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Soniti

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  1. This thread is now just for general Rachel BBCS discussion. The following information is from location tests and should be ignored OUTDATED LOKETEST CHANGES (10/3-10/4): System Mechanics: nerf: Wind no longer recharges while otg kinda un-nerf: Wind recharges faster (still has a pause before it starts regenerating though) buff: wind starts recovering faster once you have 2 charges Moves: nerf: Frog only does 604 dmg (as opposed to 1182 iirc in BB:CT). Still 8 hits. nerf: j.a is no longer an overhead nerf: 6c does less damage. nerf: 236a/b/c projectiles disappear if rachel is hit during them. partial un-nerf: Pumpkin flies slightly further than first loke unknown: 4d doesn't pull the opponent in as much Combos: nerf: as far as i can tell, you can no longer combo into 6dc from any of the normal methods (6b CH, 5b on standing opponent...) un-nerf: Frog combos are back in! Tsubaki is a 3c frog character. (keep in mind you don't get frog oki and super damage is heavily nerfed. also, thanks to frog gauge you can't do a frog combo if you already have/recently had a frog out). buff (to replace old method): j.c xx air BBL is possible now. still in: Combos to frog after super! still in: j.3d2c combos on crouching (haven't seen whether you can 5b after it though if you do) still in: j.c 2d dj j.c land super still works! I wonder if this means that the j.c hitstun reduction isn't as much as we thought or that they changed it back for this loke... still in: (5b) 3d j.a j.a j.b 5b ~ still in: 2c CH 2d 5b air combo (including into j.c 2d dj j.c land super) New Moves: Tempest Dalia: (uses one wind to activate along with 50% meter)- 1 wind at start results inrelease of 5 koumori (bats). 2 winds result in 4 koumori + 1 bull 3 winds result in 2 koumori + 2 bulls + 1 pumpkin 4 winds result in 2 bulls + 2 pumpkins + king george. ^thanks ryokoalways for details First Loke Test (9/26-9/27): System Mechanics: nerf:Guard Libra Points: 4 (pretty low, she can't turtle much at all anymore) nerf: There is a pause after using wind before it begins recovering again Moves nerf: j.2c no longer chains to j.c on block nerf: j.2c is no longer jump-cancelable on block nerf: j.2c is no longer special move cancelable (no more canceling to pumpkin -- bye bye oki) unknown: j.2c can be canceled to one of her supers (dunno which one) during first half of recovery (not sure if this only applies to hit, or block too) MAJOR NERF: j.2c is no longer cancelable on landing frames (JP BBS notes that if your opponent blocks j.2c, they can begin counterattacking -- Rachel loses momentum entirely. Unsure about how it works on hit.) nerf: j.c hitstun reduced (no more relaunch combos or air combos to super? or maybe just no more iad combos) nerf: 6b counterhit stun reduced (this means no more comboing directly into 6dc and no more dash super) nerf: 236b/c have longer recovery time nerf: Baden Baden Lily damage significantly reduced (JP BBS cites 2200 for melee super, 3800 for melee + 1 pole). nerf: 6a loses to more attacks than it used to. Not sure exactly why yet. nerf: 6a is no longer a guard point. possibly still heat attribute invulnerable? (can no longer eat projectiles) nerf: more recovery on 3c pumpkin changes (MAJOR NERF) Pumpkin hitbox disappears if Rachel gets hit after it is activated Almost no hitstun Doesn't fly very far +frames on block much less Cannot summon another pumpkin while one is active. when the pumpkin disappears, a timer with 2 seconds appears. until that timer runes out, you cannot summon another pumpkin. frog changes (MAJOR NERF) Now has it's own life meter Shorter activation range No longer activates while the opponent is down The frog no longer jumps -- it now crawls at a snails pace (but it is now affected by wind and slides like crazy if you use it) Cannot summon another frog while one is active. when the frog disappears, a timer with 2 seconds appears. until that timer runs out, you cannot summon another frog. buff: sword iris now usable in the air (command changed to 214c). it supposedly has very little landing recovery buff: 4b is a bit faster new move: New distortion drive called Tempest Dalia -- uses up all winds and will change depends on the number of wind left. Summons random projectiles and stuff onto the screen. Combos nerf: can no longer combo into frog, it literally won't attack an opponent during a combo and moves too slowly (this is bad, means less ability to regen wind during combos, and probably worse/no okizeme) nerf: 3c9d combos became more strict (aka probably no more linking 6c from this. in combination with j.c untechable time this probably means the only way to super will be spending 2 wind to 3c9d 5b 4d super... IF that's even possible.) Credit to Ceryn, Outtawack311, stunedge, ryokoalways and others for this info.
  2. I'm heading there shortly. ETA 8-9. Thanks guys
  3. Today (Friday) is my birthday so I think I'm gonna show up to FFA in the evening for some fun. Hope to see people there! Bring MBAA please!
  4. Yes all 4 of those combos are for the catagory of opponents listed in green. Looking at the third one though, unless you need to build meter for super, doing ~5cdc 214a dash 5b 236a dash super (then frog + oki) is actually better damage... I'll fix that sometime. Basic rule of thumb for max damage is any super that uses a pole in addition to melee is better if prorated as little as possible. If you really want to avoid learning combos, just focus on the ones labeled BNB and making sure to use them for the proper opponents. They are important, and if you truly want to pick up Rachel you need them. Rachel has countless situational combos, not all of which I've even listed due to wanting to keep the combo list length within reason.
  5. That combo doesn't work on noel unless she is cornered. The 236a is for more damage and to get a pole out.
  6. On the way now. edit: GGs to those I played in MBAA and BB. See you guys at the tourney!
  7. I just want to say thank you for lowering the sticks. I'll look forward to playing on them sunday! Also, I may show up late Saturday night if people are playing MBAA. If anyone is doing that for sure, post here.
  8. Aksys does localizations, not ports. Arc System Works would have to decide to port it first. Despite that, a skeptical +1 to the cause if it were to somehow happen!
  9. Anyone want to get some MBAA practice in, either Friday night or late saturday night? You would have to supply the console and game though =(
  10. Just another note: delay the j.2c less than normal vs Tager.
  11. Match between Aoniku's Rachel and Reria's Nu (Both qualified for SBO): Part 1: http://www.nicovideo.jp/watch/sm8166881 Part 2: http://www.nicovideo.jp/watch/sm8167031 Part 3: http://www.nicovideo.jp/watch/sm8167499
  12. Fate/Unlimited codes is technically not an air dasher but I think it fits in -- some of the crowd that plays the other games on your list play it.
  13. That is correct, in the corner vs 2b 5b otg characters, if you plan on using super that is the best option if you take out the 6a. Similarly, vs 3c otg characters, depending on when you winded, either walk/dash slightly or stand in place 3c (1 hit) 236a dash super is your best option. As a general rule, for any super using 1 or more poles in addition to your melee range hitbox you want to prorate as little as possible beforehand. This includes thing like 5b vs air opponent j.b j.c 2d land 5b super to get into the super faster.
  14. GGs all! I'm hoping to go to WC Warzone, but it would only be if I can get a ride and only for casuals (too broke ftl). Hope some people bring ps3s! Bang Camero, I'll get you next time
  15. There are a bunch of non-regulars here tonight. People should show up to FFA asap
  16. I'm planning on going to this. I'm looking forward to MBAA casuals! If I can get my ps2 back in time, I'll be able to mod peoples' memory cards there.
  17. I can try to bring at least the essentials necessary to mod ps2 memory cards next tourney. That way, people will have a week to practice up for MBAA on their own consoles.
  18. I think I can make it this time. edit; Just re-read the whole post and noticed MBAA SINGLES!!!! next time. I am officially hype.
  19. You can faultless with back+a+b+c and then let go when you want for any of those 3 bugs.
  20. There is another thread (created by Zinac) which indexes important videos. This thread is for posting new videos and discussing posted videos.
  21. Why are you putting out a pumpkin when you block their DP? You should be punishing them with a big combo. Even in the air, you can instant block his a/b DP, air dash, j.b CH to start your combo. For c DP, block and start with 6b. For b/c ice car, instant block the second hit, then dash slightly 5b to start your combo. If you have enough wind, 5b 6dc j.c land 5b ~ is good damage.
  22. 6a anti-air CH dash 6a (wind back) super. Other than that, not really unless it's gonna allow you to kill. You need the wind more for oki and mixup. It's fun for looking fancy though...
  23. The problem with winding 3c during pressure is that people can instant block it easily.
  24. From 3c that's the best we are gonna do, thanks. From 5b, the other combo I made does more dmg and builds more meter. edit: actually now that i think about it, probably not. The lower damage is due to 3c's starting proration, so a very close range 5b 3c (1/3 hits) 236a RC dash 6a super would probably work well.
  25. You don't normally want to super again at that point. If you must you need to skip the 6a and make the super start hitting during the frog, or they will be able to tech. This is in the notes in my combo list at the bottom. After the frog starts hitting you normally want to get a pumpkin out then sweep them.
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