|| Rachel Alucard || "lolipop lolipop oooh loli loli lolipop"

I’m not quite sure what happened but I was in a mirror match and the other rachel did BBL in the air and instantly froze after the animation. She was stuck there in the air in that animation (with the wings and everything) sat there forever just frozen…

I walked up and did a regular 5A and it knocked her down but jumping attacks/grabs didn’t seem to budge her from the frozen state. The 5A was the only one that got her out of that frozen state…

I wish I would have recorded it, but my execution has been shit lately so I was just kind of aggrivated… and I still lost the match :rolleyes:

True, but the better damage and options is the standard b&b instead of that. More damage, and more often than not, easier to execute and it doesn’t require super precise angling/timing to do it.

As for the 5C cancel… meh. If I hit an opponent with the lolidrill (lolz) I usually drop a 5b as I stand up, usually catches the opponent for a counterhit, followed by your choice of random shenanigans.

Sweet, just finished glueing down my washer on the SE so the digonal troubles should be a thing of the past, thanks for the advice (especialy since 5B can go into a bnb)

Now to abuse the

Loli, Drill, BREAKER! :cool: (just imagine the shades on the smily are orange)

So I finally found some of you fools online. Shwoo
We should all do round robins at some point and get annoyed with each other, it’ll be great.

Regardless, working on a new combo with that whole… ya know… midair 2D thing (Cuz it’s just… cool.)

And I’m not sure if this works or NOT, but it’s BEEN working, so it’s at least a decent mind game.

Do standard B&B aircombo, leave off the lobelia at the end, instead add a 2D and go straight into 6a again, then start the combo over from the start.

I juggled a hakumen for three quarters of his life this way. I’m fairly certain it only works sometimes, but aside from missing a bit of damage from the lobelia, this grounds your opponent right next to you even if you miss so you can Oki them.

Just a thought. As always, feel free to let me know if you see something I don’t.

Also… the relaunch combo (6A 5B jc j.B j.C 2D 5B sjc j.B j.C dj j.B j.C 236C) is awesome to pull off, but I keep having problems with the super jump aspect of it. I mean, I’ve gotten it, and I’ve done it in a match (And once on accident did it on second jump, which lead to the above)

I’m just wondering if theres any awesome secrets hiding around?

Oh, and Ghaleon, we srsly need to rematch sometime XD That was an awesome fight. I’ll get you next time gadget.

To above: Could always mixup and jump cancel it into another j.2C if you wanted to.

weretiger, you just beat on me a little bit today. I like your little 2d combos. I have been working on them myself over the last week, I have yet to try in a match though.

The one problem I have right now is keeping the pressure on. I usually combo a 5B 5cdc into 2b5b j.b j.c dj. j.b j.c 236a. I am very good at this, but it tends to let the opponent out of pressure. Is the 5b 5cdc 236b 22a more viable in matches since it leaves them on the ground and I can follow up with pumpkin rushdown?

Also in the corner trap I usually 5b 5cdc 214a 5b 236a …then i get stuck. If i have the meter i super and set up the frog again… If not I just randomly throw out 5b 5cdc, j. 2c and summons. I have no order to it. What do I do to keep the pressure on?

Yeah, my problem with my 2d stuff is that I need to work on getting the follow ups. I keep hitting that, flooring the opponent, toss out frog and then getting poked before frog reaches it’s target. Perhaps I’m doing something incorrectly?

I’m guessing my timing is off or something.

Oh, and thanks! I’m taking that as a compliment, considering that it was at least memorable I suppose. I don’t go all out all the time, so I don’t know if I was messing around or not, but I hope it was fun regardless!

how to do this combo on tager? it looks like ja,jb,j2c, jc, land, repeat.

[media=youtube]tdT7dTN6ZPA[/media]

Same here, I always get poked. Thats why I usually take the extra damage and go for the 6a 5b j.b j.c 2d 5b sj. j.b j.c dj. j.b j.c 236a. Or I just go for the standard air combo. I just have a feeling its not a good idea since it lets them right out of the pressure and the only thing I can do is pull out a pumpkin when I land or chase em down and try relaunch or j.c

Yeah, its j.a j.a j.b j.2c j.c land rinse, repeat.

Anyone else think we need to come up with names for these combos? Or at least numbers instead of having to retype them every time we reference them?

To Outtawack311: I know at the beginning of the match what I try to do is when I go for 3CD I’ll hold the C down and let it spin to a stop. Do that a few times until your opponent begins to block longer than normal, and then start tossing in frog cancel/pumpkin. By the time you put the frog down and the opponent realizes what’s happening, you’ll have the pumpkin out and you can jump on him to put the pressure on.

Of course, if they do something different, say… jump backwards, you’ll have to modify what yer doing, but other than that, I haven’t had -too- much trouble with this. To add extra safety, I suggest a backdash directly after frog if the opponent starts poking at you.

j.B j.C dj j.B j.C 236A = Alucard air slap

Does sj. j.b j.a j.b j.c dj. j. 2c work better then the “air slap” since it doesnt let them air tech, even though it does less damage?

its 2241 vs 2390

If done correctly they can only tech after the ‘air slap’ after the combo is finished. If you are talking about pressure play, then you can leave out the Lobelia at the end for a 2D to blow them straight down to the ground for rushing in again.

I was talking about a pressure play. I am playing around in training mode to see if the damage sacrifice is worth keeping them near me on the ground, plus if you add another C on the way down there is no cooldown. It seems like a good idea, but it’s surprisingly tough to pull off, the 2c is delayed. I also don’t want to take credit for that air combo, it was on dustloop.com combo thread.

Oh crud, sorry, read that wrong. I’m not sure, it probably does work better. The slight damage decrease isn’t that big of a deal. Then again, probably use both. One to push away one to stay close?

Never thought this day would come, I just got outright pwnt by a Jin named SHADOWREDzero.

Guy has an amazing pressure/combo game, I barely got any combos off on him, it was intense. Hoping to friend and get some more practice, cuz srsly, nub jins have me spoiled -.-;;;

Edit: Beat him before he left. He pwnt me a good nine times before that though. Went back and forth through me and my Taokaka friend (The Oppwnent) until I think he had a 12~15 game win streak. No perfects though, no astral finishes. Just outright goodness.

I have been having alot of trouble doing the air combos. When you have the j.a, does that just mean I am in the air and hitting the a button? I can’t for the life of me get those to work ever.

On the plus side, I am slowly improving my rachel game. I am slightly annoyed by Jin but 80% of my matches today did the icecar first move which is so easy to punish with the electric cat chair. If anyone sees me online and plays me give me some helpful pointers. When I get the combos and her feel right, I am pretty decent but I usually break down once I get put under pressure.

The standard air combo to learn with is 6a > 5b > j. b j.c dj. j.b j.c 236 a

This means that during the 5b you jump using 9 and press b then c, press 9 again then b > c then 236 a. The big thing about it is to be calm, don’t mash buttons. Mashing buttons doesn’t work for this, it will just mess you up. Just work it in training mode for 10 minute and you should pick it up.

I think the point of 2C ender for the aerials is so you can start your oki up by summoning a pumpkin and winding it down so you can start your pressure safely again on the ground (assuming you have wind).

And if you are low on wind or need an extra 100dmg, you can follow up the dj with j.b j.c 236A.

With that said, I end up doing the j.b j.c 236A to end aerials anyway because the timing on landing 2c is kind of strange sometimes and i’d rather go for the guaranteed damage instead of risking them teching. But for the sake of getting better, I should probably practice ending with 2c.

Typically you should always go for the knockdown and oki. The only times you should do the 236A combo ender would be if you don’t have any wind stock, bad positioning/j.2C will not hit, or if you need the extra damage to kill them.