Graymalkyn Posted August 6, 2012 Posted August 6, 2012 ベルゼ・ロータス ↓↓+A(空中可) バレル・ロータス ↓↓+B(空中可) jbbs post regarding Rachel`s new 22a and 22b specials I presume google translate says: Lotus Beruze ↓ ↓ + A (available in air) barrel Lotus ↓ ↓ + B (available in air)
TD Posted August 6, 2012 Posted August 6, 2012 sounds wind related and gdlk. and theyre air accesible. cant wait to see this!!!!
Graymalkyn Posted August 6, 2012 Posted August 6, 2012 (edited) 6Bjcあり 4B必殺技キャンセルのみ 22技の用途不明。姫様が傘くるくるしてかわいい 5CC後は蛙設置はできるけど放電しない?設置後5Bで拾ってエリアルにいっちゃった 6A地上ヒットは地上喰らいになる(浮かない) 空Aロベで相手が思いのほか吹っ飛ぶ。 ヒット後の飛び方が細々と変わってる感じ。 JBが思いのほか高くあがるのかJBJCからバウンドがうまくいかなかった ODは「一定時間、常に地上に居る時のように風回復」って感じ? More info from the jbbs. Feel free to run through google translate but its sketchy. UPDATE: Well, I tried to TL what I could, forgive me for the errors. I really don't understand some of this stuff. - 6B can be jump cancelled. - 4B is only special cancellable. - The 22x moves don't have a clear use. Princess (nickname for Rachel)'s umbrella whirls and whirls around and is cute. - Frog can be placed after 5CC but it seems that electricity doesn't activate. After placing George, 5B pickup hits them in the air (My note: I'm not sure on the translation for this particular sentence at all). - 6A doesn't float on hit, if you hit the opponent on the ground he will stay grounded. - This is something about air A lobelia but I have no clue what he's saying. - It feels like the trajectory after hitting is slightly different. - Wow, I have no idea what the hell this sentence is going on about. My best guess is that it after j.B jump cancel, the opponent does not get 'bounded' if he's too high. - Overdrive feels like wind will recover after a fixed period as though Rachel were grounded. Looking forward to future research. (My own note: I guess this means Rachel can recover wind in OD while in the air.) - Something about there being no Gold Burst. Edited August 6, 2012 by Graymalkyn
gli Posted August 6, 2012 Posted August 6, 2012 (edited) Stuff I know I understood from that bbs post 6B - jump cancel property4B - special cancel propertyHow useful Beruza Lotus (22B) and Barrel Lotus (22C) is currently unknown. Rachel's umbrella spins around. The 5CC comment seems to be talking about setting frog after hitting with it (it's possible to do it) but George doesn't activate? Then it says something about doing 5B afterward and how you can OTG with 5B after 5CC maybe? We need a better translation -_- EDIT: I read some more jbbs posts. Some posts are saying j.2C is back to being an overhead (if I read it correctly). Another post commented that the Lotus moves are like Dizzy's FB Bubbles. Edited August 6, 2012 by glirandly
Tari Posted August 6, 2012 Posted August 6, 2012 I'd go through the bbs and try translating stuff out of it, but I'm sick, tired, and about to go to a 24-hour stream event. >_> Fluck did a fine job, anyway. :P I think I'll just wait until more info is released, at the very least. I want to see the spinning umbrella, though.
swordiris Posted August 7, 2012 Posted August 7, 2012 I was going through the Blazblue.com forums and one of the guys at the loketest for CP mentioned a new move where Rachel turns rods into bats. Anyone else know anything about this new attack?
gli Posted August 7, 2012 Posted August 7, 2012 Refer to this thread for Chrono Phantasma information: http://www.dustloop.com/forums/showthread.php?14682-Rachel-Alucard-Chrono-Phantasma-Discussion-Thread
Sakaku Posted August 7, 2012 Posted August 7, 2012 So far we got 22x series causes lightning rods to turn into bats and cling to the opponent (!?!?! I'm not sure on the verb so it might not be 'turn into' bats, but it's definitely something like that) This is what I got from it. -Once 22A/B is activated, bat will fly towards the opponent and circle around him. -Once it actually hits (after spending some time spinning around the opponent I assume), it adds 1 to the hit counter but the hitstun is nearly nonexistent. -Other players have said something about bats exploding but as he didn't know the conditions for it he couldn't confirm it -Apparently you can actually have multiple bats on the field so it can get pretty annoying if they do explode, and put considerable pressure on the opponent. Check out the Rachel CP Discussion Thread to keep track of her loketest changes.
Minutes Posted August 20, 2012 Posted August 20, 2012 When I have someone in the corner, I'm having trouble in that sometimes when I 5CC>214A>3C, they tech right before the 3C and I miss them, and then they hit me. Any advice? Right now in training mode it seems like I need to let go and then do the 3C before the george summon animation is finished. Doing this against Ragna, it connected red, but he's close enough distance-wise that you don't have to dash before the 3C, so I'm still concerned.
TD Posted August 20, 2012 Posted August 20, 2012 after 5cc, input 214 as fast as possible, then input (dash) 3c as soon as the george animation finishes. the dash is optional, but it becomes really important in closing the gap for bigger damage bnb's. you just input 663c to do it, of course you have to do this motion quickly and fluidly, you can practice just doing 663c first if you want. if you cant find out when you need to press 3c after 214a, you can do ...5cc 214a 5b, just so you'll get the timing and familiarize yourself with the 214a 5b link.
YukiBlue Posted September 6, 2012 Posted September 6, 2012 I feel like I need to improve my Oki in the corner. No matter what ender I use (3C / 5CC) into George. It feels like my opponents can still disrespect and get away with it. I'm fairly new to Rachel to the point where I still kind of struggle with lvl2 j.2C into BBL. But I feel like my Oki is a lot more important at the minute. Sometimes it feels like they can IAD out pretty easily. I can bait it and AA effectively but I'd rather they didn't have the option at all. I understand using 236A / 5B is effective but I'm not sure how. I've been watching tons of JP Rachel players and their incredibly effective setups. But I feel like getting some advice first hand from a DL Rachel player would be a lot of help for me. I love this character and I want to improve. Because I keep looking 100% free to most people I play, and then I rage pick Bang and go on a train, which I don't want. TL;DR - Knockdowns into Geore both Midscreen and corner. What do? 5B?
gamester Posted September 6, 2012 Posted September 6, 2012 (edited) I'm still trying to improve with Rachel but I know the feeling of the opponent escaping the corner easily, I've been watching TD's combo video that also shows oki techniques to help cover any gaps I may have left open when fighting. Rose Storm by TD. There are area's mentioned in what is known as the Rachel Bible that discuss oki and other elements on Rachel's Gameplay. I try and read it as often when possible to try and keep things in mind. Rachel Bible I've also noticed when I've been doing midscreen and corner 3C/5CC george that I used to keep adding a wind in somewhere and I ended up too close to my opponent while summoning George. If I'm against bang, I might as well be command grabed and smacked about when I'm that close and summoning. I've been managing to stop using wind in there and it has helped put distance between me and my opponent. I suppose after 3C/5CC you could summon Pumpkin to wind it towards the opponent wherever they decide to move I guess. If you use George after 3C/5CC, I personally block and try to see what the other player will do. If George activates and the opponent is blocking George, I can then go and keep pressure on my opponent or if my opponent gets hit by George activation, I try and go into a combo. While I am blocking after using 3C mainly. I block for I may get caught by a DP. If the opponent air/dashes away or gets further from you, you could set up a rod or two or bring out pumpkin or if the opponent tries to airdash towards you and try some, I dunno Bang J.4B (iirc) you could try using 6A to smack them out of their airdash. I'm not very good at explaining things and I'm not sure if I've covered every possibility after 3C/5CC George when I play but I'm sure the others are more used to explaining how things work, sorry if I wasn't much help. This is what I sorta try to do when playing Edited September 6, 2012 by gamester
gli Posted September 7, 2012 Posted September 7, 2012 (edited) I've been managing to stop using wind in there and it has helped put distance between me and my opponent. Yeah this is ideal. Within 5B distance is good for corner. I suppose after 3C/5CC you could summon Pumpkin to wind it towards the opponent wherever they decide to move I guess. If you use George after 3C/5CC, I personally block and try to see what the other player will do. If George activates and the opponent is blocking George, I can then go and keep pressure on my opponent or if my opponent gets hit by George activation, I try and go into a combo. Pumpkin out for okizeme is good. Pumpkin's strongest setup is having wind to do meaty pumpkin backwards (make sure it can tag the opponent meaty) and block at the same time. You risk nothing if done correctly. Edited September 7, 2012 by glirandly
samthegreat Posted September 7, 2012 Posted September 7, 2012 Start with a combo ender like 5CC frog +236A meaty. There's not much he can do. He's forced to tech in some way because of George. Even assuming you don't meaty, rolling is a terrible, terrible idea because you're at the perfect distance to easily punish (236A already catches the roll if done correctly anyway), and quick tech gets him nowhere. Too far to DP. So forced to neutral tech and block George. There are situations with certain characters where you need to watch out but still... One of the only ways I can make Level5-Chan block Anyway I know your pain, I often cower out to Valk lol.
TD Posted September 7, 2012 Posted September 7, 2012 once you condition them to block on wakeup, try to mix them up with high/low/throw, and meaty as a mixup. assume this scenario: ...5cc 214a (foe techs)... in the corner. some option's: 1-...236a(catches rolls... sometimes -_- can be made dp safe, is a true meaty, blockstun long enough for george to activate (lockdown).) 2-dash 2b (low, beats wakeup jump. leads to lockdown: 2b 5b (frog activates). unsafe to dp's). 3- dash 4b (high option to save wind, the reward on hit and block are both good. leads to lockdown: 4b 5b(frog activates). easy to react with dp/burst to.) this is the time to get creative. once george activates you can do whatever the fuck you want. use high/high, high/low, summon a pumpkin for further pressure after george... experiment with her gatlings and see what works best for you.
YukiBlue Posted December 7, 2012 Posted December 7, 2012 Any tips on improving movement with Rachel? I always feel sluggish and really easy to wail on. Is wind viable to fly around with in Moderation? Her jump is slow and meh. It feels like I'm not being as quick as I could be. Perhaps I should use her Backdash more? Dash? IAD Wind? Also. Any tips of perfecting the j.2C combo? Any habits you guys have?
gli Posted December 7, 2012 Posted December 7, 2012 With no true reversal and a slow jump you will have to respect much more than playing as Ragna. I recommend you get used to her movement first. Any approach you make as Rachel should have a purpose especially if you use up wind. For the most part pumpkin is the main way you get in. Focus on getting a safe way to summon pumpkin and work from there. j.2C combo you should know which input you are on while performing it. You should be aware that next you are inputting 9 then 2D then j.2C at the right time. Just grind it out and you'll see what I mean. Keep in mind that depending on height you will have to adjust by adding extra hits so j.2C lv2 can connect (i.e j.C). All of these questions and more are probably already answered in THE RACHEL BIBLE: http://www.dustloop.com/forums/showthread.php?14170-EX-Rachel-Gameplay-Guide
Daimon Posted December 30, 2012 Posted December 30, 2012 excuse me Are you have story of Rachel in BBCP ? What the hell of this pic ?? http://i.imgur.com/oAPuB.jpg I want the nice video Hamza vs Rachel BBCP ( and sure, rachel win)
Minutes Posted January 1, 2013 Posted January 1, 2013 I'm having trouble with 2A (w) > 5CC D: is there some kind of secret to it?
tofurr Posted January 1, 2013 Posted January 1, 2013 You have to hit the j.2C low enough for it to work. If they're too high, you can always use 2D to pull them down a bit.
Zoular Posted January 1, 2013 Posted January 1, 2013 What the hell of this pic ?? http://i.imgur.com/oAPuB.jpg That's just Rachel's Astral, and her win pose when fighting Mu-12 I got a question about being pressured, particularly versus Tsubaki (or any annoying character). It's when dealing with constant jabs in the corner. Are there any tips you guys could give me when turning around the situation, IB+Barrier >2Aor6B/2D>j.B/sj9+9D etc Assault counter is nice and all in CP, but in Extend I got primers to be concern about.
Tari Posted January 2, 2013 Posted January 2, 2013 Barrier and jump out, IB and backdash or 2C if there's an opportunity (ie: high-commitment move), etc. Poking out as Rachel is often not that easy, so barrier comes in very handy for pushing opponents away and forcing them to insert gaps or more dangerous moves into their blockstring. If you know the opponent will go for a mixup that has a gap in it, mind you, you should still be poking out and getting that counterhit.
Diveman Posted February 26, 2013 Posted February 26, 2013 I've got a question regarding CP Rachel: I saw she can now summon little bats that follow the opponent. What do those things do? I always see them just chillin' there but not doing anything
tofurr Posted February 26, 2013 Posted February 26, 2013 There are two different versions, Beruza Lotus (22A) and Barrel Lotus (22B). One affects horizontal wind, the other vertical (can't remember which is which though). When pumpkin is out and you wind it with lotus(s) out, it auto-homes in on your opponent. When one is summoned it can hit your opponent once for very little damage that's barely noticeable and very little hit stun.
Diveman Posted February 26, 2013 Posted February 26, 2013 and when they are on the opponent, can I detonate them or something? What use do they have once they are sticked to the other char?
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