<?xml version="1.0"?>
<rss version="2.0"><channel><title>Rachel Alucard Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/72-rachel-alucard/</link><description>Rachel Alucard Latest Topics</description><language>en</language><item><title><![CDATA[[CF2] CF ->CF2 Transition Guide]]></title><link>https://www.forums.dustloop.com/forums/topic/13222-cf2-cf-cf2-transition-guide/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" height="290" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png" width="690" /></p>

<p>
	New version, new transition guide. Enjoy<br /><a href="https://www.evernote.com/shard/s624/sh/eb5cc1b3-bdeb-4b8f-8d9a-70d3aa7d3277/8c80dc770d011e564dcfa20e187a0232" rel="external nofollow">https://www.evernote.com/shard/s624/sh/eb5cc1b3-bdeb-4b8f-8d9a-70d3aa7d3277/8c80dc770d011e564dcfa20e187a0232</a>
</p>
]]></description><guid isPermaLink="false">13222</guid><pubDate>Tue, 29 Aug 2017 13:50:19 +0000</pubDate></item><item><title>[CF2] Rachel Alucard Beginner's Guide</title><link>https://www.forums.dustloop.com/forums/topic/13221-cf2-rachel-alucard-beginners-guide/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" height="290" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png" width="690" /></p>

<p>
	A new guide I've been working on to help newcomers get a better overview of their workload on learning Rachel and make the learning process easier. Check it out<br /><a href="https://www.evernote.com/shard/s624/sh/8fdd8f8f-1e3e-439f-9c3c-db56c4d08096/7b6e70f44208e65823225ad929a5771a" rel="external nofollow">https://www.evernote.com/shard/s624/sh/8fdd8f8f-1e3e-439f-9c3c-db56c4d08096/7b6e70f44208e65823225ad929a5771a</a>
</p>
]]></description><guid isPermaLink="false">13221</guid><pubDate>Tue, 29 Aug 2017 13:43:03 +0000</pubDate></item><item><title>[CF2] Rachel Alucard Matchup Doc</title><link>https://www.forums.dustloop.com/forums/topic/13220-cf2-rachel-alucard-matchup-doc/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" height="290" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png" width="690" /></p>

<p>
	New version means new matchup doc to work from. It's the same as the last one for now but I'll be updating it a lot in the coming months
</p>

<p>
	<a href="https://docs.google.com/document/d/1XRRF_oxKja2dTZ4-p0X7xUA5VaaTRfjAvsHuA4Fi1j0/edit?usp=sharing" rel="external nofollow">https://docs.google.com/document/d/1XRRF_oxKja2dTZ4-p0X7xUA5VaaTRfjAvsHuA4Fi1j0/edit?usp=sharing</a>
</p>
]]></description><guid isPermaLink="false">13220</guid><pubDate>Tue, 29 Aug 2017 13:27:51 +0000</pubDate></item><item><title>[CF2] Rachel Alucard Mixup, Pressure and Oki Thread</title><link>https://www.forums.dustloop.com/forums/topic/13219-cf2-rachel-alucard-mixup-pressure-and-oki-thread/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" height="290" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png" width="690" /></p>

<p>
	Sorry. I'm too lazy to remember how formatting works on Dustloop so I'm just dropping the evernote link this time. The only thing that's changed is j.B Fuzzy has been replaced with j.A fuzzy.
</p>

<p>
	<a href="https://www.evernote.com/shard/s624/sh/30477852-55f5-4204-95c1-0e1727e1dfae/e59ba569f96435c23ee820ce9e12e427" rel="external nofollow">https://www.evernote.com/shard/s624/sh/30477852-55f5-4204-95c1-0e1727e1dfae/e59ba569f96435c23ee820ce9e12e427</a>
</p>
]]></description><guid isPermaLink="false">13219</guid><pubDate>Tue, 29 Aug 2017 13:25:39 +0000</pubDate></item><item><title><![CDATA[[CF2.0] Rachel Video & Analysis Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/13198-cf20-rachel-video-analysis-thread/</link><description><![CDATA[
<p style="text-align: center;">
	<img alt="BBCP_Header_Video_Thread.png" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Video_Thread.png"></p>

<p>
	Thanks Kurushii for the Header!<br>
	Previous BBCF Video Thread (attempt 2) <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12997-cf-rachel-video-and-analysis-thread-20/" rel="">Link Here</a>
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Notes:</b>
	</div>

	<p>
		- If you would like to view matches from BlazBlue Central Fiction (before 2.0 patch), here is a link to the previous thread: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12997-cf-rachel-video-and-analysis-thread-20/" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/12997-cf-rachel-video-and-analysis-thread-20/</a>
	</p>

	<p>
		- You can also view videos on the JP Video Database (Nico Videos) here: <a href="http://horibuna.web.fc2.com/BBCF/index.html" rel="external nofollow">http://horibuna.web.fc2.com/BBCF/index.html</a>
	</p>

	<p>
		- We also have KeepOnBlazing. This is the most likely future of video threads and anyone can chip in and help add matches, as well as watch them. Feel free to check it out and explore: <a href="https://keeponblaz.in/?char1=rc" rel="external nofollow">https://keeponblaz.in/?char1=rc</a>
	</p>

	<p>
		- Disclaimer: Can't guarantee to update the Main Match Up post every week but will do so when possible. I also don't understand JP Text but if you do could I ask for the player names, info and even their pallet colour, feel free to post the details as it will help me greatly and hopefully help you guys searching for specific players. I am going to give running a video thread one more shot but this could probably be my last video thread, as you know I haven't been updating things right for the last couple of years. If people want me to keep this going I'll see what I can do because it has also helped me doing these threads and I did enjoy working on them over the years. I just didn't want it becoming a second job and stressing me out lol.
	</p>

	<p>
		- Any feedback or problems you encounter please do not hesitate to contact me here, call me out on Discord and/or give me a shout on Twitter: <a href="https://twitter.com/Gamester_BB" rel="external nofollow">https://twitter.com/Gamester_BB</a>
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Japanese Video Posting Thread only for BlazBlue Central Fiction (BBCF) Videos and Analysis Discussion</b>
	</div>

	<p>
		<strong>General Guidelines for this thread:</strong>
	</p>

	<p>
		- Here we encourage the posting of Match Video links and even Combo Videos. Feel free to analyse videos of low or high levelled players and talk about what you feel is notable, like what the Rachel may have done right or wrong, what did you learn from watching the video in question. Break it down and describe your thoughts.<br><br>
		- The purpose of the above is to learn how we take information from these videos and implement our shared findings into our own game through discussion. <strong>Here is an example to give you an idea of Video Analysis</strong>: InsterLinkHere (Need CF Videos)
	</p>

	<p>
		- When Posting Video Links please be sure to mention <strong>player names</strong> as well as the <strong>characters they play</strong>, the <strong>date</strong> of the video and for the link itself, <strong>the point where the match starts</strong>:
	</p>

	<p>
		If you are posting a link that is a Netplay (Online PSN/XBL) match, just let us know and I can add a * next to the date when I add it to the main posts.
	</p>

	<p>
		- Videos can also be found and watched on NicoNico Douga itself.<br>
		To watch these videos you can use the Nico Re-director link here: <a href="http://www.mmcafe.com/nico.html" rel="external nofollow">http://www.mmcafe.com/nico.html</a> <br>
		You can now also create an English Account here: <a href="https://account.nicovideo.jp/register/email?sec=common_header&amp;mode=landing" rel="external nofollow">https://account.nicovideo.jp/register/email?sec=common_header&amp;mode=landing</a> 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Thread Content:</b>
	</div>

	<p>
		- Notable Players (Keep an eye on these guys)
	</p>

	<p>
		- List of Analysed Videos (Links to the main post analysing the video in question)
	</p>

	<p>
		- CMVs (Combo Videos)
	</p>

	<p>
		- Vs. Match Ups (In alphabetical order across 5 posts)
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Notable Players:</b>
	</div>

	<p>
		<strong>List of notable Japanese Rachel Players and their Players Guild Profiles (NESiCA):</strong>
	</p>

	<p>
		- Rin-Hime / Link / Pallet Colours<br>
		- Momoiro / Link / Pallet Colours<br>
		- N-O / Link / Pallet Colours: (Standard/1)<br>
		- Tenkyo / Link / Pallet Colours<br>
		- Ino / Link / Pallet Colours (Purple/)<br>
		- Chourou / Link / Pallet Colours<br>
		- Player 7 Name / Link / Pallet Colours
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>List Analysed Videos:</b>
	</div>

	<p>
		<strong>Here is a reference list to all posts that have analysed videos:</strong> (By Post Date Older - Newer)
	</p>

	<p>
		- Example Reference Post: InsertLinkHere (Need CF Videos)
	</p>

	<p>
		- Example Older Dated Post Link
	</p>

	<p>
		- Example In-Between from oldest to newest Post links go here
	</p>

	<p>
		- Example Newer Dated Post Link
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>CMVs (Combo Videos) :</b>
	</div>

	<p>
		<strong>Combo Video Listings:</strong> (By Date Oldest - Newest)
	</p>

	<p>
		- [MM/DD/YY] CMV link
	</p>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13198</guid><pubDate>Sat, 22 Jul 2017 08:27:43 +0000</pubDate></item><item><title>[CF] Rachel Alucard Matchup Doc (Work in Progress)</title><link>https://www.forums.dustloop.com/forums/topic/13141-cf-rachel-alucard-matchup-doc-work-in-progress/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png" /></p>

<p>
	Google Doc Link<br /><a href="https://docs.google.com/document/d/1XUKOjuQLgM5j4sXDDPKzfnBdf1_eAHJFRxmBLG6FuPs/edit?usp=sharing" rel="external nofollow">https://docs.google.com/document/d/1XUKOjuQLgM5j4sXDDPKzfnBdf1_eAHJFRxmBLG6FuPs/edit?usp=sharing</a>
</p>

<p>
	Sorry, I'm late. Was hoping to post what I have at around release but got busy with resource building for Es and Bullet. After many months of work, I finished my first pass of the doc yesterday. I mostly just filled in neutral. Second pass will start next week and will focus more on defense. I'll be sure to post about major updates to the doc in this thread from here on out
</p>
]]></description><guid isPermaLink="false">13141</guid><pubDate>Wed, 22 Feb 2017 14:20:15 +0000</pubDate></item><item><title>[CF] Rachel Combo Theory/Discussion</title><link>https://www.forums.dustloop.com/forums/topic/12051-cf-rachel-combo-theorydiscussion/</link><description><![CDATA[
<p style="text-align: center;">
	<img alt="BBCP_Header_Combo_Thread.png" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Combo_Thread.png"></p>

<p>
	Thanks to Kurushii for the header!
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Notes:</b>
	</div>

	<p>
		- If you are looking for Combo Discussion from BlazBlue Chrono Phantasam Extend, here is a link to the previous thread: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/9571-cpex-rachel-combo-thread/&amp;page=1" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/9571-cpex-rachel-combo-thread/&amp;page=1</a> 
	</p>

	<p>
		- You can also find practical &amp; accepted Combo Routes on the Wiki here as well as Basic Combo Notation:<br><a href="http://www.dustloop.com/wiki/index.php/BBCF/Rachel_Alucard/Combos" ipsnoembed="true" rel="external nofollow">http://www.dustloop.com/wiki/index.php/BBCF/Rachel_Alucard/Combos</a> 
	</p>

	<p>
		- Combo Theory which will help you connecting particular combos can be found here:<br><a href="http://www.dustloop.com/wiki/index.php/BBCF/Rachel_Alucard/Combos#Combo_Theory" ipsnoembed="true" rel="external nofollow">http://www.dustloop.com/wiki/index.php/BBCF/Rachel_Alucard/Combos#Combo_Theory</a> 
	</p>

	<p>
		- You can also find all Frame Data information on the Wiki here: InsertLinkHere (Need CF info)
	</p>

	<p>
		- Any feedback or problems you encounter please do not hesitate to contact me here and/or on Twitter: <a href="https://twitter.com/_gamester_" rel="external nofollow">https://twitter.com/_gamester_</a> 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Combo &amp; Mix Up Discussion Thread only for BlazBlue Central Fiction (BBCF):</b>
	</div>

	<p>
		<strong>General Guidelines for this thread:</strong> (Useful information to know)
	</p>

	<p>
		- We encourage the posting and discussion of Combo Routes to strengthen our Rachel game so don't hesitate to contribute your findings, thoughts and theories you may wish to discuss.
	</p>

	<p>
		- When you post up a Combo Route, please add any information like the example shown below:<br><strong> Combo Notation</strong> (<span style="color: rgb(255, 0, 0);">Damage/dmg</span>, <span style="color: rgb(0, 0, 255);">Heat Gain/HG</span>, <span style="color: rgb(0, 128, 0);">Wind Gain/WG</span>) Video Example Link (if you wish)
	</p>

	<p>
		- We also use additional Combo Notations which can be found listed in the section below:
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Notation Guide:</b>
	</div>

	<p>
		<strong>Additional Notations we use when typing combos:</strong>
	</p>

	<p>
		- <strong>(frog)</strong> = George Activates<br>
		- <strong>Iris</strong> = 214C (Either is fine though)<br>
		- <strong>Ivy</strong> = 214B (Either is fine though)<br>
		- <strong>Lotus</strong> = 22A (Either is fine though)<br>
		- <strong>BBL</strong> = Baden Baden Lily / <strong>AirBBL</strong> = Air Baden Baden Lily<br>
		- <strong>TD</strong> = Tempest Dahlia / <strong>AirTD</strong> = Air Tempest Dahlia<br>
		- <strong>OD</strong> = OverDrive<br>
		- <strong>CT</strong> = Crush Trigger<br>
		- <strong>EA</strong> = Exceed Accel
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Thread Content:</b>
	</div>

	<p>
		<strong>- Useful Information regarding various routes</strong><br>
		- General information<br>
		- 6A route leading to 6A &gt; 236A &gt; dash 3C &gt;<br>
		- Corner Ivy Combos<br>
		- Character Specifics
	</p>

	<p>
		<strong>- 0 Wind</strong><br>
		- Midscreen<br>
		- Corner Carry<br>
		- Corner
	</p>

	<p>
		<strong>- 1 Wind</strong><br>
		- Midscreen<br>
		- Corner Carry<br>
		- Corner
	</p>

	<p>
		<strong>- 2 Wind</strong><br>
		- Midscreen<br>
		- Corner Carry<br>
		- Corner
	</p>

	<p>
		<strong>- 3 Wind</strong> (Can be impractical)<br>
		- Midscreen<br>
		- Corner Carry<br>
		- Corner
	</p>

	<p>
		<strong>- 4 Wind</strong> (Impractical)<br>
		- Midscreen<br>
		- Corner Carry<br>
		- Corner
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Useful information regarding various routes</b>
	</div>

	<p>
		<strong>- General Information :</strong><br>
		- (Combo Notation) When you see midscreen combos end in 5CC you can either decide to summon George or throw a lobelia/pole out onto the field, oki. Certain routes that end in 5CC can be extended provided you have the wind resources, these will be noted where appropriate.<br>
		Place Info here.
	</p>

	<p>
		<strong>- 6A Route leading to 6A &gt; 236A &gt; Dash 3C &gt; :</strong><br>
		- When you hit your opponent with 6A, when you go into jc &gt; j.A, you must delay the j.A for as long as possible.<br>
		- When you then go on to do j.B &gt; j.C, you need to (ever so) slightly delay the j.C so when you land to do 6A again, your opponent is at just the right height to go into 236A &gt; Dash 3C &gt; etc.<br>
		- The Height you hit your opponent at varies between characters so be sure to hit training mode and experiment.<br>
		- These routes don't work on (Will list the characters asap).<br>
		- Video Example/Help/Guide [Will Add ASAP]<br>
		- For more information please view the Wiki: <a href="http://www.dustloop.com/wiki/index.php/BBCF/Rachel_Alucard/Combos#Combo_Theory" rel="external nofollow">Rachel Combo Theory</a>
	</p>

	<p>
		<strong>- Corner Ivy Combos :</strong><br>
		- <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.forums.dustloop.com/index.php?/profile/26416-rele/&amp;do=hovercard" data-mentionid="26416" href="https://www.forums.dustloop.com/index.php?/profile/26416-rele/" rel="">@Rele</a> has put together a fantastic video named "Ivy Blossom Combo Tutorial". Please check it out as it highlights where things can be going wrong for those struggling to understand these routes and the video also provides alternative routes utilising Ivy Blossom.<br>
		- Here's the Video: <a href="https://youtu.be/hI9_e16ZeJk" rel="external nofollow">Ivy Blossom Combo Tutorial</a>
	</p>

	<p>
		<strong>- Character Specifics :</strong><br>
		Place info here
	</p>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12051</guid><pubDate>Fri, 30 Oct 2015 01:24:06 +0000</pubDate></item><item><title><![CDATA[[Other: Community] Introductory Tea Party & Netplay Contact info (Come say hello!)]]></title><link>https://www.forums.dustloop.com/forums/topic/13001-other-community-introductory-tea-party-netplay-contact-info-come-say-hello/</link><description><![CDATA[
<p>
	The previous Introductory Tea and Cake Party Thread can be found here: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/4763-other-community-introductory-tea-and-cake-party-come-say-hello/&amp;page=1" rel="">Many memories and names from the past</a> <br>
	This thread is a merged idea of both Tari's <a href="https://www.forums.dustloop.com/index.php?/forums/topic/4763-other-community-introductory-tea-and-cake-party-come-say-hello/&amp;page=1" rel="">Intro Thread</a> and Kuuhaku's old <a href="https://www.forums.dustloop.com/index.php?/forums/topic/3508-other-online-play-loli-netplay-central-contact-info-for-psnxbl-goes-here/" rel="">Netplay Thread</a> . 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Welcome!</b>
	</div>

	<p>
		Welcome to the Introductory Tea Party and Netplay Contact Info Thread. Here we welcome with open arms fellow players of the princess, whether you have been a hime player from the past and possibly returning, currently are a Rachel player or simply a passer by who is considering to join the Rachel army ;D
	</p>

	<p>
		Feel free to introduce yourselves and if you wish, pop down your netplay details so you know who to find in the future for any GGs <img alt=":)" data-emoticon="true" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15"></p>

	<p>
		Rachel also has a Discord Channel which can be found here: <a href="https://discord.gg/SPMfUyN" rel="external nofollow">Rachel Discord</a> 
	</p>

	<p>
		Newer players. We suggest you check out the useful links shown below the lovely image of Rachel. We also want to highlight the transition guide which contains some key points about this version of Rachel: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12746-cf-cpex-cf-rachel-transition-guide/" rel="">CPEX - CF Transition Guide</a> 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Rachel Artwork by: Daiaru</b>
	</div>

	<p style="text-align: center;">
		<img alt="__rachel_alucard_blazblue_drawn_by_daiar" src="https://danbooru.donmai.us/data/sample/__rachel_alucard_blazblue_drawn_by_daiaru__sample-2c3925f2c4d70b8f15d8d04d81f25c71.jpg"></p>

	<p>
		[Daiaru <a href="http://www.pixiv.net/member.php?id=711526" rel="external nofollow">Pixiv</a> ] <br>
		[Daiaru <a href="https://twitter.com/daiaru_diary" rel="external nofollow">Twitter</a> ] <br>
		Please support this fantastic artists work <img alt=":)" data-emoticon="true" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15"></p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Some useful links during your time at the party!</b>
	</div>

	<p>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12746-cf-cpex-cf-rachel-transition-guide/" rel="">CPEX - CF Rachel Transition Guide</a> ]<br>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12281-cf-rachel-general-discussion-gameplay-questions-and-answers/" rel="">CF General Discussion and Gameplay Q&amp;A</a> ]<br>
		- [ <a href="http://www.dustloop.com/wiki/index.php/BBCF/Rachel_Alucard" rel="external nofollow">BBCF Rachel Alucard Wiki</a> ]
	</p>

	<p>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12287-cf-rachel-international-video-posting-critique-your-videos-matter/" rel="">CF International Video Posting and Critique (Your videos matter!)</a> ]<br>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12997-cf-rachel-video-and-analysis-thread-20/" rel="">CF Video Posting and Analysis Thread 2.0</a> ]
	</p>

	<p>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12051-cf-rachel-combo-theorydiscussion/" rel="">CF Combo Theory and Discussion</a> ]<br>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12745-cf-rachel-mixup-pressure-and-oki-thread/" rel="">CF Mix Up, Pressure and Oki Thread</a> ]
	</p>

	<p>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/4763-other-community-introductory-tea-and-cake-party-come-say-hello/&amp;page=1" rel="">Previous Introductory Tea and Cake Party (come say hello!) Thread</a> ]<br>
		- [ <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12943-cf-match-finder/&amp;page=1" rel="">CF Match Finder Thread (Seek matches here)</a> ]<br>
		- [ <a href="https://discord.gg/SPMfUyN" rel="external nofollow">Rachel Discord</a> ]<br>
		- [<a href="https://twitter.com/search?q=%23BBCF_RC&amp;src=savs" rel="external nofollow">BBCF Rachel Twitter Hashtag</a> ]
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Netplay Central Guidelines (PLEASE READ)</b>
	</div>

	<p>
		Now this is where you can share Netplay (Online play) details but not a place to seek matches or discuss any actual matches that take place. If you are looking for GGs, please use the [<a href="https://www.forums.dustloop.com/index.php?/forums/topic/12943-cf-match-finder/&amp;page=1" rel="">BlazBlue CF Match Finder Thread</a>] or please drop the user a DM and say if they would like some matches or more preferably, check out the [<a href="https://discord.gg/SPMfUyN" rel="external nofollow">Rachel Discord Channel</a>] where it is significantly easier to ask and find games. This place is just to list your details.
	</p>

	<p>
		When posting details, if you could list it like the example I have given below. It would make it easier for me to put details into the main list.
	</p>

	<p>
		<br>
		Dustloop Username: Gamester<br>
		PSN username/s: Gamester717<br>
		Location: Britain/Europe<br>
		Additional Info: twitter link or something if you want.
	</p>

	<p>
		<br>
		Something like the above example. You don't have to go into as much detail as I did but if you find players around in lobbies or player match rooms. You know who are fellow Rachel players <img alt=":)" data-emoticon="true" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15"></p>

	<p>
		Once you have your details down, I put them into the list and then the list can be used as a place to find fellow Rachel players if you are around online or save someone the trouble of telling them when you are available, direct them here.
	</p>

	<p>
		If your details like PSN changes you times you said you are around to play. Send me a Direct Message and I will update the list for you, saves you making a post and it won't take my 2 seconds to change things <img alt=":)" data-emoticon="true" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15"></p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Rachel Alucard Netplay Player Master List:</b>
	</div>

	<p>
		Dustloop Username: [ <a href="https://www.forums.dustloop.com/index.php?/profile/26359-gamester/" rel="">Gamester</a> ]<br>
		PSN Username/s: [ Gamester717 ]<br>
		Location: Britain/Europe<br>
		Additional Info: [ <a href="https://twitter.com/_Gamester_/" rel="external nofollow">Twitter</a> ] 
	</p>

	<p>
		Dustloop Username: [ <a href="https://www.forums.dustloop.com/index.php?/profile/8813-tofurr/" rel="">tofurr</a> ]<br>
		PSN Username/s: [ sirlunchbox ] <br>
		Location: Northern California, US<br>
		Additional Info: [ <a href="https://www.instagram.com/topherton/" rel="external nofollow">Instagram</a> ]
	</p>

	<p>
		Dustloop Username: [ <a href="https://www.forums.dustloop.com/index.php?/profile/25262-swordiris/&amp;wr=eyJhcHAiOiJmb3J1bXMiLCJtb2R1bGUiOiJmb3J1bXMtY29tbWVudCIsImlkXzEiOjEzMDAxLCJpZF8yIjo5NjYyMjl9" rel="">swordiris</a> ]<br>
		PSN Username/s: [ MAGArev ]<br>
		Location: Detroit Metro Michigan, US
	</p>

	<p>
		NEXT PLAYER<br>
		Details
	</p>

	<p>
		NEXT PLAYER<br>
		Details
	</p>

	<p>
		 
	</p>
</div>

<p>
	Any ideas to improve this thread or general feedback you wish to give, send me a DM or let me know on 
</p>
]]></description><guid isPermaLink="false">13001</guid><pubDate>Sat, 22 Oct 2016 14:23:40 +0000</pubDate></item><item><title><![CDATA[[CF & CF2.0] Rachel General Discussion & Gameplay Questions and Answers]]></title><link>https://www.forums.dustloop.com/forums/topic/12281-cf-cf20-rachel-general-discussion-gameplay-questions-and-answers/</link><description><![CDATA[
<p style="text-align: center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png"></p>

<p>
	Note: This is also the new Q&amp;A thread, if you wish to view our boards previous game versions Q&amp;A thread you can find it here: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/11270-other-qa-rachel-alucard-gameplay-questions-and-answers/&amp;page=1" rel="">Link</a>
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Discuss and ask Questions about the latest version of Rachel here:</b>
	</div>

	<p>
		I thought it was time to add this now as the US also has BBCF on arcade machines this time around. With this version Rachel has has had some rather big changes and how we tackle playing her will also a change a bit, so don't hesitate to ask questions to the answers you seek. You can also find general Rachel information further below.<br>
		 
	</p>

	<p>
		<strong>Notable Central Fiction Changes:</strong><br><br>
		- Pumpkin has been removed and replaced by the poisoning Ivy (214B)<br>
		- Lotus will be our new Pseudo Pumpkin (22A Lotus was removed and we keep 22B)<br>
		- Wind Regeneration has slightly improved compared to CPEX (It also recovers slowly in the air)<br>
		- George Shock Time is less but has no cool down.<br>
		- Tempest Dahlia falls in at an angle and greatly recovers wind.
	</p>

	<p>
		<strong>Notable Central Fiction 2.0 Changes:</strong><br><br>
		- Example line<br>
		- Example line
	</p>

	<p>
		Any info you believe is wrong or should be added. Just let me know and I'll sort it out.<br>
		However you can find a full run down on Final Changes and discussion on the following thread: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12099-cf-rachel-alucard-final-changelist/" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/12099-cf-rachel-alucard-final-changelist/</a>
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<strong>Contents:</strong>
	</div>

	<p>
		<strong>- Character Profile:</strong>
	</p>

	<p>
		<strong>- Gameplay Summary:</strong>
	</p>

	<p>
		<strong>- Move List:</strong>
	</p>

	<p>
		<strong>- Commonly asked Q&amp;A:</strong>
	</p>

	<p>
		<strong>- Notable Links &amp; Resources</strong>:
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<strong>Character Profile: Rachel=Alucard ( レイチェル゠アルカード )</strong>
	</div>

	<p>
		<em>Head of the infamous Alucard vampire family, Rachel has spent countless years watching as the world repeated the same 100 years over and over. However, the world has finally broken free of the bonds that held it for so long, and Rachel is determined to put an end to Terumi with her own hands.</em>
	</p>

	<p>
		In the BlazBlue universe, Rachel is an extremely powerful individual, controlling wind and lightning. While she will rarely directly interfere with the events that surround Kagutsuchi, her primary goal is as an observer, and gently (or less so) nudges the pieces into their places. She has several servants under her command; Nago, a cat familiar, and Gii, a bat familiar, which serve as her weapons, furniture, and anger relief. Her butler, Valkenhayn R. Hellsing, is also notable for being a werewolf, as well as one of the Six Heroes.
	</p>

	<ul>
<li>
			<strong>Height: </strong>4'7"
		</li>
		<li>
			<strong>Weight: </strong>68 lbs
		</li>
		<li>
			<strong>Blood Type: </strong>Unknown
		</li>
		<li>
			<strong>Birthday: </strong>October 31
		</li>
		<li>
			<strong>Birthplace:</strong> Transylvania<br>
			 
		</li>
	</ul>
<ul>
<li>
			<strong>Hobby: </strong>Tea Time
		</li>
		<li>
			<strong>Likes: </strong>Sweet Things 
		</li>
		<li>
			<strong>Dislikes:</strong> Being bored, Bell peppers and Tomato Juice<br>
			 
		</li>
		<li>
			<strong>JP Voice Actress:</strong> Ueda Kana<br>
			 
		</li>
	</ul>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<strong>Gameplay Summary:</strong>
	</div>

	<ul>
<li>
			<strong>Health: </strong>11,000 HP
		</li>
		<li>
			<strong>Overdrive: </strong>Elfried<br>
			- Speeds up Wind Recovery.<br>
			- Damage increase on Baden Baden Lily and adds extra projectiles to Tempest Dahlia.
		</li>
	</ul>
<p>
		Rachel is a very unique character who specializes in keeping her opponent at a distance with a variety of projectiles and traps that make it difficult for opponents to approach her safely. She is also extremely effective at keeping the opponent in the corner, and has very intimidating corner mix-up. Her Drive, Sylpheed, makes her one of the most mobile characters in the game.
	</p>

	<p>
		On the flip side, Rachel has very few ways to escape pressure, a very fat OTG hitbox, and most of her normals have fairly short range. She is definitely not a beginner level character and her play style may prove difficult to learn for people new to fighting games.
	</p>

	<p>
		However, her unique play style and charm cannot be found anywhere else in BlazBlue. With a little patience and perseverance, she can be one of the most exciting and fun characters to play.
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Move List:</b>
	</div>

	<p>
		<strong>Slypheed: </strong>Any Direction + <img alt=":dbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_dbutton.gif" title=":dbt:"> <br>
		Rachel's Drive summons a gust of wind that pushes in the direction pressed. Wind is held in the Sylpheed Gauge above Rachel's heat bar. There are 4 Wind Stocks; using her Drive will consume 1 stock. Consumed wind will regenerate slowly while Rachel is on the ground.
	</p>

	<p>
		Wind (Slypheed) does a variety of things:
	</p>

	<ul>
<li>
			Affects Rachel's movement greatly
		</li>
		<li>
			Affects Opponents movement greatly and to further effect with Lotus attached.
		</li>
		<li>
			Affects the movement of Tiny Lobelia trajectory, Ivy Blossom, Barrel Lotus and George the XIII.
		</li>
	</ul>
<p>
		You can use Wind when Rachel is not being hit or blocking.
	</p>

	<p>
		 
	</p>

	<p>
		<strong>Gerbera Lute: </strong>Rachel's Exceed Accel can only be used when you have earned Active Flow Status. Usually used as a combo ender it can add on around an extra xxxx damage or if it is blocked will push the opponent away from you.<br>
		 
	</p>

	<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
		<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
			<strong>Special Moves:</strong>
		</div>

		<p>
			<strong>Tiny Lobelia:</strong> <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":df:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_df.gif" title=":df:"><img alt=":f:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" title=":f:"> + <img alt=":abt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" title=":abt:"> / <img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> / <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> (Can be used mid-air)<br>
			Rachel launches a seed projectile, which will turn into a rod upon hitting the ground/opponent. The trajectory depends on the button pressed; A fires the lowest, B fires somewhat upwards, C fires even higher. In the air, this is reversed; A fires the highest, and C fires the lowest. 
		</p>

		<p>
			A maximum of 3 rods can be placed at once on screen, with the oldest disappearing if more are placed and you can also use Slypheed (Wind) to change the trajectory of a Lobelia's you fire.
		</p>

		<p>
			 
		</p>

		<p>
			<strong>Sword Iris:</strong> <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":db:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_db.gif" title=":db:"><img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"> + <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> (Can be used mid-air)<br>
			The rods placed by Tiny Lobelia and/or any Lotus Bats attached to an opponent are struck by lightning, damaging the opponent and shocking them on hit. Extends to the entire height of the screen. Seeds that have hit the opponent but not turned into visual rods yet will also be struck.
		</p>

		<p>
			You can also TK (Tiger Knee) Sword Iris in the motion when on the ground: <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":db:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_db.gif" title=":db:"><img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"><img alt=":ub:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_ub.gif" title=":ub:"> + <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> which allows for faster recovery which you can follow up with a quick dash to continue a combo or pressure on the opponent.
		</p>

		<p>
			 
		</p>

		<p>
			<strong>Ivy Blossom:</strong> <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":db:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_db.gif" title=":db:"><img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"> + <img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> (Can be used mid-air)<br>
			Ivy Blossom is where 10 small bats come out and will latch onto the opponent to drain away their Health, by using Slypheed (Wind) to move the bats around they spread into a fan or if used in oki, the opponent can wake up standing into all 10 of them. If 1 or 2 bats attaches during Slypheed (Wind) use it can do hardly anything, but if all 10 bats are attached they will do consistent poison like damage.
		</p>

		<p>
			Ivy has no hit box so summon carefully during mid combo and for oki.
		</p>

		<p>
			 
		</p>

		<p>
			<strong>George the XIII:</strong> <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":db:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_db.gif" title=":db:"><img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"> + <img alt=":abt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" title=":abt:"> (Can be used mid-air)<br>
			Summons a frog in front of Rachel. George will slowly crawl towards the direction of the opponent, and can be pushed towards the enemy with Sylpheed (Wind). Upon contact, George will start shocking the opponent (6 hits total). George will disappear if Rachel is hit by an attack, if he takes 700+ damage (George HP). [NEED TO SEE ABOUT GAUGE INFO]
		</p>

		<p>
			George is one of Rachel's most important tools. An opponent blocking or getting hit by George is one ripe for mix-up/combos. On the defensive, if George is out on screen, Rachel can wind him towards her to escape block strings and punish overzealous opponents. He's also great to throw out after a knockdown, and contributes heavily to Rachel's corner game.
		</p>

		<p>
			 
		</p>

		<p>
			<strong>Barrel Lotus:</strong> <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"> + <img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> (Can be used mid-air)<br>
			Transforms Rachel's rods into bats that will track the opponent. If they touch the opponent (hit or block), all wind effects will be increased against the opponent. Useful for combos and controlling space.
		</p>

		<p>
			Any bats attached to the opponent can be struck with Sword Iris.
		</p>
	</div>

	<p>
		 
	</p>

	<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
		<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
			<strong>Distortion Drives (DD) and Astral Heat (AH):</strong>
		</div>

		<p>
			<strong>(DD) Baden Baden Lily:</strong> <img alt=":f:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" title=":f:"><img alt=":df:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_df.gif" title=":df:"><img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":db:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_db.gif" title=":db:"><img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"> + <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> (Can be used mid-air)<br>
			A bigger, badder, stronger version of Sword Iris. In addition to striking all Lobelia rods, lightning also surrounds Rachel, essentially turning herself into one.
		</p>

		<p>
			Corner combos in CF often involve setting up multiple rods before combo-ing the opponent into a Baden Baden Lily for large amounts of damage. The damage can be further increased with the effect of activating Overdrive.
		</p>

		<p>
			<strong>(DD) Tempest Dahlia:</strong> <img alt=":f:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" title=":f:"><img alt=":df:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_df.gif" title=":df:"><img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":db:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_db.gif" title=":db:"><img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"> + <img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> (Can be used mid-air)<br>
			When used, Rachel summons gigantic projectiles from behind her that gust towards the opponent at an angle. The number and type of projectiles thrown out depend on how many stocks of Wind there is in the Slypheed Gauge Rachel had when she used the move; there are a total of five levels. 0 Wind (lvl 1) = Less projectiles and 4 Wind (lvl 5) = More projectiles.
		</p>

		<p>
			Tempest Dahlia is used as a defensive DD. It is mainly used to stall for time or regain a lot of wind. It can be used to punish opponents who are recklessly jumping or air dashing in, but (due to heavy proration on the last projectile) Rachel cannot get much damage from it.
		</p>

		<p>
			The closer Rachel's back is to the corner, the faster the projectiles will appear on screen. Also, once a projectile appears on screen, it's active frames are guaranteed.
		</p>

		<p>
			All versions/levels are plus on block and Rachel is able to move while the super is still in progress. Thus, she can get in mix ups where both she and her opponent are obscured by King George or King Pumpkin.
		</p>

		<p>
			 
		</p>

		<p>
			<strong>(AH) Clownish Calendula:</strong> <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":df:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_df.gif" title=":df:"><img alt=":f:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" title=":f:"><img alt=":df:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_df.gif" title=":df:"><img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":db:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_db.gif" title=":db:"><img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"> + <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> <br>
			Rachel's Astral Heat. She pulls down her umbrella and summons a giant red pillar. Any contact the opponent makes with this pillar is game over for them. Guard point from the freeze until the end of the move. Wind can still be used during the animation to draw the opponent closer towards the pillar but the opponent can block the attack, however you can combo into this Astral Heat in many ways.
		</p>
	</div>

	<p>
		 
	</p>

	<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
		<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
			<b>Normals:</b>
		</div>

		<p>
			A: <img alt=":abt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" title=":abt:"> - Rachel slaps the opponent with Nago's tail. Hits twice. Jump Cancel-able. 
		</p>

		<p>
			2A: <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":abt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" title=":abt:"> - Rachel jabs with Nago's tail.
		</p>

		<p>
			6A: <img alt=":f:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" title=":f:"><img alt=":abt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" title=":abt:"> - Rachel's cat uppercut. Has a short upper body guard point and a solid Anti-Air move. Air unblock-able. 
		</p>

		<p>
			j.A: <img alt=":j:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_j.gif" title=":j:">.<img alt=":abt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_abutton.gif" title=":abt:"> - Mid-air cat paw. Very fast and sneaky overhead.
		</p>

		<p>
			 
		</p>

		<p>
			B: <img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> - Rachel summons a small vortex of Wind in front of her. Air unblock-able. Jump Cancel-able.
		</p>

		<p>
			2B: <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> - Similar to above. Opponent must block low.
		</p>

		<p>
			4B: <img alt=":b:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_b.gif" title=":b:"><img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> - Rachel swings back and stabs her opponent with a bat wing from her dress. Opponent must block high. Air unblock-able.
		</p>

		<p>
			6B: <img alt=":f:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" title=":f:"><img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> - Rachel stabs forward with a knife and fork made from her dress. Longest reaching normal, staggers on Counter Hit. On a normal hit it can be used for mix up. Air unblock-able. Jump Cancel-able.
		</p>

		<p>
			j.B: <img alt=":j:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_j.gif" title=":j:">.<img alt=":bbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_bbutton.gif" title=":bbt:"> - Rachel stabs with a part of her dress. Opponent must block high. Part of her Mix Up game.
		</p>

		<p>
			 
		</p>

		<p>
			C: <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> - Short Umbrella Sword stab. Fatal Counter Hit. Air Unblock-able.
		</p>

		<p>
			CC: <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"><img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> - Follow up from <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> (press <img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> again). Second hit opens up the Umbrella Sword and blows back the opponent a great distance. Used in Corner Combos and/or to hit the opponent into the corner. Wall-sticks near corner. Air Unblock-able.
		</p>

		<p>
			2C: <img alt=":d:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_d.gif" title=":d:"><img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> - Rachel's Cat Chair shocking Nago. Guard Point for about half a second. Very important to note, it can be very risky but can be very necessary at times as it can be used to escape pressure at times. Air Unblock-able.
		</p>

		<p>
			3C: <img alt=":df:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_df.gif" title=":df:"><img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> (can hold [<img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:">] for an additional 3 hits) - Rachel spins on the ground that hits 3 times. Opponent must block low. Mostly used for Knock-down to set up George Oki, but can also be used in mix up to go into a BnB. You can manipulate movement and combos with Slypheed (Wind)
		</p>

		<p>
			6C: <img alt=":f:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_f.gif" title=":f:"><img alt=":cbt:" data-emoticon="true" src="https://www.forums.dustloop.com/uploads/emoticons/default_cbutton.gif" title=":cbt:"> - Rachel spins around in mid-air towards her opponent, hitting many times. Used with Slypheed (Wind) to push Rachel forward for more hits and Corner Carry. Can be cancelled into :j:.:cbt: or a low hitting :j:.:d::cbt: Keep in mind this is Rachel's only Plus normal (+4)
		</p>

		<p>
			j.C: :j:.:cbt: - Rachel's Umbrella Nago produces spikes. Opponent must block high. Decent Air to Air normal. If the button is held down it transitions into j.[C] as shown below.
		</p>

		<p>
			j.[C]: :j:.[:cbt:] - Rachel then sits upon a swing and floats slowly down on her Umbrella. Descends slowly and can move her around with Slypheed (Wind) in a variety of directions.
		</p>

		<p>
			j.2C: :j:.:d::cbt: Rachel crashes down to the ground with sitting on a spiked platform beneath her. There are Three Levels to this move.
		</p>

		<p>
			lvl 1: Standard Hit.<br>
			lvl 2: Caused Ground Bounce on hit.<br>
			lvl 3: Causes greater Ground Bounce and has the Fatal Counter property even on a normal hit.
		</p>

		<p>
			The j.2C levels are determined by Rachel's and the opponents momentum. You can increase this with 2D when coming down, with 8D when jumping upwards or even both. It allows you to chain into other Normals when landing so it can be used for a lot of things.
		</p>
	</div>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Commonly Asked Q&amp;A:</b>
	</div>

	<p>
		Question:
	</p>

	<p>
		Answer:
	</p>

	<p>
		 
	</p>

	<p>
		Question:
	</p>

	<p>
		Answer:
	</p>

	<p>
		 
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<strong>Notable Links &amp; Resources:</strong>
	</div>

	<p>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/4959-cp-rachel-gameplay-guide/" rel="">Rachel (Currently up to BBCP) Gameplay Guide</a><br>
		- <a href="http://www.dustloop.com/wiki/index.php?title=BBCF/Rachel_Alucard" rel="external nofollow">BBCF Rachel Alucard Wiki</a> <br>
		- BBCF 2.0 Rachel Alucard Wiki (Link go here)
	</p>

	<p>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12746-cf-cpex-cf-rachel-transition-guide/" rel="">CPEX - CF Transition Guide</a> <br>
		- <a href="https://discord.gg/SPMfUyN" rel="external nofollow">Rachel Discord Group</a><br>
		- <a href="https://twitter.com/search?q=%23BBCF_RC&amp;src=savs" rel="external nofollow">Twitter BBCF Rachel Hashtag</a> <br>
		- Twitter BBCF2 Rachel Hashtag (Link go here)
	</p>

	<p>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12051-cf-rachel-combo-theorydiscussion/" rel="">BBCF Rachel Combo Theory/Discussion Thread</a><br>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12745-cf-rachel-mixup-pressure-and-oki-thread/" rel="">BBCF Rachel Mix Up, Pressure and Oki Thread</a><br>
		- <a href="http://www.dustloop.com/wiki/index.php?title=BBCF/Rachel_Alucard/Frame_Data" rel="external nofollow">BBCF (Needs Updating) Rachel Alucard Frame Data</a>
	</p>

	<p>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12050-cf-rachel-video-and-analysis-thread/&amp;page=1" rel="">Rachel BBCF Video and Analysis Thread</a><br>
		- Rachel BBCF 2.0 Video and Analysis Thread (Link go here)<br>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12287-cf-rachel-international-video-posting-critique-your-videos-matter/" rel="">Rachel International Video Posting and Critique (Yours Videos Matter!)</a>
	</p>

	<p>
		- JP Rachel Player Rankings Link:<br>
		- JP Wiki Link: 
	</p>

	<p>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/10657-cpex-rachel-alucard-general-discussion/&amp;page=1" rel="">Previous (CPEX) General Discussion Thread</a><br>
		- <a href="https://www.forums.dustloop.com/index.php?/forums/topic/11270-other-qa-rachel-alucard-gameplay-questions-and-answers/&amp;page=1" rel="">Previous (CT - CPEX) Gameplay Q&amp;A Thread</a>
	</p>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12281</guid><pubDate>Mon, 07 Dec 2015 19:23:58 +0000</pubDate></item><item><title>BBCF 2.0 changes discussion</title><link>https://www.forums.dustloop.com/forums/topic/13194-bbcf-20-changes-discussion/</link><description><![CDATA[
<p>
	Hey guys, I wanna get some discussion going on the potential changes made for Rachel for the upcoming update.
</p>

<p>
	As it stands now:
</p>

<p style="color:#000000;">
	<span>Rachel<span> </span></span><span style="color:#1155cc;"><a href="https://www.google.com/url?q=https://www.google.com/url?q%3Dhttps://twitter.com/HiagoXYZ%26amp;sa%3DD%26amp;ust%3D1500386711651000%26amp;usg%3DAFQjCNHl1Wx7nf_Mlt4KAahfSw981eELgA&amp;sa=D&amp;ust=1500386711711000&amp;usg=AFQjCNHy38EqXv7iMWophiKLIijh0Y8gcg" style="color:inherit;" rel="external nofollow">@HiagoXYZ</a></span><span style="color:#1155cc;"> </span><span style="color:#1155cc;"> </span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">- Standing stagger frontal hurtbox increased<br />
	- 2C: blows opponent farther away on CH<br />
	- j.B: not an overhead anymore</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">- j.2C: landing recovery decreased; only cancelable on hit; COMBO TIME LEVEL INCREASED</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">- Wind: no matter which direction you use it, it'll add to the negative penalty</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">- Wind: YOU CAN'T USE WIND DURING ANY KIND OF TECH; OD STARTUP OR DURING EA</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">- Frog: when hit by a projectile, the frog will get knocked back</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">- 214B: bats appear faster; they're blown up in a different way by wind; the AoE in which bats deal damage has been increased</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">-214B: damage increased when touched by a bat, but the max damage has been decreased; Rachel's meter won't increase when they hit</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">- 214B: when Rachel is damaged the move disappears (won't disappear on block)</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">-------------------------</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">Overall, I'm okay with this. It doesn't seem like her total damage output changed too much. Just that we have to work a little harder to get the advantage.</span>
</p>

<p style="color:#000000;">
	<span style="color:#000000;">Cat chair changes might just require a different combo route so no real big deal there.</span>
</p>

<p style="color:#000000;">
	j.b not being an overhead anymore. Ouch. Big ouch. Not huge but we now have to rely more heavily on j.a
</p>

<p style="color:#000000;">
	j.2c changes, I would have loved if they didn't make it non cancellable on block. Maybe having less landing recovery will allow for some classic BBCT mix ups. To be honest not a risk I'd take without surefire certainty. Increased combo time might lead to more combo routes which would be great!
</p>

<p style="color:#000000;">
	Negative penalty on win in any direction. This sucks. It needs a very useful corner escape tactic. FAAAKKK
</p>

<p style="color:#000000;">
	Being u able to use wind during tech.tbis hurts me the most. I USE wind during tech all the time. Incredible escape tactic is now gone. Her defense is slashed pretty bad.
</p>

<p>
	Frog kickback when hit by a projectile. Alright fine.
</p>

<p>
	Bat changes seem manageable. Just a slight max dmg nerf and heat gain nerf. New wind trajectory though.
</p>

<p>
	 
</p>

<p>
	A lot of it seems fair. Seems like her combo routes stayed the same maybe with some new j.2c options. 
</p>
]]></description><guid isPermaLink="false">13194</guid><pubDate>Tue, 18 Jul 2017 13:22:33 +0000</pubDate></item><item><title><![CDATA[[CF 2.0] Rachel Alucard changelist & Discussion]]></title><link>https://www.forums.dustloop.com/forums/topic/13192-cf-20-rachel-alucard-changelist-discussion/</link><description><![CDATA[
<p>
	New quickie thread to discuss the recently published change list for CF 2.0. Feel free to contribute any findings and feel free to discuss your thoughts on these changes listed. Here is a link to the original document that details all character changes <a href="http://www.blazblue.jp/cf/ac/images/refine_v2.pdf" rel="external nofollow">BBCF 2.0 Change List</a>
</p>

<p>
	(I'll tidy this thread up later)
</p>

<p>
	These translated pieces of info are copy and pasted from <a href="https://twitter.com/HiagoXYZ" rel="external nofollow">@HiagoXYZ</a> and we can add to this once we discover more : )
</p>

<p>
	Normals:<br>
	- Standing stagger frontal hurtbox increased (Not sure if t<br>
	- 2C: blows opponent farther away on CH<br>
	- j.B: not an overhead anymore<br>
	- j.2C: landing recovery decreased; only cancelable on hit; COMBO TIME LEVEL INCREASED
</p>

<p>
	Drive:<br>
	- Wind: YOU CAN'T USE WIND DURING ANY KIND OF TECH; OD STARTUP OR DURING EA<br>
	- Wind: no matter which direction you use it, it'll add to the negative penalty
</p>

<p>
	Specials:<br>
	- Frog: when hit by a projectile, the frog will get knocked back<br>
	- 214B: bats appear faster; they're blown up in a different way by wind; the AoE in which bats deal damage has been increased<br>
	Also -214B: damage increased when touched by a bat, but the max damage has been decreased; Rachel's meter won't increase when they hit.<br>
	Also - 214B: when Rachel is damaged the move disappears (won't disappear on block)
</p>

<p>
	 
</p>

<p>
	Please feel free to post your thoughts and discuss these changes and any new info you discover. I'm posting these here for archival purposes mainly but we can tidy it up as we go along (also I need to head to work so I'll fix things later)
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13192</guid><pubDate>Tue, 18 Jul 2017 06:37:33 +0000</pubDate></item><item><title>[CF] Rachel Video and Analysis Thread (Second Attempt)</title><link>https://www.forums.dustloop.com/forums/topic/12997-cf-rachel-video-and-analysis-thread-second-attempt/</link><description><![CDATA[
<p style="text-align: center;">
	<img alt="BBCP_Header_Video_Thread.png" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Video_Thread.png"></p>

<p>
	Thanks Kurushii for the Header!<br>
	Previous BBCF Video Thread (ver.1) <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12050-cf-rachel-video-and-analysis-thread/" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/12050-cf-rachel-video-and-analysis-thread/</a>
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Notes:</b>
	</div>

	<p>
		- If you would like to view matches from BlazBlue Chrono Phantasama Extend, here is a link to the previous thread: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/9570-cpex-rachel-video-thread/&amp;page=1" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/9570-cpex-rachel-video-thread/&amp;page=1</a> 
	</p>

	<p>
		- Since this is the 2.0 Video Thread for BBCF, here is the link to the <strong>original BBCF Video Thread</strong> if you feel you need to find something in particular: <a href="https://www.forums.dustloop.com/index.php?/forums/topic/12050-cf-rachel-video-and-analysis-thread/" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/12050-cf-rachel-video-and-analysis-thread/</a>
	</p>

	<p>
		- You can also view videos on the JP Video Database (Nico Videos) here: <a href="http://horibuna.web.fc2.com/BBCP/BBCP_RC.html" rel="external nofollow">http://horibuna.web.fc2.com/BBCP/BBCP_RC.html</a> 
	</p>

	<p>
		- Also we have KeepOnBlazing. This is the most likely future of video threads and anyone can chip in and help add matches, as well as watch them. Feel free to check it out and explore: <a href="https://keeponblaz.in/?char1=rc" rel="external nofollow">https://keeponblaz.in/?char1=rc</a>
	</p>

	<p>
		- Disclaimer: Can't guarantee to update the Main Match Up post every week but will do as often as possible. I also don't understand JP Text but if you do could I ask for the player names, info and even their pallet colour, feel free to post the details as it will help me greatly and hopefully you guys searching for specific players. This is probably going to be my last video thread, if another game is announced and people want me to keep it going for old times sake then I will consider as I have enjoyed doing this over the years from time to time lol.
	</p>

	<p>
		- Any feedback or problems you encounter please do not hesitate to contact me here and/or on Twitter: <a href="https://twitter.com/_gamester_" rel="external nofollow">https://twitter.com/_gamester_</a> 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Japanese Video Posting Thread only for BlazBlue Central Fiction (BBCF) Videos and Analysis Discussion</b>
	</div>

	<p>
		<strong>General Guidelines for this thread:</strong>
	</p>

	<p>
		- Here we encourage the posting of Match Video links and even Combo Videos. Feel free to analyse videos of low or high levelled players and talk about what you feel is notable, like what the Rachel may have done right or wrong, what did you learn from watching the video in question. Break it down and describe your thoughts.<br><br>
		- The purpose of the above is to learn how we take information from these videos and implement our shared findings into our own game through discussion. <strong>Here is an example to give you an idea of Video Analysis</strong>: InsterLinkHere (Need CF Videos)
	</p>

	<p>
		- When Posting Video Links please be sure to mention <strong>player names</strong> as well as the <strong>characters they play</strong>, the <strong>date</strong> of the video and for the link itself, <strong>the point where the match starts</strong>:
	</p>

	<p>
		If you are posting a link that is a Netplay (Online PSN/XBL) match, just add a star/asterisk  " * " next to the date like this *[MM/DD/YY].
	</p>

	<p>
		- Videos can also be found and watched on NicoNico Douga itself.<br>
		To watch these videos you can use the Nico Re-director link here: <a href="http://www.mmcafe.com/nico.html" rel="external nofollow">http://www.mmcafe.com/nico.html</a> <br>
		You can now also create an English Account here: <a href="https://account.nicovideo.jp/register/email?sec=common_header&amp;mode=landing" rel="external nofollow">https://account.nicovideo.jp/register/email?sec=common_header&amp;mode=landing</a> 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Thread Content:</b>
	</div>

	<p>
		- Notable Players (Keep an eye on these guys)
	</p>

	<p>
		- List of Analysed Videos (Links to the main post analysing the video in question)
	</p>

	<p>
		- CMVs (Combo Videos)
	</p>

	<p>
		- Vs. Match Ups (In alphabetical order across 5 posts)
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Notable Players:</b>
	</div>

	<p>
		<strong>List of notable Japanese Rachel Players and their Players Guild Profiles (NESiCA):</strong>
	</p>

	<p>
		- Rin-Hime / Link / Pallet Colours<br>
		- Momoiro / Link / Pallet Colours<br>
		- N-O / Link / Pallet Colours: (Standard/1)<br>
		- Tenkyo / Link / Pallet Colours<br>
		- Ino / Link / Pallet Colours (Purple/)<br>
		- Player 6 Name / Link / Pallet Colours
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>List Analysed Videos:</b>
	</div>

	<p>
		<strong>Here is a reference list to all posts that have analysed videos:</strong> (By Post Date Older - Newer)
	</p>

	<p>
		- Example Reference Post: InsertLinkHere (Need CF Videos)
	</p>

	<p>
		- Example Older Dated Post Link
	</p>

	<p>
		- Example In-Between from oldest to newest Post links go here
	</p>

	<p>
		- Example Newer Dated Post Link
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>CMVs (Combo Videos) :</b>
	</div>

	<p>
		<strong>Combo Video Listings:</strong> (By Date Oldest - Newest)
	</p>

	<p>
		- [11/19/2015] <strong>Nico:</strong> <a href="http://www.nicovideo.jp/watch/sm27624251" rel="external nofollow">http://www.nicovideo.jp/watch/sm27624251</a> <strong>YouTube:</strong> <a href="https://youtu.be/AqUQRetM7qI" rel="external nofollow">https://youtu.be/AqUQRetM7qI</a> (By Vartra)
	</p>

	<p>
		- [11/28/2015] <strong>YouTube:</strong> <a href="https://youtu.be/bL0nRV3w4EM" rel="external nofollow">https://youtu.be/bL0nRV3w4EM</a>
	</p>

	<p>
		- [12/10/2015] <strong>Nico:</strong> <a href="http://www.nicovideo.jp/watch/sm27767675" rel="external nofollow">http://www.nicovideo.jp/watch/sm27767675</a> <strong>YouTube:</strong> <a href="https://youtu.be/QeRpp9NjnMs" rel="external nofollow">https://youtu.be/QeRpp9NjnMs</a> (By Vartra)
	</p>

	<p>
		- [09/14/2016] <strong>Nico:</strong> <a href="http://www.nicovideo.jp/watch/sm29648178" ipsnoembed="true" rel="external nofollow">http://www.nicovideo.jp/watch/sm29648178</a> <strong>YouTube:</strong> <a href="https://youtu.be/cIWg3Uk9y1w" ipsnoembed="false" rel="external nofollow">https://youtu.be/cIWg3Uk9y1w</a> (By Vartra)
	</p>

	<p>
		- [MM/DD/YY] CMV link
	</p>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12997</guid><pubDate>Mon, 17 Oct 2016 12:36:48 +0000</pubDate></item><item><title><![CDATA[[CF] CPEX -> CF Rachel Transition Guide]]></title><link>https://www.forums.dustloop.com/forums/topic/12746-cf-cpex-cf-rachel-transition-guide/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png"></p>

<p>
	Again, Evernote link because for easy access and ease of passing around.<br><a href="https://www.evernote.com/shard/s624/sh/3b480a7e-5d41-4d79-8fe4-7eeebd581fc6/3065a148a58af52cc5ce42cb69aa88df" rel="external nofollow">https://www.evernote.com/shard/s624/sh/3b480a7e-5d41-4d79-8fe4-7eeebd581fc6/3065a148a58af52cc5ce42cb69aa88df</a>
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Introduction</b>
	</div>

	<p>
		Hey Rurouni here,<br><br>
		Welcome to the CPEX -&gt; CF Rachel Transition Guide. I got this idea while talking with SoWL in the Bullet forum about whether or not we should include changes to system mechanics to the final changelist I was compiling and decided I would make one for Bullet and Rachel.<br><br>
		What's this "transition" guide for? I'm glad you asked! A lot of the other guides I've written (and have yet to finish writing) concerning CF are both designed to be as informative as possible for potential newcomers and to cover only one specific topic. If you've been a long time player of Rachel, I didn't really want you to have to go through these giant walls of text and try to figure out what's new so instead I've written a guide aimed at highlighting the most important changes that you need to be aware of coming from the previous version. At the same time, I wanted to inform people of possible changes to things that didn't really fall into the topics that the guides cover or normally get talked about. Things like changes to the overall gameplan and thought process of the character.
	</p>

	<p>
		This is my first attempt at this sort of thing so I'm sure it'll be a bit rough around the edges. So, uh, please bear with me!!!
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Overall</b>
	</div>

	<p>
		<strong>Better wind economy</strong><br><br>
		In general, the wind situation is much better for Rachel in CF. For the most part, you should always have a good amount of wind at your disposal at all times. <br><br>
		A few of the changes that have led to this are:
	</p>

	<ul>
<li>
			It's unclear whether it's due to a change in gravity or the float properties on some normals but in general in CF, Rachel has to spend less wind to juggle the opponent. As a result, a lot of routes that required 2 wind stocks to stabilize an air to air juggle now only require 1 and a lot of routes that required 1 wind can now be done windless.  
		</li>
		<li>
			Lotus oki requires no wind, allowing to you to save a stock of wind you would normally use to wind the pumpkin for a meaty on an opponent's wakeup
		</li>
		<li>
			Tempest Dahlia recovers 2 stocks of wind during the distortion now and is a great way to restock on wind in the late game
		</li>
		<li>
			ASW has given Rachel the ability to recover wind in the air but at a significantly reduced rate. It isn't much but it does help a lot with recovering more wind when you're juggling opponents.
		</li>
	</ul>
<p>
		 
	</p>

	<p>
		<strong>Much more deadly corner game</strong><br><br>
		Rachel's corner game has changed a bit. In addition to her usual very oppressive corner oki + high/low mixup and pressure, the new corner Ivy Blossom combos can deal a large amount of damage to the opponent if you have the resources to spend. Not only does it speed up how quickly you can die in Rachel's corner game but it also makes it so that even just getting opened up near the corner can be fatal to the opponent. As a result, you'll find that CF Rachel's ability to make comebacks in the late game is quite good.
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Neutral</b>
	</div>

	<p>
		<strong>No more Pumpkin</strong><br><br>
		As you all probably know by now, Rachel's pumpkin has been removed in CF. As what was once Rachel's most powerful tool, you're definitely going to feel the weight of it's absence in CF. However, it's loss is mostly felt more on the how you should approach individual matchups level rather than a universal improvement or decline in Rachel's performance. If you used to play Rachel with a more Pumpkin centric gameplan, then you'll probably feel the difference a lot more than most.
	</p>

	<p>
		 
	</p>

	<p>
		<strong>Improved Lotus</strong><br><br>
		On the bright side of things, the buffs to lotus' start up and recovery have made it much more usable in neutral. <br>
		Windless lotus in the right formation can control space very well and can be troublesome obstacles to halt an opponent's advance at fullscreen distance.<br>
		Lotus controlling space to cover a frog summon Example 1 - <a href="https://youtu.be/Z0Lyn72-Tlc?t=99" rel="external nofollow">https://youtu.be/Z0Lyn72-Tlc?t=99</a> <br>
		Lotus controlling space to cover a frog summon Example 2 - <a href="https://youtu.be/Z0Lyn72-Tlc?t=218" rel="external nofollow">https://youtu.be/Z0Lyn72-Tlc?t=218</a> <br><br>
		Depending on where the lotus spawn, you can sometimes use them much like you used to use pumpkin by winding them towards the opponent to cover an advance. On hit, you can convert it into a full combo and on block you can start pressure like you used to with pumpkin.<br>
		Winded Lotus covering an approach -&gt; <a href="https://youtu.be/K-s19aXysD4?t=8530" rel="external nofollow">https://youtu.be/K-s19aXysD4?t=8530</a> <br><br>
		Also similar to pumpkin, you can use winded lotus to save yourself in a jam if you're stuck in the air and need a safe way to get back down. It requires you to know where your poles are beforehand though so that you can wind the lotus in the right direction.<br>
		Winded Air Lotus help Example -&gt; <a href="https://youtu.be/4PQ-h2ercxQ?t=4927" rel="external nofollow">https://youtu.be/4PQ-h2ercxQ?t=4927</a> <br>
		Winded Ground Lotus help Example - &gt; <a href="https://youtu.be/Z0Lyn72-Tlc?t=1222" rel="external nofollow">https://youtu.be/Z0Lyn72-Tlc?t=1222</a> <br><br>
		Another more subtle benefit of the improved lotus and its more frequent use in neutral is that your opponent will have a lotus attached to them more often. This will help your neutral game a bit because of 5D gaining homing properties and the extra push wind will give while a lotus is attached. This extra push is especially useful for getting George across the screen with a winded 236A accompanying it.<br>
		5D extra push to get George across the screen example - <a href="https://youtu.be/Z0Lyn72-Tlc?t=769" rel="external nofollow">https://youtu.be/Z0Lyn72-Tlc?t=769</a> <br><br>
		When you start playing CF, I recommend experimenting with the new lotus a lot in neutral, both wind and windless to get a good feel for what works and what doesn't. 
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Mix Up, Pressure and Oki</b>
	</div>

	<p>
		Mixup is pretty much the same. It's oki that's undergone change due to Pumpkin loss, Improved lotus, New Ivy Blossom and no cooldown on George. <br><br>
		Most notably are: <br>
		- You can go for lotus oki midscreen from doing stuff like 6A &gt; 236B &gt; Lotus oki<br>
		- Pumpkin oki has been pretty much replaced with lotus oki in the corner<br>
		- Much more rare to see but there are some combos that allow you to end in an Ivy Blossom + Frog oki setup<br><br>
		For more information on the specifics of the new Lotus and Ivy Blossom oki, please check out the related sections in CF Rachel Mixup, Pressure and Oki Thread:<br><a href="https://www.forums.dustloop.com/index.php?/forums/topic/12745-cf-rachel-mixup-pressure-and-oki-thread/" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/12745-cf-rachel-mixup-pressure-and-oki-thread/</a> 
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Combos</b>
	</div>

	<p>
		<strong>6A always floats now. Mostly used for midscreen routes</strong><br><br>
		In CF, j.C float under the effects of 5D wind has been removed and replaced with 6A giving a low float, even without the use of wind. This has resulted in midscreen combo routes on grounded opponents involving 5CD &gt; 6C &gt; j.C being replaced with 5B &gt; 6A &gt; jc delay j.A &gt; j.B &gt; delay j.C instead. <br><br><strong>SMP removal = less use of microdash 3C &gt; 214C as a combo part</strong><br><br>
		The changes to how SMP works has also made the old CP combo piece of doing 6A &gt; 236A &gt; micro dash 3C &gt; 214C more optional and less used in most situations. A lot of the times you can replace it with another 5B &gt; 6A &gt; 4B instead. <br><br><strong>6B's new crumple. More stable confirms into full combos</strong><br><br>
		Perhaps one of the most noteworthy changes for long time players of Rachel is that her 6B no longer blowsback full screen on ground CH. Instead, it'll just cause a crumple state. This is a pretty good change because it's more stable to confirm into a full combo anywhere compared to the old IAD route. Typically you'll see CH 6B &gt; microdash 6B &gt; jc j.3DB &gt; j.C &gt; 5B &gt; 6A &gt; jc j.A &gt; j.B &gt; j.C &gt; 6A &gt; 4B &gt; 5CC<br><br><strong>New ender for corner combos</strong><br><br>
		In CF, the corner combo route has changed but it still uses a lot of parts and pieces you've probably gotten familiar with in CP. The most noticeable new parts are<br><br>
		* 5CC &gt; 6C &gt; j.C &gt; delay j.236C at the beginning. The j.C &gt; delay j.236C  was done in CPEX but the chaining into the route directly from 5CC with 6C is new<br>
		and<br>
		* 5CC &gt; 214C &gt; 6A &gt; 236A/B &gt; 3C |&gt; 22A at the end. The removal of SMP opened up an interesting new ender here that allows us to churn out a bit more damage and set up lotus oki<br><br><strong>Corner Ivy Blossom combos spikes damage output</strong><br><br>
		Of all the new combos in CF, these combos are probably the ones that caught your eye the most. A single Ivy Blossom can add up to 600 unscaled damage to a combo so the basic theory of these combos is to get out an Ivy Blossom, keep comboing them while the bats drain life and then throw out another Ivy Blossom before using BBL, which will keep the opponent in hitstun long enough to get the most out of the second Ivy Blossom's damage over time. <br><br>
		The exact route can vary based on whether you started in the corner or you started the combo close to the corner and ended up there but in general, the corner route goes<br>
		5CC &gt; 214B8D &gt; 6A &gt; 236B9D &gt; 3C &gt; 214B &gt; 3C &gt; 632146C &gt; 8D <br><br><strong>Change in FC 5C route due to George having less shock. Requires at least 25 meter now for best damage</strong><br><br>
		Unfortunately, one of the side effects of george's shock doing less hits in CF is that the old big punish combo from FC 5C doesn't seem to be possible anymore meterless. You'll instead have to spend at least 25 meter on a Crush Trigger where you would've done 2C &gt; (frog activates)<br>
		FC 5C max damage Example -&gt; <a href="https://youtu.be/K-s19aXysD4?t=8601" rel="external nofollow">https://youtu.be/K-s19aXysD4?t=8601</a> <br><br><strong>New midscreen ender from 5CC that uses 2 wind </strong><br><br>
		After knocking an opponent away fullscreen, you have the option to stay close at the end of the combo by doing 5CC &gt; 236C &gt; 3D &gt; j.214C &gt; j.5D &gt; land 6A into either 236B &gt; 22A oki or 4B &gt; frog summon. It'll cost you an extra 2 wind to do but in CF's wind economy where many routes require 0-1 wind to do, it's not as steep a price as it might sound at first. The price is also definitely worth it considering the corner carry 5CC will give you just on it's own without factoring in the combo itself.<br><br>
		Please see the combo section of the wiki for more details:<br><a href="http://www.dustloop.com/wiki/index.php?title=BBCF/Rachel_Alucard/Combos%20" rel="external nofollow">http://www.dustloop.com/wiki/index.php?title=BBCF/Rachel_Alucard/Combos </a> 
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Early Match Up Notes for New Characters?</b>
	</div>

	<p>
		To be honest, when I first started writing this guide, I was going to put some tidbits for the matchups vs Naoto, Hibiki, Nine and Izanami here. Long story short, my idea evolved into a full blown CF Rachel Matchup Guide (Still in the works!!!). But I'm thinking it wouldn't be a bad idea to just write a brief paragraph about each MU here later? Not really sure. Feel free to reply and give me your thoughts about it.  If I do update this guide with it, I'll be sure to post here that I did and tweet about it.
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12746</guid><pubDate>Sat, 04 Jun 2016 22:47:47 +0000</pubDate></item><item><title>Rachel Discord Chatroom</title><link>https://www.forums.dustloop.com/forums/topic/12646-rachel-discord-chatroom/</link><description><![CDATA[
<p style="margin-top:0px;color:rgb(43,43,43);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(250,250,250);">
	<span style="color:rgb(77,87,99);font-family:verdana, arial, helvetica, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:20px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">Discord is a way for users to instant message group chat, it's easy and fast to register. It's basically a super convenient version of IRC/Teamspeak/Skype, etc. Discord has a Desktop, Browser and Mobile App and has text channels and voice channels.</span>
</p>

<p style="color:rgb(43,43,43);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(250,250,250);">
	<span style="color:rgb(77,87,99);font-family:verdana, arial, helvetica, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:20px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">Feel free to come in to talk about upcoming Hibiki stuff, ask for advice, ask for games, etc.</span>
</p>

<p style="color:rgb(43,43,43);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(250,250,250);">
	<strong style="font-weight:bold;"><font color="#4d5763" face="verdana, arial, helvetica, sans-serif"><span style="line-height:20px;">To Join the Discord Group Click The Following Link:</span></font></strong><br /><span><a href="https://discord.gg/0woLdAW4pJ7cCWHy" rel="external nofollow">https://discord.gg/0woLdAW4pJ7cCWHy</a></span>
</p>
]]></description><guid isPermaLink="false">12646</guid><pubDate>Wed, 13 Apr 2016 18:01:20 +0000</pubDate></item><item><title>[CF] Rachel Mixup, Pressure and Oki Thread</title><link>https://www.forums.dustloop.com/forums/topic/12745-cf-rachel-mixup-pressure-and-oki-thread/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Gameplay_Discussion.png"></p>

<p>
	Evernote link to make it easy to pass around and easy access for those who prefer evernote and junk.<br><a href="https://www.evernote.com/shard/s624/sh/bf8a398d-8544-42a6-81c1-8886329ab2d2/fddbd5b39bcbfcee80fb987278e18423" rel="external nofollow">https://www.evernote.com/shard/s624/sh/bf8a398d-8544-42a6-81c1-8886329ab2d2/fddbd5b39bcbfcee80fb987278e18423</a>
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Introduction</b>
	</div>

	<p>
		Hi Hi, Rurouni desu.<br><br>
		This time I'm here bringing you a Rachel Mixup, Pressure and Oki guide. I originally started this idea of a mixup, pressure and oki guide back in P4AU after Marie's release. Marie was a character that had a lot of cool tools, similar to Rachel, and it wasn't immediately obvious how to structure your mixup and pressure with her. So I wrote a guide that I hoped would help Marie players understand not just what their options were but what are the potential weaknesses they need to look out for and how different options can compliment other options to improve your mixup and pressure.<br><br>
		Since making the Marie Mixup, Pressure and Oki guide, it's been my hope to make this sort of guide a standard here on Dustloop. In secret, I had plans to create a mixup thread for every Persona character when 2.0 released on consoles. Unfortunately, we all know how 2.0 Console release ended ;.; I don't think I'm going to do anything as extreme for BB for the upcoming BBCF release but I will be trying to do it for a good amount of characters or as many as I can with the time I have. I probably won't be able to go into this much detail with everyone though. (P.S: I probably will go back and do those mixup threads for Persona 1.1 instead after I'm done my BBCF work)<br><br>
		For Rachel in specific, I also wanted to do this mixup, pressure and oki guide to provide an alternative perspective from Sakaku's Rachel Bible and TD's Mixup thread. I wanted to put more emphasis on how to optimize the structure of your mixup and pressure with this guide. I also wanted to structure the guide in a way so that its easy to see that there are points to vary your pressure at almost every button you press in Rachel mixup and pressure. Instead of thinking in terms of pre-canned blockstrings like most other characters, there's a higher emphasis on dynamically making your blockstring as you go that you should get comfortable with. 
	</p>

	<p>
		 
	</p>
</div>

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</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Overview</b>
	</div>

	<p>
		Rachel's mixup revolves around her instant overhead that she can do by doing a short hop j.A by making use of a 2D wind. This gives Rachel an exceptionally strong high/low mixup game compared to the rest of the cast. But Rachel's mixup and pressure only truly reaches its full pottential when she is in the corner and her oki options become oppressive. There are ways to escape her oki setups midscreen if the opponent is knowledgeable and on guard but a lot of these problems disappear in the corner. In the corner, her oki is not only able to deal with many wakeup options, it's also capable of baiting counter assaults. When you combine this with Rachel's really good high/low mixup, you get a corner mixup and pressure that might very well be the most scariest to deal with in the game. Once Rachel puts an opponent in the corner, they might die in that corner.
	</p>

	<p>
		 
	</p>
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</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Tools</b>
	</div>

	<p>
		<strong>IOH j.A</strong> <br>
		Go to Overhead. Even on block, you'll have very good options to go for more mixup or continue pressure.<br><br><strong>j.B</strong><br>
		Mainly used as an overhead in the fuzzy guard mixup. It can be used as an IOH overhead in the same manner as j.A. It's slower but it's also a better starter. It's usually better to just go for IOH j.A though. <br><br><strong>4B</strong><br>
		The overhead mixup option you use when your opponent has completely forgotten that this normal can be used as an overhead mixup. Not really recommended to use as a mixup. Not only is it a slower mixup compared to IOH j.A, your options on block are also much more limited in comparison. On the bright side, it is a better starter and doesn't require wind so maybe it wouldn't be too bad to go for when you're low on wind and want to conserve wind<br><br><strong>2B</strong><br>
		Go to low. Much like IOH j.A, you'll still have good options to go for more mixups or continue pressure if your opponent blocks it correctly. <br><br><strong>3C</strong><br>
		An alternate low mixup option. Unlike 2B, it doesn't have any good options to go for more mixups on block and your pressure will probably come to an end here since it's -2. You mostly want to use this option in two situations.<br>
		 
	</p>

	<ol>
<li>
			On an opponent's wakeup during frog oki. On hit, the shock from George will allow you to pick up the combo without spending a wind or using a pole/lotus for iris. On block, the shock from George will allow you to reset pressure.
		</li>
		<li>
			Winded 3C can be a good complimentary mixup after using j.3DA a few times to try and get yourself back in close to an opponent after being pushed far out in a blockstring
		</li>
	</ol>
<p>
		<strong>Throw</strong><br>
		The mixup option you'll be luckily to see once in your lifetime. Okay, maybe I'm exaggerating just a bit but it does sum up this mixup very well. Rachel's high/low game is already so good that there isn't really a good reason to try and go for a throw mixup, especially since a throw tech will end your pressure right away. On the other hand, the fact that you have no reason to go for it is the very reason it'll work if you go for it once in a blue moon.
	</p>

	<p>
		Video Example - <a href="https://youtu.be/4PQ-h2ercxQ?t=4572" rel="external nofollow">https://youtu.be/4PQ-h2ercxQ?t=4572</a> <br><br><strong>tk 214C (2147C)</strong><br>
		If you have a lotus attached to the opponent or a lobelia pole on top of them, tk Sword Iris can be a great way to reset pressure because of how + it is on block.
	</p>

	<p>
		 
	</p>
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</p>

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	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Different types of Oki</b>
	</div>

	<p>
		<strong>Lotus</strong><br><br>
		Experimentation with lotus oki began in 1.1 when it's attack level got increased to match Pumpkins but ultimately, both pumpkin and frog oki ended up being better and more used. In CF, Lotus oki has become the most used oki in the absence of pumpkin and also thanks to it's improvements in startup and recovery. Lotus oki has many great pros.<br>
		 
	</p>

	<ol>
<li>
			Lotus only hits once but its active for a long period of time, making it easy to deal with all kinds of wakeup options.
		</li>
		<li>
			Lotus automatically seeks out the opponent, making it unnecessary to spend wind like the former pumpkin oki and making it even easier to conserve wind in CF.
		</li>
		<li>
			Lotus oki means you'll have an attached lotus to work with in your combo later if you need it. Using the attached lotus to extend a combo with sword iris leads to alternative combo routes that will allow to not have to use a stock of wind and keep regenerating wind instead. You can also use the attached lotus to reset pressure with tk Sword Iris.
		</li>
	</ol>
<p>
		<br><u>Setting it up Midscreen</u><br><br>
		Midscreen, lotus oki can be set up by doing 6A &gt; 236B |&gt; 22A at the end of the right combos. You can change the timing of the lotus summon as well. If you summon the lotus quickly, it'll force the opponent into blockstun when they air tech low to the ground. If you delay the lotus summon, it'll force the opponent to block the lotus when they've landed.<br>
		Midscreen lotus oki from midscreen 236B Example - <a href="https://youtu.be/Z0Lyn72-Tlc?t=440" rel="external nofollow">https://youtu.be/Z0Lyn72-Tlc?t=440</a><br><br><u>Setting it up in the Corner</u><br><br>
		Typically, lotus oki is setup in the corner by ending your combo with 214C |&gt; 6A &gt; 236A/B |&gt; 3C &gt; 22A oki. However, in cases where you started the combo close to the corner and ended up midscreen, it can also be set up by doing 5CC &gt; 236B |&gt; 22A<br><br>
		Corner Example - <a href="https://youtu.be/AIBItQNlgiA?t=138" rel="external nofollow">https://youtu.be/AIBItQNlgiA?t=138</a><br>
		Close to Corner Example - <a href="https://youtu.be/Z0Lyn72-Tlc?t=517" rel="external nofollow">https://youtu.be/Z0Lyn72-Tlc?t=517</a><br>
		Close to Corner Example 2 - <a href="https://youtu.be/Z0Lyn72-Tlc?t=417" rel="external nofollow">https://youtu.be/Z0Lyn72-Tlc?t=417</a> 
	</p>

	<p>
		<br><br><strong>George/Frog</strong><br><br>
		Summon George at the end of the right combo to have him activate his shock on the opponent's wakeup and trap them in blockstun for an extended period of time. <br><br>
		Mostly used when a combo ends close to the corner. When combined with the right windless or winded lobelia, it'll force them into the blockstun of George's shock, giving you time to run up and start mixup and pressure. It can also be good for midscreen oki in situations where you want to try and keep momentum and your current combo is ending with 6A &gt; 4B &gt; 5CC. In these situations, you can cut the combo short and do 4B &gt; 214A instead.  <br>
		Close to Corner Example - <a href="https://youtu.be/AIBItQNlgiA?t=273" rel="external nofollow">https://youtu.be/AIBItQNlgiA?t=273</a> <br>
		Midscreen Example - <a href="https://youtu.be/FYarNUEZ168?t=209" rel="external nofollow">https://youtu.be/FYarNUEZ168?t=209</a> <br><br>
		However, George oki isn't completely inescapable. It's important to note that George's shock won't immediately hit the opponent if they neutral tech immediately, giving them a chance to jump out of it. It's also possible for the opponent to delay tech through most of George's shock. Doing 2A after summoning George should solve both of these problems though. If they try to jump, they'll get tagged out of their jump startup and get opened up off the bat. If they try and delay tech, 2A will OTG out of the period of time where they can't tech at all after hitting the ground.<br><br>
		Once you've done this a few times to show you know how to deal with it, your opponent should start realizing it's too risky to go for these options except very sparingly and you can start doing other stuff on their wakeup instead. <br>
		 <br>
		Also, you should keep an eye on your opponent's meter. If they have 50 meter, they might try and take advantage of George oki's blockstun to try and counter assault out of your pressure. To discourage this, play around with the timing of when you want to start your pressure from oki. If they try to counter assault right away and you instead choose to wait a bit, you'll block the counter assault and will be able to go for a full punish. If they try to delay their counter assault and you go for a mixup immediately, you might just end up opening them up before they even get a chance to use their counter assault. 
	</p>

	<p>
		Additionally, Jin and Hakumen can Yukikaze out of George oki. There's no real danger to you so long as it catches the shocks from the frog but you still need to be ready to hop over the strike and chase after the Jin and Hakumen player. <br>
		Yukikaze Video Example - <a href="https://youtu.be/lg6CF4Iw3xM?t=5336" rel="external nofollow">https://youtu.be/lg6CF4Iw3xM?t=5336</a> 
	</p>

	<p>
		<br><br><strong>Ivy Blossom</strong><br><br>
		Summon Ivy Blossom at the end of a combo to drain some life from your opponent as you do your followup pressure.<br><br>
		Typically, doesn't see any use in matches since it doesn't really offer much in terms of handling wakeup options compared to lotus and frog oki. Combine this with the fact that Ivy Blossom corner combos already do a lot of damage and the minor life drain you'll get from Ivy Blossom oki doesn't really seem worthwhile. If you attempt to go for this oki, I recommend doing it from a combo route that'll allow you to get both frog and ivy blossom oki<br>
		Example Combo -<br>
		Corner Ivy Blossom + Frog Setup - <a href="https://youtu.be/Lv8ICY-WKp0?t=1433" rel="external nofollow">https://youtu.be/Lv8ICY-WKp0?t=1433</a> 
	</p>

	<p>
		 
	</p>
</div>

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</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Instant Overhead (IOH)</b>
	</div>

	<p>
		<strong>How to Input it</strong><br><br>
		There are two different ways to input it
	</p>

	<ol>
<li>
			 When you do it raw on an opponent's wakeup or another situation, you'll have to input it as 2D &gt; jump forward j.A. Usually you'll want to do this from situations where you can hide that you're holding 2 down for a while so that you can do this input comfortably without getting a super jump.
		</li>
		<li>
			When you cancel into it from a normal, you should input it as X &gt; 9jc j.2AD to make it harder to react to.
		</li>
	</ol>
<p>
		<br><strong>Getting the most out of IOH j.A</strong><br><br>
		IOH j.A may not be reactable on its own but that's still a 50/50 chance of the opponent blocking a mixup. That's a bit too big. We want to turn that 50% chance of blocking the mixup to almost no chance of blocking the mixup so that we can minimize wind used to open up the opponent. <br><br>
		The trick to improving your odds of opening up your opponent is straight forward: variation. We're going to vary the points at which we'll throw out the instant overhead, making the opponent not only have to guess whether to block high or low but also when they need to do it.
	</p>

	<ol>
<li>
			Raw 2D j.A - <a href="https://youtu.be/lg6CF4Iw3xM?t=4905" rel="external nofollow">https://youtu.be/lg6CF4Iw3xM?t=4905</a>
		</li>
		<li>
			5A(1) &gt; 9jc j.2AD - <a href="https://youtu.be/FYarNUEZ168?t=212" rel="external nofollow">https://youtu.be/FYarNUEZ168?t=212</a>
		</li>
		<li>
			5A &gt; 9jc j.2AD - <a href="https://youtu.be/FYarNUEZ168?t=169" rel="external nofollow">https://youtu.be/FYarNUEZ168?t=169</a>
		</li>
		<li>
			5B &gt; 9jc j.2AD - <a href="https://youtu.be/Vj42DygQ_Uk?t=212" rel="external nofollow">https://youtu.be/Vj42DygQ_Uk?t=212</a>
		</li>
	</ol>
<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- When to use 2B</b>
	</div>

	<p>
		You can go for a 2B mixup in many places but not all of them are equally as great places if your 2B gets blocked. We need to be careful about controlling our distance from the opponent. We don't want to get pushed out too far if we don't have to or IOH j.A will start whiffing. <br><br>
		The best places to go for 2B are:
	</p>

	<ul>
<li>
			On wakeup -&gt; There's no better way to minimize how much pushback you'll have to deal with on a blocked 2B then to make 2B the first thing you do in your blockstring. 
		</li>
		<li>
			After a blocked IOH j.A -&gt; Great place to go for a 2B for similar reasons as doing it on wakeup. A blocked IOH j.A &gt; j.B puts you at a distance comparable to the positioning you would do wakeup 2B.<br>
			Video Example <a href="https://youtu.be/FYarNUEZ168?t=178" rel="external nofollow">https://youtu.be/FYarNUEZ168?t=178</a>
		</li>
	</ul>
<p>
		<br>
		This isn't to say that using alternative blockstrings to go for a low are discouraged. Stuff like 5B &gt; 2B is still a very good option to go for a low but requires taking advantage of you training your opponent to block high after 5B first by putting a higher emphasis on doing IOH j.A previously.<br><br>
		Long story short: Ultimately, the best way to make sure 2B doesn't result in you getting pushed back too far is to structure your overall mixup and pressure in a way that people blocking 2B is fairly low to begin with.
	</p>

	<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>So your IOH j.A got blocked. What now?</b>
	</div>

	<p>
		Congratulate your opponent. He managed to block the first in a series of hard to block mixups. Can his luck hold up though?<br><br>
		You have three options at this point:
	</p>

	<ol>
<li>
			Fuzzy j.B overhead. After chaining into j.B from your blocked IOH j.A, do double jump j.B to go for a second overhead.<br>
			Video Example - <a href="https://youtu.be/4PQ-h2ercxQ?t=4711" rel="external nofollow">https://youtu.be/4PQ-h2ercxQ?t=4711</a><br>
			 
		</li>
		<li>
			Land after chaining into j.B and go for a 2B low to open people up who remain standing to block a fuzzy j.B<br>
			Video Example - <a href="https://youtu.be/FYarNUEZ168?t=178" rel="external nofollow">https://youtu.be/FYarNUEZ168?t=178</a><br>
			 
		</li>
		<li>
			Land and just reset pressure from here. You can for IOH j.A again either raw or from cancelling 5A (1), 5A, or 5B or do whatever else you want. 
		</li>
	</ol>
<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- You've let yourself get pushed back a bit far back during a blockstring. What now?</b>
	</div>

	<p>
		So, you've let yourself get pushed out far enough that you can't go for the usual IOH j.A or 2B mixup. Maybe you decided to throw caution to the wind and after 5B you went "Screw it, I'm going for 2B now! I've done IOH j.A a bunch after this, there's no way he'll expect it coming!" and the jerk actually decided to keep crouch blocking. It doesn't really matter how you got here. The point is you're here and you need to deal with it.<br>
		 <br>
		You have four options
	</p>

	<ol>
<li>
			Wind yourself back in and go for a mixup at the same time by doing 6B &gt; j.3D &gt; delay j.A<br>
			Video Example - <a href="https://youtu.be/K-s19aXysD4?t=8866" rel="external nofollow">https://youtu.be/K-s19aXysD4?t=8866</a><br>
			 
		</li>
		<li>
			Chain into a winded 3C to try and open them up low if they're expecting you to try and wind yourself back in with the above overhead option<br>
			Video Example - <a href="https://youtu.be/lg6CF4Iw3xM?t=5094" rel="external nofollow">https://youtu.be/lg6CF4Iw3xM?t=5094</a><br>
			 
		</li>
		<li>
			If you have a lotus attached to them or a lobelia pole on top of them, take advantage of 5B or 6B being jump cancelable on block to do tk 214C. As mentioned earlier, tk Sword Iris is pretty + on block and will allow you to run up and reset pressure<br>
			Video Example - <a href="https://youtu.be/FYarNUEZ168?t=1334" rel="external nofollow">https://youtu.be/FYarNUEZ168?t=1334</a><br>
			 
		</li>
		<li>
			Retreat. Take advantage of 5B or 6B's to IABD away. Sometimes, it's better not to push your luck, especially if you're running low on wind.  <br>
			Video Example - <a href="https://youtu.be/FYarNUEZ168?t=1027" rel="external nofollow">https://youtu.be/FYarNUEZ168?t=1027</a>
		</li>
	</ol>
<p>
		 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>- Overdrive Raid and Exceed Accel</b>
	</div>

	<p>
		In CPEX, Overdrive Raid wasn't too big of a deal as a Rachel player because the way her pressure and mixup is structured made it hard to catch her whiffing something with long enough recovery to punish. Usually, it pretty much required just as much of a guess as blocking her 50/50s and so it wasn't worth wasting your burst on such a high gamble.<br><br>
		Unfortunately, the addition of Exceed Accel has changed things. The ability to go straight from Overdrive Raid's invuln straight into Exceed Accel's invuln makes it dangerous to try and continue pressure. There still isn't much risk to Rachel since she can usually react to the Overdrive Raid's super flash in her pressure and retreat but it can be troublesome because this scare tactic can force you to have to stop your scary mixup and pressure game or risk eating 2-4k damage and still losing momentum anyway.<br><br>
		There are some things you can do though to try and prevent putting yourself in this sort of situation. The root of this problem is Overdrive Raid. Fortunately, Overdrive Raid works similarly to Counter Assaults, so you should consider taking similar counter measures.  Keep an eye on your opponent's burst. When you see they have a burst available, you need to start carefully deciding the structure of your pressure and oki. You might consider shying away from George oki since this is a very easy target for Overdrive Raid and Counter Assaults. You might also consider higher emphasis on opening people up very early with stuff like raw IOH j.A, 5A (1) &gt; IOH j.A and wakeup 2B while putting a lower emphasis on using 5B in your blockstrings which is also an easy target for doing Overdrive Raid.
	</p>

	<p>
		 
	</p>
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<p>
	 
</p>
]]></description><guid isPermaLink="false">12745</guid><pubDate>Sat, 04 Jun 2016 22:30:34 +0000</pubDate></item><item><title><![CDATA[[CF] Rachel International Video Posting & Critique (Your videos matter!)]]></title><link>https://www.forums.dustloop.com/forums/topic/12287-cf-rachel-international-video-posting-critique-your-videos-matter/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCP_Header_Critique_Thread.png" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Rachel/BBCF_Header_Critique_Thread.png"></p>

<p>
	Sorry this is late, I should of made this sooner tbh for you US guys who have it in Arcades. My bad.
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>International Video Posting and Critique Thread (Non-JP) </b>
	</div>

	<p>
		Here we encourage you to share your videos. Any videos pretty much, you can Post videos in regards to your progress and get feedback (analysis/critique) as it's always nice to have fellow players give their views to help you, Match Ups which you feel you can share to some tips on, demonstrations, guides or any creative work you wish to share like a CMV for example. This thread is for you <img alt=":)" data-emoticon="true" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15"></p>

	<p>
		Here is a link to the Previous games version for Video Posting and Critique (BBCPEX): <a href="https://www.forums.dustloop.com/index.php?/forums/topic/10656-cpex-rachel-international-videos-critiques/" rel="">http://www.dustloop.com/forums/index.php?/forums/topic/10656-cpex-rachel-international-videos-critiques/</a> 
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Rules: (I quote Tari from the previous thread)</b>
	</div>

	<p>
		- All criticism is to be constructive.<br>
		- If you post a video and ask for criticism, it will be given. Please do not get butthurt.
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Rachel JP Fan-Art of the Month</b>
	</div>

	<p>
		I like Tari's idea of having a nice piece of Rachel Artwork to see you off. I'll sort something out later but may change it every month or so to keep interest up.
	</p>

	<p>
		[Insert Image here]
	</p>

	<p>
		Artist name / Artist Twitter
	</p>
</div>

<p>
	 
</p>

<div style="padding: 4px; border: 1px solid rgb(147, 0, 0); border-image: none; width: auto;">
	<div style="padding: 4px; border: 1px solid rgb(61, 61, 61); border-image: none;">
		<b>Want to help out fellow Rachel Players with match videos?</b>
	</div>

	<p>
		NOTE: This is something I've had in mind but wasn't really sure how to go about wording it and what needs to be added and whatnot, may be some set rules? If anything this won't be possible until people can get BBCF on their home consoles anyway.
	</p>

	<p>
		Do you run streams or recorded sessions on PSN/XBL player match rooms or lobby mode? Would you be interested in sharing details of when you generally run these sessions? If so you are more than welcome to put your details here and you could be reaching out to fellow Rachel players in the same region/area who do not have the ability to record matches themselves but could have them recorded through your stream or session. 
	</p>

	<p>
		An example (NOT THE REAL THING) would be something like this.<br>
		(Note: I am hoping to do something like this when I can get BBCF on console depending how life works out for me)
	</p>

	<p>
		[Dustloop Name: Gamester]<br>
		[Console: PSN]<br>
		[Region: Europe/UK]<br>
		[Stream/Recorded Session: (Day + Time + Room Name) Wednesday 8pm (GMT+1) RachelEU]<br>
		[Additional Notes: Any EU player and especially Rachel players are welcome, happy to provide a service as I too am a Rachel player looking to improve myself. Videos will go up on YouTube and if you don't want your matches recorded, just say so and I won't add.]
	</p>

	<p>
		(Something like the above but tidier, it seems similar to Match Finder but what I would be doing here is offering to reach out to Rachel Players in EU who want to improve but can't find a method to share their match footage for feedback/advise)
	</p>
</div>

<p>
	It's an idea.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12287</guid><pubDate>Wed, 09 Dec 2015 08:02:20 +0000</pubDate></item><item><title>Char Specific Oki Setups</title><link>https://www.forums.dustloop.com/forums/topic/8936-char-specific-oki-setups/</link><description><![CDATA[
<p>Since a lot of characters have varying wake up options, I figure it'd be nice to make a topic for character specific oki setups.</p>
<p> </p>
<p>Examples-</p>
<p>*notes- By "lose to roll", I mean you have to confirm that they're not rolling first.</p>
<p> </p>
<p><strong>Noel</strong></p>
<p>3C 2D j.A beats all drive options, but will lose to roll.</p>
<p>3C frog/pumpkin 2D j.A will beat all Noel drive options, but lose to wake up super (can just empty jump to bait super) and roll.</p>
<p>Can also meaty throw her out of her drive, but will lose to her neutral teching and jumping out.</p>
<p>2A will beat 4D, but she'll get out with 2D.</p>
<p> </p>
<p><strong>Hakumen</strong></p>
<p>3C 2D j.A beats all drive options, but will lose to roll.</p>
<p>3C frog 2D j.A will beat all drive options but 5D and Yukikaze.</p>
<p>Corner 5CC frog 3D j.A will beat all drive options but Yukikaze.</p>
<p>You can empty jump in after frog to bait Yukikaze (and super jump out).</p>
<p>You can empty jump in throw to beat other drive options, but they'll lose to roll and up back.</p>
<p> </p>
<p><strong>Azrael</strong></p>
<p>If pumpkin meaties, you can block growler in time to punish. Use 6B. 5B/2B will be absorbed.</p>
<p>Can also 3C knockdown at a distance where Growler whiffs.</p>
<p>Frog is pretty useless.</p>
<p> </p>
<p><strong>Rachel</strong></p>
<p>Stand after knockdown to keep her from escaping with windtech.</p>
<p>Mash 2A to meaty and beat wind backdash.</p>
<p>Make sure to confirm 2A into combo, do not autopilot 2A &gt; 5B. 5B may whiff and get you punished.</p>
]]></description><guid isPermaLink="false">8936</guid><pubDate>Sat, 19 Jul 2014 01:56:57 +0000</pubDate></item><item><title>[CP] Rachel Gameplay Guide</title><link>https://www.forums.dustloop.com/forums/topic/4959-cp-rachel-gameplay-guide/</link><description><![CDATA[
<p><a href="" rel="external nofollow">Link to the original</a><br><br>
This is basically part III and IV of kro_'s very good Rachel guide updated to <del>CSEX</del> CP standards. I'd like to thank kro_ for giving me permission to update it. Also thanks a bunch to Daedron for making screenshots of the Lobelias.<br>
The sections cover zoning strategies, mix-ups, a quick analysis of her tools and her best normals, an example of an okizeme setup and some general tips when playing Rachel.<br><br><span style="color:#B22222;"><strong>I. Approaching the opponent</strong></span><br><br>
Rachel is one of the most versatile characters in the game thanks to wind and pumpkin. It allows a character who seemingly specializes in zoning become capable of mounting a safe and effective rushdown game. It also allows the player to choose the playstyle that emphasizes his strengths or exploits his opponent's weaknesses. Rachel thrives on both offensive and ranged momentum. Once she loses it, it becomes difficult to get it back. Thankfully, she is very good at maintaining it due to her strong okizeme.<br><br>
This part of the guide will be divided into three sections: Zoning, Rushdown, and Defense. I'd like to stress that while these three topics can be considered separate parts of Rachel's game, there can and should be a lot of overlap. Smooth transitions from one area to another keep your game solid and fresh - confusing your opponent and making you less predictable.<br><br><strong>Zoning</strong><br><br><img src="http://i95.photobucket.com/albums/l131/crono8x/bb/zoning.jpg" alt="zoning.jpg"><br><br>
Many people believe that Rachel's zoning is not that strong. If you compare it to someone with a very fast and direct zoning style like Nu or Mu, it's pretty easy to come up with that conclusion. Rachel does not get huge amounts of damage from playing keepaway and it is not as effective at keeping people out. It's also worthless against these two.<br><br>
However, I would argue that Rachel's zoning style is much better at landing hits against an opponent. Her emphasis is on trapping and baiting opponents to make mistakes rather than keeping people out with continuous pressure. Additionally, the more time the opponent hesitates, the more traps Rachel makes while her wind meter fills up, and the more pressure they start to feel. I'll attempt to explain what I mean by going over her moves and some general strategy.<br><br></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move analysis</b></div><br><span>6A:</span><br><br>
It has many names. Neko-upper. Catryuken. Bullshit. One of the best anti-airs in the game. This is also Rachel's best normal. It covers a huge amount of space vertically, a decent amount horizontally, and <em>even some space behind it</em>. It has an head attribute guardpoint. It comes out decently fast and has decent recovery for how good it is. One of the few attacks that is safe for Rachel to do without pumpkin support.<br><br>
Its use in zoning should be obvious. This is what you hit people with when someone tries to approach you from the air. Use it on reaction to jump-ins and in anticipation of air dashes. It's actually fast enough to be used twice if the opponent tries to bait it with a double jump. On counterhit (which you should be getting a lot), the opponent can be juggled with dash 5B. This gives you a lot of time to hit confirm the attack into a proper combo. In this respect, it's actually better than having a real DP.<br><br>
Try using your projectiles to force your opponent to approach you from the air and into that 6a CH. It's like the basic Ryu fireball trap but better. This should be her main source of damage from zoning. Zoning is not just projectiles. Anti-airs and long-range pokes are a big part of it too.<br><br><span>6B:</span><br><br>
The fork. Both the startup and recovery of this move is poor. However, it is Rachel's longest normal and offers the same combo possibilities on counterhit as 6A. This often makes the risk worth the reward. Throwing it out a few times can make the opponent very afraid of trying to dash in under your projectiles, which is just as valuable as actually landing the CH combo. Like all other moves, it can be made safe with pumpkin support.<br><br><span><a href="" rel="external nofollow">236A/B/C:</a></span> (Tiny Lobelia)<br><br>
Artillery fire. The arc and long active frames of these projectiles make them very effective at controlling space. The seeds themselves have ok damage for single hit projectiles. On counterhit, they stun a respectable amount of time. However, the startup and recovery time for these attacks are huge. Thus, you pretty much have to shoot them in anticipation of where you think the opponent is going to be instead of on reaction. This can seemingly leave you very vulnerable to attacks, but with pumpkin support you can cover the gaps and even use it to follow up those counterhits with an air combo. Especially useful when used with wind to change the trajectory and keep the opponent from advancing. Using wind while firing a projectile prevents you from moving. These also create lightning rods.<br><br>
236A comes out very quickly in front of you and falls to the ground a short distance away. It can often be used to trade or beat out pokes and rushing opponents. Commonly used with 6D or 9D wind to cover more ground. It loses to aerial approaches or when whiffing a grounded opponent, though a well timed A lobelia with 9D can catch them as they approach you from the air. Also a central part of combos and corner lockdown.<br><br>
236B arcs upward and falls a bit more than 1/3 of the screen away from you. You could also say that this move beats IADs for the first half of the attack and creates a wall for the second half. Commonly used with 6d wind to push the opponent back and make it land full-screen distance away or 3D wind to keep the opponent low and make it land ~2/3 of the screen away. Pumpkin + 6D236B + 214C can form a 3-hit combo that is great for pushing back and pressuring full-screen opponents.<br><br>
236C arcs upward and falls a bit more than ~2/3 of the screen away from you. You could also say that this move beats super jumps and double jumps for the first half of the attack and creates a wall for the second half. Most commonly used with 3D wind to make it land full-screen distance away. This covers a lot of space and differs from 6D 236B in that the pumpkin is winded in a different direction.<br><br><span><a href="" rel="external nofollow">j.236A/B/C:</a></span> (Air Tiny Lobelia)<br><br>
j.236A comes out just as fast as 236A but has the arc of 236C and lands almost fullscreen. Thus, j.236A is a very useful move. The disadvantages to aerial seeds in general are no wind regen and increased recovery time. Chances are you won't recover until you land.<br><br>
j.236B fires at ~30 degrees below the horizontal. Comes out slow compared to j.236A. It fires at a useful angle but the increased recovery time gives the opponent a good chance to close the distance without the pumpkin.<br><br>
j.236C fires at ~60 degrees below the horizontal. Not very useful, at that range you're already vulnerable and may as well attack with normals or block. Don't do this move without a pumpkin.<br><br><span>214C:</span> (Sword Iris)<br><br>
Activates lightning rods. The hitbox of the lightning is actually fatter than you think. Lightning comes out fairly quickly, but there is a noticeable lag between your input and the actual activation. Thus, you still need to use some anticipation to hit people with this. Sword iris is great for executing frame traps whenever a seed hits an opponent shortly before touching the ground. That is, if they try to move right after blocking the seed they will get hit, but they are still given enough time to let go of block. You can also TK the input (2147C) to get a huge amount of frame advantage of 24 frames. It is interesting to note that sword iris goes all the way to the top of the screen. You can hit Noel with it when she does her air super and BBL will eat her giant missile. Having multiple well-spaced lightning rods out on the screen at the same time is useful for covering lots of space and conditioning opponents to move predictably.<br><br><span>214B:</span> (Pumpkin)<br><br>
Too good. The pumpkin moves in any direction and can be activated anytime you're allowed to use wind - meaning that you can use it during the recovery of your own attacks. Thus, Rachel can make almost anything safe at will provided that the pumpkin is in the right position and she has the wind meter to do it. Use it to cover gaps in zoning, add extra hitstun into a combo, and precede your rushdown with a projectile to name a few. It is important to note that you can wind the pumpkin before you finish the summon animation. Also, keep in mind that the pumpkin rises up and away from you slowly after summoning for 5 seconds. The pumpkin disappears when touching another projectile. Using wind again resets the timer to 3 seconds. One pumpkin can be used up to 3 times and disappears if Rachel gets hit, blocks an attack or gets thrown. Be careful with throws ,it doesn't matter whether the throw is green or pink and gets teched or not.<br><br><span>214A:</span> (Frog a.k.a. George XIII)<br><br>
Everyone loves this guy. He takes a bit of time to summon, but once he's out things become very dangerous for the opponent. He will track down the opponent slowly. Once in range, he will release an electric field that does 8 hits. Defensively, he will bail you out if the opponent manages to force you to block something. Offensively, he will keep the opponent in hitstun or blockstun long enough for you to continue a combo, start a free mixup, or re-establish your zoning. He can be winded, what makes him an incredible defensive tool even when he's far away. George disappears when Rachel gets hit, thrown (same rules as pumpkin), 9 seconds have passed or when he loses 700 HP. There is a cooldown of 5 seconds before you can summon George again after he has activated.<br><br>
Whenever you summon George in the air, Rachel throws him forward further than a ground summon with a significant increase in recovery time. An important trick is to TK the frog (2147A) and wind yourself downwards with 1D/2D/3D. This dramatically reduces the recovery time of summoning the frog. TK frog is especially powerful when your 1D/2D/3D winds a pumpkin in the opponent's face simultaneously.<br><br><span>Lotus:</span><br><br>
Rachel consumes all of her poles to summon a bat for each pole that will slowly fly towards your opponent. On hit or block, the bat attaches itself for 15 seconds on them, changing the effect on her drive. I will only cover her Barrel Lotus. Her other Lotus has proven as inferior and should not be used.<br><br><br>
22B, also known as Barrel Lotus, will make most characters cry trying to make their way in. It adds two additional properties to your 5D: homing and an insanely strong wind effect. The stronger wind allows Rachel to shoot her Lobelias, pumpkin and frog notably faster, which complements her zoning. Pressing 5D prevents common airdashes, as they will only cover 1/2 of their original IAD at best. If timed well, you can make them air dash in one place without any forward movement at all. You also gain access to a very fast fullscreen projectile, and it's one you know all too well - 236A. Combined with George on the field you can force a grounded opponent to block it in a matter of a second, hitting the A lobelia first and george right after. From this point you can either start your scary offensive game or play it safe and set more traps on the screen. Her homing also allows wind direction that aren't possible normally. The wind will always move in the direction your opponent is, making it very easy to get in somewhat fast. Be careful though, the wind will home at the direction the opponent currently is, so if they are moving around, something smart people should normally do, you can possibly whiff with whatever normal or air normal you wanted to get in.<br>
Simple combos like 5B &gt; 5CDC also gain tremendous corner carry potential. This particular combo will corner carry for about 2/3 of the screen, so make use of that instead of going for midscreen combos!<br>
Note: Straight wind can still be used with 6D.<br></div><br><br><span></span><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Zoning Strategies</b></div><br><br>
This section will be filled with some general tips. It'll be fairly abstract since there are way too many variables in positioning and matchups, but hopefully you can pull something useful out of this.<br><br><hr><br><em>-Create Space</em><br><br>
Whenever you try to zone using Rachel, the first thing you need to do is create space to summon a pumpkin. You can do this by backdashing, jumping backwards, or airdashing backwards. But a smart opponent won't let you do that by pursuing you. Most characters can move forwards faster than you can move backwards. In order to create space, you need to make yourself sufficiently threatening to make them hesitate. Then, fortify your position faster than they can react. The best way to do that is to prove to the opponent that you can 6A or 6B their approaches. Also, remember to wind that pumpkin before the summon animation finishes if necessary. If you can't do that, then they have no reason to hesitate from attacking you. After safely summoning a pumpkin, you're pretty much free to start zoning however you want.<br><br><hr><br><em>-Create a pumpkin wall</em><br><br>
One thing I almost always do is create a pumpkin wall. This means that I summon an aerial pumpkin with the intention to wind it only if he tries to move past the pumpkin. I use this mainly to test the opponent and conserve wind. How does he react when I put down a frog? Shoot a seed? If the answer was dash or airdash to either, I wind the pumpkin down with 2D to stop him in his tracks or Z the pumpkin with 1D6D for a combo/mixup. If he does nothing or waits, then more wind and more traps for me. Winding the pumpkin with 2D or 1D also keeps the pumpkin between me and the opponent, so that I don't have to summon it again. Not having to re-summon a pumpkin is a concept that becomes especially important when zoning with lobelia seeds.<br><br><hr><br><em>-Always have a last line of defense</em><br><br>
This can be either the pumpkin or the frog. Pumpkin works because you can always wind it towards the opponent before the opponent hits you - buying enough time to create more space or trade hits into a pumpkin counterhit combo. Frog works because you are allowed to block and it will eventually bail you out if you are near it. This is probably the most frustrating part of Rachel's zoning (for the opponent).<br><br><hr><br><em>-Know your distances</em><br><br>
Pretty obvious advice. Know how high your lobelias fly and where they will land without wind. Then, get used to where they will land with wind when wind is applied at the same time as firing. Generally, you should focus on 2D, 3D, and 6D winds. Why? Because those directions pressure the opponent with the pumpkin simultaneously - allowing the pumpkin and seed to attack in tandem. After that, experiment a bit with applying wind earlier, later, and using other directions. A fun trick is to wind a pumpkin backwards on the opponent while over-shooting with 236C.<br><br><hr><br><em>-Know your opponent's distances</em><br><br>
This one comes with matchup experience. Can my opponent's jump-in beat my 6a? Are they fast enough and small enough to go under a lobelia? Do they have any projectile-invulnerable moves? Can they punish me from full-screen? The answer to these questions is different for every character. The most common things to watch out for:<br>
Jin's D-icecar and projectile super, Ragna's hell's fang, Noel's 3C, Tager's sledge, Arakune's j.D and his new (j.)22X series, Nu's swords (duh) and her infinite swords super, Hazama's chains and chain super, Tsubaki's D rush with D orb ([4]6D~236D), Platinum's bombs, rockets and Mami Circular(236B), Valkenhayns superior movement, Relius' 214B and 22X series, Azraels fireball (only available after he blocked one of your projectiles with his Growler (214B), Kagura's 6D~C, Amane's long range C normals, Terumi's 41236C super and ... anything Kokonoe summons.<br><br><hr><br><em>-Stay active but not too active</em><br><br>
My general philosophy with Rachel zoning is to always be doing something while my opponent is dealing with something else. This can be as simple as backdashing to give yourself extra space or summoning a frog while keeping the opponent in blockstun with pumpkin. But if I'm not doing anything, then I'm usually waiting to activate sword iris or anti-air with 6A in a silent challenge to the opponent. You know how you stand around or whiff a jab occasionally after shooting fireballs to DP an opponent's jump in SF? Well the same thing applies here. It can be tempting to constantly refresh pumpkins and frogs to get that perfect defense going (chess anyone?), but you always have to be wary of approaches to get a proper punish instead of a pumpkin trade. Remember, in a battle of turtles, Rachel almost always has the advantage because she can regen wind. Hakumen has a similar advantage, but I find that wind &gt;&gt;&gt; orbs.<br><br><hr><br><em>-Aim in front of the opponent</em><br><br>
Miss on purpose? Not necessarily. This is actually my basic fireball trap. Because lobelias have such a long startup time, many opponents will be trying to dash or IAD to gain some ground. Aiming to control the space in front of the opponent means that anyone who dashes in and ends up blocking a lobelia will be forced into a frame trap with sword iris. On the otherhand, anyone who tries to double jump over it or jump and delay air dash will eat a 6A. The opponent who stays grounded just out of range will have the best chance to get in, but that's if George isn't on the field. When George is on the field, those lobelias will also be shielding him as he approaches the opponent. Finally, anyone fast enough to run under seeds and pass George before he activates should run into your last line of defense: the pumpkin. This will keep the opponent in block stun long enough for George to connect and reset the situation. Good stuff? Good stuff.<br><br><hr><br><em>-Steer the opponent towards the frog or the corner</em><br><br>
Basically, whenever a frog is on the screen people will either try to kill it or jump over it. If they keep trying to kill it, attack them with a winded seed/pumpkin while they kill it to make them think twice. If they try to jump over it, try to force them into block stun when they are in the air over the frog. They will be forced to block it. Every blocked frog gives you a chance to regen wind, reset the situation, or go for the mixup if they're close enough. Slowly advance your lobelias forward with the frog either by switching from 236B to 236C, dashing forward slightly, or applying the appropriate wind. The opponent's main option is to IAD over the frog and rush you, but well-timed sword iris can catch them during this. 6D or 3D wind will also keep them stationary in the air if they tried to IAD. Keep in mind the frog gets winded to the other side of the screen in an instant with the effect of 5D B-Lotus. This will shut down their IAD approach completely, but also leaves George in an unfavourable position. If they manage to IAD over the frog safely, they will be surrounded between you and the frog. With pumpkin, it should be very easy for Rachel to push them back into that frog and reset, land the 6A CH or wind George towards you if they made you block. Can you begin to see the pattern here?<br><br><hr><br><em>-Use seeds to chase air techs</em><br><br>
A lot of people will try to forward air tech to get in on you after getting hit by a seed. Fire seeds pre-emptively to the spot where they would be if they try to forward air tech. If they don't manage to IB it, then it's a free 6A attempt. If they do manage to IB it, then maybe your 6A will beat their attempt to get in anyway. If they neutral or backwards air tech, then keep on zoning.<br><br><hr><br><em>-Know when to divide your attention</em><br><br>
Keeping track of frog, pumpkin, lightning rod positions and Lotus in addition to wind meter, super meter, barrier meter and lifebars and remaining time can be one hell of a chore - especially if you want to stay one step ahead of your opponent. Not everyone has the same capability to manage their attention among multiple things, but it is possible to create moments to get your bearings. Take a look at the various meters whenever you are doing something automatic that has no risk i.e. immediate sword iris, summoning a frog while winding a pumpkin, or when the opponent is blocking a frog. The opponent's attention is divided too. Take advantage of not being the one under pressure by getting some info the opponent may miss.<br><br><hr><br><em>Analyze and condition your opponent to make him easier to read</em><br><br>
Decent opponents with patience can be tough to crack. If your zoning habits become too predictable and automatic, it becomes very easy for them to find chances to get in. After all, all they have to do is study you for gaps and hold back. One solution is to keep on doing those predictable things and leave that gap open for awhile, then bust out the 6A AA when you think they're gonna go for it. If they don't, then you just proved to them that you know what they're thinking. As a result, they may begin to second-guess themselves more often. Another is to leave your traps on the field (lightning rods work well) and just sit there - turtling and waiting for them to let go of block while your wind meter rises. Call it mindgames, yomi, or turtling bullshit. This is the fun and abstract part of fighting games. Analyzing the habits of your opponent can be very useful in determining how they will act in future rounds.<br><br><br>
From the way I've been describing things, it might seem like Rachel's zoning is overpowered. Against reckless players and overly defensive players, it eats them alive. But against good players, you are rarely given enough space to form an ideal setup and they rarely fall for the same trick twice. It's also very easy to get punished for one mistake through mismanagement of wind meter, poor pumpkin positioning, or slow reaction time. The truth of the matter is that most of her zoning options can be beaten with careful aggression. Don't fall for a sword iris frametrap and Rachel will already be down to her last defense. Make her use that last defense often enough and she will run out of wind very quickly. These players will eventually force you into situations where you will be on equal footing again. In situations like these, it may be best to adopt a different approach entirely before getting put on the defensive.</div><br><br><br><br><br><strong></strong><div style="width:auto;border:1px solid #930000;padding:4px;"><strong> 
</strong><div style="border:1px solid #3d3d3d;padding:4px;"><strong> 
<b>Rushdown, Mixups, and Blockstrings</b></strong></div><strong><br><br><span>Getting Inside</span><br><br>
Breaking through an opponent's defenses isn't always easy. Normally, you have to deal with things like projectiles, counterpokes, and backdashes just to get inside. Once you manage to get inside, you have to mix things up well enough to land a hit before you get pushed back out.<br><br>
Rachel has two tools that make both of these obstacles much easier to overcome compared to most characters: pumpkin and wind.<br><br>
The key defining feature of the pumpkin in rushdown is that it is a projectile that moves with you. By winding a pumpkin forward and dashing forward behind it, you can easily get in on the opponent because it stuffs counterpokes, clashes with some projectiles, or catches opponents during their backdash. In a sense, it's very similar to how Guile would throw a jab sonic boom and walk behind it. The difference is that the pumpkin is much faster and doesn't disappear after one use.<br><br>
Of course, you have to be in a position where you can follow up the pumpkin without gaps. If the pumpkin is directly in front of the opponent and you are on the other side of the screen, there's really no point in trying to rush. It'd be better to zone. However, if your opponent is say, landing from an air tech then that would be a great time to summon and rush. Basically, you want to summon the pumpkin and attack when you know that the opponent will be forced to block it and you are close enough to follow up with an attack behind it.<br>
 
</strong><blockquote data-ipsquote="" class="ipsQuote"><strong></strong><div><strong>
</strong><p><strong>If an opponent jumps, he must eventually come back down. Shoot your laser [in this case, pumpkin] at him before he touches the ground.</strong></p><strong>
</strong></div><strong></strong></blockquote><strong>
</strong><p><strong>Words of wisdom from mvc2. This applies to Rachel with pumpkin as well.<br><br><span>Getting past the opponent's guard</span><br><br>
Most mixups in BB can be blocked on reaction. Maybe not everyone can do it, but it's well within the realm of possibility for most people to do. That's why there is a great emphasis on creating situations where the opponent will be forced to guess and trying to read your opponent.<br><br>
It is vital that you understand common blocking habits and figure out ways to get around them. Most players defend by blocking low by default if the opponent is on the ground and blocking high if the opponent is in the air. Then, simply react if they see an overhead or throw attempt. Knowing this, you can do things that are designed to trip them up.<br><br><span><em></em></span></strong></p><div style="width:auto;border:1px solid #930000;padding:4px;"><strong><em> 
</em></strong><div style="border:1px solid #3d3d3d;padding:4px;"><strong><em> 
<b>High-low mixups</b></em></strong></div><strong><em><br><br>
One of the most basic mixups is the high-low mixup. By going from a high attack to a low attack, you are forcing the opponent to switch their defenses quickly from high to low. Because of how common this is, most people are able to block this. However, if you start doing things like high-high or empty jump-low, you become much more unpredictable and difficult to block. Do it enough and you can train the opponent to fall for that basic high-low mixup because they second-guess themselves.<br><br>
Rachel excels at this. Wind, other than being a tool that pushes the pumpkin forward, can be used to make Rachel do short hops (2D). As a result, the time she spends in the air is reduced and her ability to switch from high to low is generally much faster than other characters. Combine this with a jump attack wthat has a vertical hitbox (j.A j.B) and you get someone who can easily block high-low mixups or any other combination of highs and lows in succession.<br><br>
There is one point where Rachel usually tries to mix up the opponent: after 5B. When initially trying to mixup the opponent at close range, Rachel's main high attack string is j.2DAB (or j.2D j.A j.B) and her main low attack is 2B. After either of these attacks, Rachel usually does 5B again because this attack is jump-cancellable and can be used to hit confirm the previous attack into 5CDC. If the 5B gets blocked, Rachel will generally either go for another j.2D j.A j.B (high) or 2B/3C9D (low). After a j.2D j.A j.B Rachel also has the option to go into even more high attacks (j.AAA j.C or j.B j.A j.C) or land and do a low (2B). She can continue this until she runs out of wind.<br><br>
Also, check out this thread for some specifics. It's from CSEX but most tech still works: <a href="" rel="external nofollow">Rachel Mixup/Pressure Compendium</a><br><br><span><em>Cross-ups</em></span><br><br>
Thanks to the large hitbox of j.2C, Rachel can perform ambiguous crossups when she is directly above the opponent. Being above the opponent is generally a good place to be. At any point you can j.2D j.A j.B for the overhead, or airdash forward/backward j.1D2C for the crossup. Also most characters do not have a good anti-air that hits directly above them. You can confirm a combo into 5B afterwards.<br><br>
In the corner Rachel can do a nasty-crossup. <a href="" rel="external nofollow">5B IAD j.C(w) 1D</a> allows you to get behind the opponent where it normally wouldn't be possible. The j.C(w) catches any opponent who tries to jump out.<br><br>
Additionally, she can do things like air dash over the opponent right before the frog goes off. However, this kind of thing is generally only viable with specific setups.<br><br><span><em>Cross-unders</em></span><br><br>
Rachel can time a dash 2A on a opponent's neutral tech to get right under them as they are in the air for few frames when teching. This creates a left/right mix-up that isn't too common in BlazBlue, and hence why it's very effective. There aren't many ways to set-up cross-unders. gli made a nice <a href="" rel="external nofollow">cross-under video</a>, featuring Rachel's most practical cross-unders. All of these work in CP, and 3C &gt; 9D will work on Tager and Noel as well<br><br><span><em>Throws</em></span><br><br>
Don't laugh. Throws are still somewhat effective in BB when sufficient pressure is created, and the potential damage is ok. Rachel has a decent throw game because she can 'tick' with the pumpkin or a quick j.2D j.A j.B to land a green throw.<br><br>
Air throws are also very good at catching people who like to 'hold up-back', mash during air techs, or barrier when they think you're going to 6A.<br><br>
The only caveat is that Rachel loses her pumpkin and frog if the opponent techs your throw. Losing those guys is generally not worth the risk with how easy it is to tech throws, but sometimes that expectation from the opponent will cause him to miss the tech.</em></strong></div><strong><em></em></strong></div><strong>
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