sparkaura Posted April 8, 2012 Posted April 8, 2012 (edited) Thanks! I needed that, I'm gonna practice it when I get free. The timing thing reminds me of fallen melody with plat, which I don't fully understand :p. Edited April 8, 2012 by sparkaura
YukiBlue Posted April 8, 2012 Posted April 8, 2012 Subbing Rachel. I tinkered with everyone and then I just found out nothing is funnier than styling on bitches with Frogs. Be nice to me and all that.
YukiBlue Posted April 9, 2012 Posted April 9, 2012 Y'know what. I'm proud of my shit use of Autopilot HTML. Im keeping it.
TD Posted April 20, 2012 Posted April 20, 2012 l never thought to look in here... what a great thread! l guess l need to find a question to ask to stay on topic :o (needs a few hours)
Shaffler Posted May 6, 2012 Posted May 6, 2012 This is a question that's been bothering me all throughout my learning time with Rachel. It still surprises me it's not touched up upon in the first post of any guide on her considering it seems so much of a valuable tool, but... What exactly is wind teching and how do you pull it off?
TD Posted May 6, 2012 Posted May 6, 2012 press a OR b OR c, and d immediately after, it does nothing but put you in a different spot. while it's useful against some chars (like anytime jin does 214c ender), it's not a dp or a reversal of any sort and you can still be meatied. it's very good midscreen though when you use 4d to get fullscreen.
Sakaku Posted May 6, 2012 Posted May 6, 2012 Press D right after you tech to perform the wind tech. Rachel will have forward movement while having the invincibility of a neutral tech. It has two main uses: Escaping from the corner. An example would be Hazama trying to do 2A on your wake-up. His hitbox becomes small enough so that you can wind tech over him and escape. Escaping oki, especially Lambda. You can wind tech after Lambda uses her 3C > 236D oki. You can even punish the recovery of her 236D if you do it. There are no really disadvantages, but you lose one wind. If you know wind tech won't help you in a certain situation, simply don't do it.
kotokot Posted May 6, 2012 Posted May 6, 2012 in other words it flies over crouching and flies through projectiles.
Kujikawa Posted May 6, 2012 Posted May 6, 2012 What is the correct way for the instant jA/B overhead mix-ups? I've seen 2 different annotations, and both work: 5B > 2D > jX 5B > j2D > jX Thanx.
TD Posted May 6, 2012 Posted May 6, 2012 the second one. this gives your foe less visual cue to watch out for the overhead. if you do 2d before you jump, then the overhead can be predicted easier and quicker. unless you're going for a setup that can be a problem against certain people.
Kujikawa Posted May 8, 2012 Posted May 8, 2012 Is it just me or does the j2D version seem slower though?
Sakaku Posted May 8, 2012 Posted May 8, 2012 It may be a bit slower if you input j.A with a small delay after you perform j.2D, but it's still not reactable at all, whereas some people can react to 5B 2D j.A. It's really better to stick with j.2D. :3
Kujikawa Posted May 8, 2012 Posted May 8, 2012 Arh that's good then, as long as it's still fast enough, thanks. Sorry, but is it worth wasting 3 wind on a midscreen combo like 5B > 5CD > 3C > 8D > 5B > j.C > 2D > jc > j.2C [lvl 2] > 236B > j.C > jc > j.C > j.214C? Or should I go for something that takes 1/2 winds instead?
Sakaku Posted May 8, 2012 Posted May 8, 2012 This midscreen combo isn't really useful unless you have 50 meter because they can air tech and get away from you. If you have 50 meter however, extend the combo with 632146C > 214A > 236A (whiff) > (dash) > 3C(1) > 214C > (frog) > 236A > 3C(1) > 214C > 3C(1) > 214B (video reference). You regain all of you wind stocks during the combo and you get some decent midscreen oki. The "best" midscreen combo is the corner carry with 6CD though, but if you are too far away, either the above mentioned combo or a small combo like 5B > 5CD > 3C > frog/pumkin works best in my opinion. edit: if you have them close to the corner and launch them with 3C 8D, you can do 5B > j.C > 2D > jc > j.2C [lvl2] > 2A(w) > 5C(w)C (> frog/pumpkin) and start Rachel's corner game.
Kujikawa Posted May 8, 2012 Posted May 8, 2012 So its generally best to go for oki then damage for Rachel then (Unless it will kill or you have 50 meter to spend)? Okay, thanks that helped a lot. Sorry for the stupid questions =)
samthegreat Posted May 9, 2012 Posted May 9, 2012 (edited) You can input j.2AD for the overhead, I think it works pretty well. Edited May 9, 2012 by samthegreat
gli Posted August 5, 2012 Posted August 5, 2012 BB:CP etc. Rachel looks largely unchanged from the PV.
gamester Posted August 5, 2012 Posted August 5, 2012 I'm glad she hasn't been drastically changed then, so far. Looks like we'll have to wait for a bit and see how things unfold in time I guess
kirbster Posted August 5, 2012 Posted August 5, 2012 I want her to be different... the changes from CS2 to CSEX weren't that significant aside from air pumpkin oki and kerokero combo...
Rhannmah Posted August 5, 2012 Posted August 5, 2012 the only thing that seems changed is 5CC on a standing character back to CT/CS1 status, judging from that one frame
gamester Posted August 5, 2012 Posted August 5, 2012 5CC spinning them on the spot doesn't mean we can just smash people in the corner then. I wonder how long they will be stunned while spinning. If it's like it was in CT, then I can start a fresh combo or something I guess. Not sure, I'm sure things will come together somehow
Graymalkyn Posted August 6, 2012 Posted August 6, 2012 Anybody else notice that what looks like 5a(2hits)>5b>5cdc in the Chrono Phantasma Trailer only does 1014 damage? That does 1412 damage in EX. Just a glimpse of Rachel changes so far and loketests are coming up so I'm not really that concerned. Hoping for something new atleast!
Juunee Posted August 6, 2012 Posted August 6, 2012 http://25.media.tumblr.com/tumblr_m8ba6p39N61qe8z9do1_r1_1280.png I can't even pretend to translate but it looks like rachel has two new moves?
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