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Posted

Health: 11000

Description:

Rachel is a character specializing in using ranged weapons. Her normal attacks are short and not very good for close range fighting. Her Drive is the ability to start wind to control the movement of her weapons and effects opponents. She can move around all her projectile weapons including cannon artillery, frog, and pumpkin. These projectiles along with her lighting rods are used to hit and force the enemy into blocking. When the lighting rods activate they can hit her enemies. These tools can help her keep opponents in their place and the lighting rods can catch them off guard. One use of the wind requires 1/4 of the wind gauge. This means you can only use 4 winds in a row. Once you use up all of it you have to wait for it to recover while standing on the ground. The gauge refills 1/4 of its stock every 3 seconds.

She a little weak at close range but has some strong tools. For ground to air attacks she has 2B, 6A. From above the opponent, in the air, she can use (air)C cannon or j.2C. For horizontal attacking she has lighting attacks and horizontal projectiles, which include her cannon and pumpkin which both can be shot across the stage by wind. Both can be used against grounded and air born opponents. 6B is also a very useful mid ranged normal attack. It puts the opponent in alot of hit stun on a counter hit.

Command List:

Drive:

Silpheed - Creates wind that can be controlled in all 8 directions.

Hold Any Direction+:du:

Special Attacks:

Tiny Lobelia (can be used in air) - :d::df::f:+:abt:,:bbt:, or :cbt:

George XIII (can be used in air) - :d::db::b:+:abt:

Impish Gypsophila (can be used in air) - :d::db::b:+:bbt:

Sword Iris - :d::d:+:abt:

Distortion Drive (Uses 50% of Heat Gauge):

Baden-Baden Lily - :f::df::d::db::b::f:+:cbt:

Normals:

:abt: Rachel slaps her opponent with 2 hits. May not hit crouching opponents.

:d:+:abt:

:f:+:abt: Rachel's cat upper cuts. One of Rachels main tools, and most often used as an anti air. It has super armor and can eat projectiles. On counter hit opponents are left in an extended recovery state which allows for easy air combos. It will also launch grounded opponents.

:bbt:

:d:+:bbt: A low short ranged attack.

:b:+:bbt: Rachel's only ground overhead. Comes out slow.

:f:+:bbt: Rachel's longest range ground normal. It will leave opponents in stun for a long time on counter hit.

:cbt: A move that is not very useful without the follow up C. (see C,C)

:cbt:>:cbt: After hit or block with C, you can press C again for another hit that will knockdown your opponent.

:d:+:cbt: Has a good bit of super armor. It can also absorb projectiles. It recovers slowly and you can't cancel into other moves unless you RC it.

:df:+:cbt: A 3 hit low move that sweeps your opponent.

:df:+:cbt:(hold) Hold C longer for more hits.

:f:+:cbt: A multi-hitting move that puts Rachel into the air. It is usually combined with forward wind.

Specials:

Tiny Lobelia - From the ground, this move shoots an artillery shell up into the air and places a lightning rod where it falls. The distance increases from the A version to C version of the move. From the air it shoots the shells down to the ground. A and B versions shoot at an upwards angle, while the C version shoots downwards.

George XIII - Rachel summons a frog which slowly approaches the opponent. Once it activate it releases an multi-hitting electrical shock then disappears. You can only place on on a screen at a time. The frog can be hit and destroyed if it receives enough damage or is hit twice. Rachel does not recover from the air version of this until she lands, so be careful. It is an effective tool against knocked down opponents.

Impish Gypsophila

Rachel summons a floating pumpkin that becomes a projectile when Rachels wind is activated. It can only hit once for every wind activation. It will disappear if Rachel is hit or blocks an enemies attack. Use it as safer means to approach your opponent full screen, or to apply pressure.

Sword Iris

A lightning bolt will be shot where each lighting rod is placed. It can be useful to catch opponents off guard. The height of the attack is infinite so even high jumping opponents will be hit.

Drive:

Silpheed

You can control Rachel's air born items by holding any direction and pressing D. Rachel and her opponent are also effected by the wind. Jump and dashing opponents are effected much more than when standing still.

Distortion Drive:

Baden-Baden Lily

This is a stronger version of Sword Iris, where both Rachel and the lighting rods create a bolt of lightning. The startup is long so it's not a good reversal attack.

Posted

Oh btw please don't post in this thread until I'm done. I want to be able to organize the basics nicely :D

  • 1 year later...
Posted

Could you explain the levels that people mention with her j. 2c? How does that work because it always seems like the same attack.

  • 4 months later...
Posted (edited)
Level 1 - Standard hit.

Level 2 - Breaks 1 guard primer, bounces on hit.

Level 3 - Breaks 2 guard primers, bounces higher, fatal counter even on normal hit.

The level is determined by Rachel's momentum and the opponent's momentum. You can increase this with 2D when coming down, with 8D while jumping upwards, or both. Used situationally in mix-up and in combos for big damage. Level 2 and 3 can be combo'd off of. Level 1 can too, but requires setup from George, Pumpkin, or a rod, because this move can only be cancelled into 2C or specials.

stupid things to do : lvl3 j.2C BBL lvl3 j.2C BBL.

Edited by Nephi_999
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