Combo Notation Guide | Character Name Abbreviations | |||||||||
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For beginners
Rachel is argued to be one of the hardest character in the game. As far as combos are concerned, 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 combo 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 to practice her mini-routes individually before moving to the full routes.
The mini-routes are as follows:
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 > 9jc > 2D > delay j.C > 66 6A: 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. The 9jc has to be done immediately and the second j.C has to be done very late. A very common mistake is not delaying the j.C enough.
6A > 9jc > delay 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. The j.A has to delayed a fair amount. The j.C can also be delayed but it isn't mandatory. The timing for this route is character specific, see the midscreen section for additional notes about this route.
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. Regardless, this is a good route to practice as 3D~j.B and 3D~j.C are potent tools in neutral to approach.
Another very common mistake is for beginner to start by learning Rachel's optimal damage combo ender: ... > 6A > 236A > 663C(1) > 214C > 66 4B > 5C . 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 until you have fully mastered the rest of her combos.
Basic combos
Here are some of Rachel's basic combos. It is recommended that you master them first:
Midscreen:
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2A/5A > 5B > 6BD > 3C > 8D > 5B > 6A > IAD > j.B > j.C > 6A > 236B | 2030 | 2 | -1 | Basic 2A/5A combo into 5CC ender midscreen. A staple combo and a good starting point. | Video |
9jc > 2D > j.A > j.B > 5B > 5CC | 1169 | 1 | -.75 | Basic Instant Overhead (IOH) j.A confirm. A more optimal route into 5B > 6A is listed further down in the document. | Video |
Throw/Backthrow > 7D > 6A > IAD > j.B > j.C > 6A > 4B > 5CC | 2450 | 1 | 0 | Basic throw combo. | Video |
AA 6A > 66 5B > 9jc > j.C > 9jc > 2D > delay j.C > 66 6A > IAD > j.B > j.C > 6A > 4B > 5CC | 2412 | 1 | +0.25 | Basic 6A AA combo. The first 5B is here for hit confirm purposes and can be omitted. | Video |
Corner:
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2A > 2B > 5B > 5CDC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66 6A > 236A > 3C > 22A | 2662 | 1 | +.5 | Basic corner combo into 22A okizeme. | Video |
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. | Video |
Midscreen
Combo theory
6A > IAD > j.B > j.C > 6A
The jump direction and timing of the IAD after 6A directly affects the height of the opponent during combos. Here a few options that affect 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, choosing a specific type of airdash may be necessary. This is particularly true with anti-air or air-to-air starters.
Moreover, the dash input can be delayed to further adjust height. Those minor adjustments are especially important when performing the 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 for those characters is to do 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 more niche route is j.[C] > j.B > j.C. It only works on some characters: Ragna, Tager, Litchi, Arakune, Bang, Hakumen, Nu, Tsubaki, Hazama, Mu, Makoto, Valkenhayn, Relius, Izayoi, Terumi, Lambda, Nine, Naoto, Izanami, Susanoo, Mai. This route deals a bit more damage than j.A > j.B > j.C but makes 6A > 236A significantly harder.
6A/5B > 9jc > j.C > 9jc > 2D > Delay j.C > 66 6A
A very common combo filler for anti-air confirms. The second j.C has to be done very close to the ground. Otherwise, there won't be enough hitstun to combo into 6A. Since j.C has a lot of hitstun, this route is very resilient to hitstun decay and works even if the opponent is very high. The dash before 6A isn't necessary at close but is very often needed in practice, especially against characters with finicky aerial hurtboxes like Izanami or Amane.
Alternative routes include 9jc > j.[C] > j.B > j.C > 66 6A and 9jc > j.[C] > j.[C] > j.C > 66 6A. Those variants do not require any wind. However, they are more sensitive to hitstun decay and leave the opponent much higher. Therefore, they may not lead to any combos if the opponent is too high after the first j.C. In order to continue 66 6A with the IAD j.B route, it is often necessary to delay 7jc > AD instead. Those routes are trickier to perform but saving one wind in combos can be very significant. If you are starting the character, feel free to ignore those variations and focus on mastering the basic j.C > 9jc > 2D > Delay j.C first.
Enders
... > 6A > 4B > 5CC
Solid combo ender midscreen. Ends with 5CC sliding knockdown and gives plenty of time to set-up 214A and/or poles, 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 okizeme and 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 with a lotus attached.
Disclaimer: In the following sections, combos which end with "6A > ender" can be ended with either of the routes above. For the sake of simplicity, 6A > 4B > 5CC will be used for damage calculation purposes.
5D > 3C > 8D > 5B routes
... > 5D > 3C > 8D > 5B > 6A is one of Rachel's 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.
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.
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 |
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 > 9jc > 3D~j.B > 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.
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. Regardless, this is a good route to practice as 3D~j.B and 3D~j.C are potent tools in neutral to approach.
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 > 66 6B > 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. | Video |
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.
6A > 9jc > delay 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. The j.A has to delayed a fair amount. The j.C can also be delayed but it isn't mandatory. The timing for this route is character specific, see the midscreen section for additional notes about this route.
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 (66 5B) will make the confirm work at more ranges and better prepare you for the route below. | Video |
9jc > 2D > j.A > j.B > 66 5B > 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
Throw > 7D > 66 (6A is the most common midscreen Throw route. The 7D has to be done soon after the throw. Too early and it won't have any effect; too late and they will land before it has any effect.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
Throw/Backthrow > 7D > 66 (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 sacrifices a bit of damage. | Video |
Airthrow > 66 5B > 6A > IAD > j.B > j.C > 6A > ender | 2486 | 0 | +.5 | Basic airthrow combo. Doesn't require airdash 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 airdash/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
Rachel's 6A is one of the best anti-air in the game. It has an excellent hitbox and is quite fast.
j.C > 9jc > 2D > delay j.C > 66 6A: 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. The 9jc has to be done immediately and the second j.C has to be done very late. A very common mistake is not delaying the j.C enough.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
AA 6A > 66 5B > 9jc > j.C > 9jc > 2D > 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 > 66 5B > 9jc > j.[C] > j.B or j.[C] > j.C > 6A > 4B > 66 5B > 6A > 4B > 5CC | 2444/2557 | 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. | Video |
AA 6A > 66 5B > 9jc > j.[C] > j.B or j.[C] > j.C > 66 6A > IAD > j.B > j.C> 6A > ender | 2427/2538 | 0 | +1.0 | Windless 6A AA route. Variation of the route above into IAD instead. It is harder but has more corner carry. | Video |
Air-to-air
With j.B and j.C starters the double IAD routes are stable. Depending on the opponent's height, the timing for 9jc > 2D > j.C has to be more or delayed. The higher the opponent, the more j.C has to be delayed.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
Air-to-air j.B > j.A > j.C > 9jc > 2D > j.C > 66 (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. | Video |
Air-to-air j.C > 9jc > 2D > delay j.C > 66 (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 > 9jc > 2D > 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. | Video |
Specials
Raw 214A has a lot of hitstun, it is possible to 66 Barrier for a bit to bait bursts. Since there is very little hitstun decay the j.[C] > j.[C] > j.C is possible. If you find it too difficult, switch to a basic IAD route.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
214C or 214A > (66 >) 6B > jc > j.C > 9jc > 2D > 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 >) 6B > jc > j.[C] > j.[C] > j.C > 6A > IAD > j.B > j.C > 6A > ender | 2706 (214C) | 0 | +1.0 | Windless, more difficult variation of the route above. | |
214C or 214A > (66 >) 5B > (6A > IAD > j.B > j.C) x1 or 2 > 6A > ender | 2336 | 0 | +0.8 | Windless 214C/214A combo with high corner carry potential. 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).
This route requires delaying the 1D significantly as 2C has a lot of recovery. The 1D has to be done soon after they launch. If it's done too early, the opponent won't launch; if it's done too late they will be pushed too far away.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2C CH > delay 1D > 66 6A > IAD j.B > j.C > 6A > 236B | 2314 | 1 | 0 | Basic 2C CH combo. | |
2C CH > delay 1D > 66 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. | Video |
2C CH > delay 1D > 66 6(6A > IAD j.B > j.C )x2 > 6A > 236A > 66 3C(1) > 214C > 66 5C | 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.
The tricky part about that route is timing the 8D correctly to launch the opponent just high enough to microdash into 5B . The 8D has to be done soon after 2C hits.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
FC 5C > 214A > 66 5B > 214B > 2C > Delay 8D > 66 5B > 9jc > j.[C] > j.[C] or j.B > j.[C] > 6A > 4B > 66 5CC | 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. | Video |
FC 5C > 214A > 66 5B > 214B > 2C > Delay 8D > 66 5B > 9jc > j.C > 9jc > 2D > delay j.C > 6A > IADj.B > j.C > 6A > 4B > 66 5CC | 4526 (4026 + 500) | 2 | -0.5 | Requires 1 more wind but is easier and makes it possible to go for IAD. | Video |
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.
Visual reference for how far the pole can be with a 6BD > 3C(3) > 214C route.
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. | Video |
(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. | Video |
(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. | Video |
(Near a pole) 6BD > 3C(3) > 214C > 6(6A IAD > j.B > j.C) x2 > 6A > ender | 2868 | 1 | 0 | Video |
5CC > 236C~3D > 9jc > 9D~j.214C
5CC > 236C~3D > 9jc > 9D~j.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~j.214C part of the combo acts as an auto-burst bait.
A "hard at first, easy once mastered" type of route. The 3D has to be done almost immediately after 236C and likewise the j.214C has to be done soon after 9D. The timing is fairly lenient for both.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2A > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > 6A > 4B > 66 > 5CC | 2340 | 2 | -1.0 | Very high corner carry for a 2A starter. It covers about ~60% of the screen. | Video |
2B > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > 6A > IADj.B > j.C > 6A > ender | 2602 | 2 | -1.5 | The corner carry with a 2B starter is even higher as it is possible to add an airdash. It covers about ~70% of the screen. | Video |
632146C enders
If the opponent is low on life, it's possible to end combos with 632146C , setup one or two 214B and go for the kill. Those situations are quite rare but the routes are worth learning. It is not recommended to go for those routes if the combo doesn't kill.
Ender | Notes |
---|---|
... > 6A > 632146C > 214A > 66(cross-under) > 4B > 214B > 6C~8D | 50 meter ender. |
... > 6A > 632146C > 214B > 66(cross-under) > ODc > 632146C~8D > 214A > 4B > 214B > 6C~8D | 100 meter and overdrive combo ender. |
j.2C level 2 routes
Coming soon
Corner
Rachel's corner combo fall into 2 categories. The optimal okizeme enders and the 214B loops (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.
6A > 236A > 3C > 22A
6A > 236A > 3C > 22A is powerful combo ender that is easy to setup and requires no wind.
22A > 2A (whiff): This setup is used to catch forward rolls and makes 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.
The timing can be a bit tricky at first and may require a bit of practice. The 6A has to hit the opponent fairly high, otherwise they will fall to the ground before 3C can hit. This okizeme ender is most typically done after 4B > 5CC > 214C. Slighly delaying the 5CC and waiting a bit or microdashing after the 214C helps adjusting the opponent's height.
3C > 214C > 4B > 236B ~9D
Near corner, 1 wind okizeme ender. 236B hits the opponent as soon as they wake-up keeping them in grinder. 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 roll out of the corner.
A near corner variation of the route above is 3C > 214C > 4B > 5CC > 236C~6D > 214A .
4B/5CC/3C > 214A
Rachel's most basic okizeme ender and easiest to setup. Unfortunately, 214A can be avoided by delaying wake-up and thus this okizeme is often considered weaker than the ones above. Here are some of the most common options after 214A:
- 214A > 2A (whiff): If done immediately, 2A will blue beat prevent rolls and long delay tech. 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 > (delay 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. Essentially used to prevent early counter assaults.
- 214A > (66 Throw) or (9jc > 2D > Throw): Throw setup, essentially used as an anti-Hakumen drive tech. Loses to forward rolls, delay tech, mashing and reversals.
Those are her most common okizeme enders. She has a plethora of options available, though the ones above are the most common ones.
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 > 5BD > 5CC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66 6A > 236A > 3C > 22A | 2662 | 1 | +.5 | Video | |
9jc > 2D > j.A > j.B > 665B > 5CC or 5CDC > 6C(1) > j.C > j.236C > 5B > 6A > 4B > delay 5CC > 214C > 66 6A > 236A > 3C > 22A | 2127 | 1 | +.5 | 5D can be used during 5CC if you miss the microdash on 5B. | Video |
2A > 2B > 5BD > 5CC > 6C(1) > j.C > j.236C > 2B > 5B > 6A > TK j.214C > 214B > 66 6A > 236A > 3C > 22A | 2462 + (poison) | 1 | +.5 | This routes uses 214B to deal additional poison damage. | |
9jc > 2D > j.A > j.B > 665B > 5CC or 5CDC > 6C(1) > j.C > j.236C > 2B > 5B > 6A > TK j.214C > 214B > 66 6A > 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 or 5CDC > 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 > 66 5B > 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 > 66 5B > 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 > 66 5CC > 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 > 66 5CC > 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 > 66 5B > 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 > 66 5CC > 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 > 66 6A > 236A > 3C | 2856 | 0 | +1.8 | Basic throw combo. | |
Throw > 5A(1) > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 236A > 3C | 2540 | 0 | +1.5 | Video |
Anti-air and Air-to-air
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
air-to-air j.B > j.C > 9jc > 2D > j.C > 66 5CC > 214B > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 3C | 2688 | 1 | +0.8 | Basic j.B or j.C confirm in the corner. | |
AA6A > 5B > j.C > 9jc > 2D > j.C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 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, 214A 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 > 66 6A > 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 > 66 6A > 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 > 66 6A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C~8D | 5119 (3619 + 1500) | 3 | -1.0 | Max damage variation for kill combos. |
214B loop
The main idea behind Rachel's max damage routes is to use as many 214B as possible. Each deal a total of 500 poison damage over a small amount of time that can be shortened by using wind. By using 4~5 of them per combo it's possible to do high damage combos even with a bad combo starter. Furthermore, those combos often ends with 1 or 2 supers to maximize damage and further increase the amount of 214B .
Those combos are very resource intensive in terms of wind, meter and oftentimes OD. As such, those combos are often done only if they can kill the opponent.
Sample 214B loop. It may appear daunting but is relatively easy with a bit of practice. Understanding how to time the winds and delay is key.
- 5CC > 236C~9D > 5CC : Very stable, the 9D has to be done soon after 236C.
- 5CC > 214B > (lobelia hit) > 6A /5CC : 214B has to be done immediately after 5CC . It is also possible to microdash or delay the after the 214B to adjust the opponent's height.
- 6A > 236B~9D > 3C(3) : The timing of the 9D has to be slightly adjusted depending on the opponent's height. If they are close to the ground, the 9D has to be delayed a bit. Otherwise it can be done immediately. If they are too high or low, it may not be possible to get all 3 of 3C hits.
- 3C(3) > 214B > (lobelia hit) > 3C(3) : The 214B has to be done immediately after the last hit of 3C.
- 632146C~8D > 214B > OD > 632146C~8D > 214B > 22A~8D or Throw~8D > EA: The tricky part is timing the 8D without jumping hence the 22A or Throw input. This section takes a bit of practice to get correctly. However, they will probably be dead after the two supers.
Main routes
Rachel has two main 214B loop combo routes:
Route | Notes |
---|---|
(Air hit) 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > Ender | Easy, universal timing but requires a solid starter and converting into it quickly. |
(Air hit) 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender | A bit harder, character specific but more resilient to hitstun decay. If the opponent is high enough, 4B can be done instead of 6A, this is fairly situational and only adds ~50 damage. |
Enders
The main combo enders after 632146C~8D:
Ender | Notes |
---|---|
... > 214B > 22A~8D > delay/44 236A | Basic 236A ender. The 8D needs to be slightly delayed to ensure all the bats are out first. |
... > 214B > 632146C~8D > 214B > 22A~8D > 236A | Double Super Ender. |
... > 214B > OD > 632146C~8D > 214B > 22A~8D > EA | Highest damage combo ender requires 3:50 seconds of time. |
The 22A is only here to input 8D while preventing jumping. Alternatives include whiffing a Throw.
Combos
2B starter
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2B > 5B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > Ender | 5212 (3712 + 1500) | 2 | -2 | Basic 2B into 214B loop. | Video |
2B > 5B > 6B > 214C > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender | 5179 (3679 + 1500) | 1 | 0 | Basic 2B into 214B loop with a pole. |
IOH j.A
9jc > 2D > j.A > j.B > 665B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66 6A > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > Ender | 4393 (2893 + 1500) | 3.5 | -3 | IOH j.A into 214B loop combo. | Video |
9jc > 2D > j.A > j.B > 665B > 5CC > 214B~8D > 66 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender | 4455 (2955 + 1500) | 3.5 | -3 | Variation of the route above. 3C(3) > 214B > 3C(3) requires very specific timing on some characters. | Video |
9jc > 2D > j.A > delay j.B > 5C > 214C > 66 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender | 4580 (3080 + 1500) | 2 | -2 | IOH j.A into 214B loop combo with a pole. | Video |
Throw
Throw > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C~8D > Ender | 5593 (4093 + 1500) | 2 | -2 | Throw into 214B loop. | Video |
Throw > 214C > 66 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 6A > 236B~9D > 663C(3) > 214B > 3C(3) > 632146C~8D > Ender | 5322 (3822 + 1500) | 1 | -1 | Throw into 214B loop with a pole. |
FC 5C
FC 5C > 214A > 66 5B > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 214B > 66 6A > 632146C~8D > Ender | 6235 (4735 + 1500) | 2 | -1 | Consistent DP Punish/5C FC combo. | Video |
FC 5C > 214B > 5CC > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender | 6955 (4955 + 2000) | 2 | -1 | Higher damage DP Punish/5C FC combo. | Video |
An alternative way to start the combo is with (standing) 5CC > 214B~8D > 5CC . However, this makes the combos very costly in terms of wind.
Hybrid: Corner 214A midcombo
5CC > 236C~Delay 9D > 5CC > 214A > 3C > 214B is an hybrid between the high damage 214B routes and the low meter okizeme routes. The 9D has to be delayed a bit more than in the 214B loop combos to launch the opponent higher.
It is doable of any route that leads into the usual 5CC > 214B > 5CC or 4B > 5CC route.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2B > 5B > 6B > 214C > 5CC > 214B > 5CC > 236C~Delay 9D > 5CC > 214A > 3C(1) > 214B > 4B > 3C(3) > 22A | ~3600 (2931 + ~700) | 0 | -0 |
Midscreen to corner
Rachel possesses two main midscreen to corner combos: 5CC~delay 5D > 3C(whiff) and 236C~3D > 9jc > 9D~j.214C.
5CC~delay 5D > 3C (whiff)
5CC~delay 5D > 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.
Fairly simple route. Doing the 5D/3C too early will cause the first hit of 3C to hit.
Beware that this route doesn't work if too close to the corner as 3C may hit even if timed correctly.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2A > 2B > 5B > 5CC~delay 5D > 3C(whiff) > 66 5B > 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 > 66 5B > 5CC~delay 5D > 3C(whiff) > 66 5B > 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 > 5CC~delay 5D > 3C(whiff) > 66 5B > 9jc > j.C > j.236C > 5B > 6A > 236A > 5B > 6A > 4B > 5CC > 214C > 66 6A > 236A > 3C | 2766 | 1 | +0.8 | Basic 2B midscreen to corner route. | |
IOH j.A > j.B > 66 5B > 5CC~delay 5D > 3C(whiff) > 5B > 6A > 236C~9D > 5CC > 214B > 6A > 632146C~8D > ... | 3793 (2793 + 1000) | 3 | -2.0 | IOH j.A into 214B loop variant. | |
2B > 5B > 5CC~delay 5D > 3C(whiff) > 5B > 6A > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... | 4480 (3480 + 1000) | 3 | -1.5 | 2B into 214B loop variant. |
236C~3D > 9jc > 9D~j.214C
Similarly to the midscreen route, 236C~3D > 9jc > 9D~j.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~j.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 > 66 5B > 5CC > 236C~3D > 9jc > 9D~j.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~j.214C > 6A > IAD > j.B > J.C > 6A > 236A > 3C | 2556 | 2 | -1.0 | ||
2B > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... | 4357 (3357 + 1000) | 4 | -2.5 | 2B into 214B loop variant. |
j.C~3D > j.C
Coming soon.
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 > 9jc > 2D > delay j.C > Long dash 5B : Cross-up for air confirms routes.
- 6BD > 3C~9D > 5B : 5B tends to whiff if too far from the opponent or on some characters like Amane.
- 6BD > 3[C] > delay 8D > 5B > delay 8D > 5B: More stable than the route above. However, 5B may not cross-up if the opponent is too far.
Simple and most common sideswap combo. Beware that the 5B if they are too far away.
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 Litchi and Makoto. 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 > 66 5B > 9jc > j.C > 9jc > 2D > delay j.C > 66 5B > 6(6A IAD > j.B > j.C)x2 > 6A > 236A > 3C > 22A | 2818 | 1 | 0.0 | Basic back to corner AA 6A combo. | |
CH 2C > delay 4D > 9jc > j.C > 9jc > 2D > j.C > 6A > 236A > 3C > 22A | 2299 | 2 | -1.2 | 2C CH back to corner combo. The sideswitch occurs just before the first j.C . |
Overdrive
Contrary to most characters, Rachel doesn't have a exclusive overdrive combos. However, the boost to wind regeneration grants access to her most costly routes while ignoring their wind costs. This is especially useful for corner carry and/or fitting a few 214B for higher damage.
High-corner carry midscreen to corner examples:
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2B > 5B > 5CC~delay 5D > 3C(whiff) > 5B > 6A > 236C~9D > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... | 4480 (3480 + 1000) | 3 | * | With OD, this requires 0~1 wind at the start of the combo. | |
2B > 5B > 5CC > 236C~3D > 9jc > 9D~j.214C > > 5CC > 214B > 5CC > 236C~9D > 5CC > 214B > 66 6A > 632146C~8D > ... | 4357 (3357 + 1000) | 4 | * | With OD, this requires 0~1 wind at the start of the combo. |
The wind gain depends on how long overdrive lasts.
Advanced routes
The following routes are fairly advanced and aren't recommended for most players. They have several perks but are either heavily character specific, challenging or wind intensive.
66 3C midscreen
6A > 236A > 66 3C > 214C > 66 4B > 5CC is an advanced combo ender with Rachel midscreen. It is typically done after IAD j.B > j.C and 6A > j.A > j.B > j.C. This route does a bit more damage than 6A > 4B > 5CC as well as provides a bit more corner carry and wind regeneration.
The most common error is doing the 6A too late. The opponent needs to be fairly high after the 6A connects.
If the opponent is too low, 236A will hit the opponent almost immediately after being thrown. The opponent will quickly fall to the ground while Rachel is stuck in 236A's recovery and there won't be enough time dash into 3C.
This route is relatively stable after 6A > j.A > j.B > j.C. It can be a bit more finicky with the IAD j.B > j.C variations, in particular after double AD routes or air confirms. In those instances, delaying the 6A and microdashing helps adjusting the timing.
The timing of this route varies also slightly depending on the character. 214C may also whiff on some characters if they are too low after 3C, notable examples include Hakumen, Susanoo and Mai. 66 3C is also very difficult on Celica.
j.2C level 2 > j.214B corner
j.2C level 2 > j.214B > 236C > 236A~9D > 214B > 6A is a difficult, high damage, wind intensive route, corner route. It deals roughly 600 more damage than the traditional 214B loops.
The idea is to land a very close to the ground j.2C while the enemy is the air, this gives enough time to follow-up it up with an air j.214B, land and connect with a 236C while the enemy is high in the air. With 236A~9D, the enemy will be hit once by 236A and a second time by 236C on the way down. This gives enough time to follow-it up with another 214B and continue the combo with 6A.
This route is tricky for several reasons. If the opponent isn't launched high enough after j.2C, the first hit of 236C will hit the opponent too low and the second one will either whiff or the opponent will hit the ground before 6A. The opponent has to be slightly above Rachel when the j.2C connects.
Combo | Damage | Starting Wind | Net Wind | Notes | Playlist |
---|---|---|---|---|---|
2B > 5BD > 5CC > 6C(1) > j.C > delay 9jc > j.C > j.2D > delay j.2C level 2 > j.214B > 236C > 236A~9D > 214B > 66 6A > 236B~9D > 3C(3) > 214B > 3C(3) > 632146C~8D > Ender | 5627 (4127 + 1500) | 4 | -3.5 | Example of a 5CC > 6C(1) |
Video Examples
Basic combos by Rachel's Husband.
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- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
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- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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