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PostPosted: Wed Aug 08, 2012 9:01 pm 
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Rachel Monitor
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Location: Texas
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Main: Rachel Alucard
Sub: Arakune
PSN: Amadeous313
It was decided ages ago that Vennusail and I were monitors of the Rachel sub forum.

I decided to make this thread of my own accord. As info releases on Rachel maybe we can learn whatever we can to get an early advantage over other people taking time to learn characters.

Rachel changes so far.

Overdrive: Elf Lied- Increases wind meter
New attacks: 22A/j.22A Beelze Lotus and 22b/j.22B Barel Lotus (How two moves are different are unknown to I, one makes rods turn into bats and I'm assuming the other does a similar thing because of input closeness.)

Known Change, 4B fatal counters.

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PostPosted: Fri Aug 10, 2012 1:47 am 
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More Changes

Rachels Crush trigger is Nago Karate chopping opponent.

Buffs
4B is special cancelable
6B jump cancelable again
j.2C regains overhead status.

Nerf
Rachel's J.2C cancel is still there but bounces higher. Screws up plenty of old combos. Might create new ones.

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PostPosted: Sat Aug 11, 2012 2:12 am 
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More Rachel info.

-Rachels overdrive regens wind at max speed while on ground, still no air wind recovery though.
-You can Gatling into Rachels crush trigger.
-Rachels gatlings are similar.

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PostPosted: Sat Aug 25, 2012 1:47 am 
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New Rachel buff.

5CC now wall sticks and does way more damage.

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PostPosted: Sun Aug 26, 2012 5:24 pm 
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tofurr dustloop wrote:
Pumpkin
- Pumpkin sideways move distance is now around 4/5 of original
- Pumpkin movespeed unchanged
- Pumpkin guardstun is slightly shorter
- Overall frames for summoning a pumpkin slightly longer

Frog
- Overall frames for summoning frog slightly shorter

Lobelia
- A Lobelia and C Lobelia distance is shorter
- Aerial A Lobelia now reaches from screen edge to screen edge
- Even if you hit, you can't really follow up ABC air Lobelia from midscreen anymore
- Hitting with Lobelia knocks the opponent down at a pretty steep slant
- Hitting with air BC causes a hard knockdown
- >3C>various Lobelia for followup doesn't work anymore


4B
- 4B normal hit causes bound, allowing for pickup with 5A, etc.
- All you can do after 4B is blocked is special cancel, so punishment with snakes, etc is guaranteed
- After 5CC's wallslide, 4B>5B connects

Lotus
- Lotus sends a number of bats? after the opponent equal to the number of poles out
- No difference in effect even if you hit with 3
- Using Lotus in the air leaves you with a horrible amount of recovery

High-speed Overhead
- High-speed overhead worked on Litchi (I might have unconciously delayed it)

On Platinum midscreen, 3C>Lily full hit confirmed (It seemed to full hit on all the characters I fought with)
The effect got thinner, but it didn't really seem to miss much.
Wind Lv1 J2C seems impossible

Other
- On ground, OD recovers 4
- 6B jc now possible
- Lv2 J2C > B Lob > etc was easier than expected (JC after lob felt a little strange)
- Non-delayed JC in the above hit on Hakumen (might've unconciously delayed)
- AH doesn't activate with 222B
- Probably no changes to chair
- Feels like dash starting speed got increased
- Opponent falls faster than expected from 6A counter. (Game speed) increased, so this seems to be the case on all characters.

Corner
- I wasn't able to confirm 2A>5B>5CD>C followup>Frog>3C pickup
- 5B>5CDC>4B>5B>JB>JC>jc>2D>JC>Lily>Pumpkin>3C>Frog was about all I could do
- 2A>5B>5CD>C followup>4B>Frog for oki seems to be pretty stable


Thoughts? I think this isn't too bad.

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PostPosted: Sun Aug 26, 2012 5:56 pm 
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Location: Damn cicadas won't shut up. But he's a guy.
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Sub: Rachel Alucard
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everything sounds good
assuming i'll be fine using the new combos etc

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PostPosted: Sun Aug 26, 2012 7:06 pm 
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nice changes
<3 rachel


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PostPosted: Fri Aug 31, 2012 7:57 pm 
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uh oh nerfs.
tofurr (dustloop) wrote:
・4B
 Has repeat proration. Didn't get to the point of figuring out the values.
・J2C
 Repeat proration seems unchanged. Confirmed that J2C(Lv2)>5B>JC>J2C(Lv1) triggered repeat proration.
 Startup might be slower after all? 5B>J3CD didn't connect...I think.
・3C
 Has repeat proration. I think it was to prevent 3CC loop during OD from being the most optimal combo,
but the repeat proration this time makes it seem like a bad ender.
Launch is low? 3C>Iris didn't connect unless 3C did 2+ hits. Might be a problem with Iris startup instead?
・Ground throw
 Our hime-sama can finally special cancel from of her throw! But I don't know how we'd use this.
 I don't think Throw>Pumpkin>5D came out in time.
 Maybe only for Iris, Lotus followups when you're midscreen with poles and no wind?
・Air throw
 Also special cancelable. I don't know how we'd use this either.
 Using Air BC Lobelia in the corner caused the projectiles to bounce back and hit,
but it became techable the moment they hit and I wasn't able to extend it.
 I didn't try it, but I wonder if Lily, etc would work?
・Lily
 Hold time on hit got shortened? I tried to do ~Lily>hj8D>(airdash)>Air Lobelia>J2C(Lv3)>~,
but it felt like the opponent started falling before the Lobelia came out...
・J2C(Lv2) combos
 I touched on this in the J2C section, but it seems like it got slower.
 It works if you press the button when J2C is bordering on Lv1.
・OD
 Can be canceled into from special-cancelable normals. You can do stuff like 3C>OD>5B, etc. Activatable in the air too.
Even using Dahlia during OD didn't seem to yield any noticable differences. I forgot to check Lily, sorry..  
 To give you an idea on recovery speed, you can do about 7, 8 hits using only Pumpkin in OD.


Still think Rachel is going to be strong, although TD needed buffed bad. Prorates horribly.

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PostPosted: Fri Aug 31, 2012 8:01 pm 
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sword i will do some stuff to make this thread pweteh

this is for RACHEL <3
i will pm u later


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PostPosted: Fri Aug 31, 2012 8:06 pm 
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Rachel Monitor
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Main: Rachel Alucard
Sub: Arakune
PSN: Amadeous313
Ok cool. Thanks Kaito.

Very lucky that me, you, and Hanako happen to play Rachel or this rachel forum would be dead. Shes one of the lesser played characters too

Since I'm learning Arakune and doing well with him online, I'm gonna try to bring discussion to that forum.

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