant overhead j.A. The 5BBB > microdash 5A part doesn't work on a few characters. You can find a list of the characters it won't work on in the Combo Theory section down below.

IOH j.AA > 5A > 5BBB > microdash 5AA > 5BBB > 236B~9 > 5A > 236A > (B Lobelia Hits) > 2C > 236B~9 > 2C > 236A > (B Lobelia Hits) > 2C > 214A or 236C

Video Example
Requires: Wind
Note:
  • A combo for when you open an opponent up with instant overhead j.A
  • Character specific.

2A > 5A > 5BBB~6 > 5A > 5BB > 236B~9 > 2B > (B Lobelia Hits) > 5BBB > 214A

Video Example
Notes:
  • A combo for when you open an opponent up with a 2A low
  • This combo is bit harder on Tager because his big body gets hit by the falling lobelia sooner than other chars. You can link with 5A instead to make the timing easier. You'll also want to link 2B as fast as possible. to give yourself more time to recover.

2A > 5BBB~6 > 5A > 5BB > 236B~9 > 2B > (B Lobelia hits) > 2C > 236B~9 > 2C > 236A > (B Lobelia Hits) > 2C > 236B~9 < 2C > 236A > 2C > 214A or 236C

Video Example
Note:
  • A combo for when you open an opponent up with a 2A low

Throw > delay 5A > 5BB > 2B > 5A > 5BB > 236B~9 > 5A > 5BBB > 214A

Video Example
Damage:
Note:
  • Delay the first 5A to let them fall low enough to make 5BB connect. Too low though and the link from 2B will become a lot harder/not possible so be careful.


With Assists


Combo Theory

IOH j.AA

Unfortunately, there are a few characters that when you try to do j.AA, the second hit of j.AA won't come out in time before you land back on the ground. This will make confirming the IOH j.A into a combo a bit harder because the time you'll have to link 5A will be much tighter. In these situations, you can opt to link 4A instead to try and make things easier if you're having trouble linking 5A. Keep in mind that 4A's reach is much more limited compared to 5A's reach though. If you're planning to link 4A instead, you should do the IOH j.A on its own or from 4A to avoid being outside the spacing to link 4A when you land from your IOH j.A

When done from a blockstring, the second hit of j.AA won't come out in time before you land for the following chars:

  • Es
  • Yosuke
  • Chie
  • Yukiko
  • Kanji
  • Hyde
  • Linne
  • Blake

Additionally, when doing a IOH j.A on its own instead of jump canceling a normal, usually the second hit of j.AA won't come out in time before you land. There are very few exceptions to this so please adjust how you'll continue the combo accordingly.

5BBB > microdash 5A

This combo piece is a great way to extend a combo without using resources both midscreen and combo. However, this combo piece is also character specific.

Midscreen 5BBB > microdash 5A does not work on the following characters:

  • Es
  • All Under Night in Birth characters
  • All RWBY characters

Corner 5BBB > microdash 5A does not work on the following characters:

  • Hyde
  • Linne
  • Orie
  • Gordeau

236B~8 > dash 5A

Video Tutorial - Link

This combo piece is a great way to extend midscreen combos if you have wind available and is very common in Rachel's combo route. Depending on the starter, you might even be able to loop this combo piece 2 times in one combo. One important thing to be aware of when doing this combo piece is that the stability of the juggle you do afterwards depends greatly on how low the opponent is when you start the juggle. So when you are timing your 5A to juggle the opponent, try your best to delay until they're lower to the ground. You have a good amount of untech time to work with from the B lobelia so take your time to get the timing and the height right.


Video Examples


External Documents and References