Hey guys, i just found a nasty mixup for rachel. When you knock them in the air and air combo them. Throw them on the double jump, wind down forward and 3c em. You can link more to it, but right now it takes over 50% of their life. Its techable, so don’t do it all the time, but it is a nasty one. If you can add to it I would love to hear how.
5b > 6a > 5b > j.b j.c > dj. throw > 3d >3c when you hit the ground, hold c and its still comboable.
I am working with it to see what else to throw in, or what the best way to end it is.
She controls space. Between frogs, lightning, and pumpkins, there’s a lot for the opponent to think about. The wind keeps the opponent off balance, increases your mobility, and makes your items on the field stronger. If you’ve got the advantage, you can play rushdown, but you can also play a decent defensive game. There are a lot of options available to her.
Sorry man, thats why i said mix up. I am new so i didn’t realize the ridiculous tech window on purp throw. I thought it would be less that 27… shoulda checked before i posted
I have an arakune question. How do you stop the worm/bell spam. I am good at zoning him till i get in range for that. My only option seems to be to block till I am out, is there anything else i can do?
I’ve got a question regarding jump 2C with Rachel. According to this info http://s1.zetaboards.com/blazblue/pages/rachel_data/ she has three variations of this move, however I’m only able to perform the first one that does 800 damage. Are there any special conditions to perform those other variations or is there some kind of mistake? Thanks in advance, this has been giving me a headache.
Lv 2 (around dj height) is rarely used. Once in a blue moon it gets thrown out after a tech, if it hits you can do w/e combo is appropriate (or just super if you have meter)
What causes Rachel’s familiars to die off? I know they go away if she’s hit, but even when blocking it seems like sometimes they’ll stay and sometimes they’ll die.
Any way to keep my Pumpkin and my George safe? Do I just have to barrier or is there nothing I can do?
I think I found something new. Let me know if it is, and if its viable! 6a>6c>6d(x4) end with any air or lobelia mix up for 4500+. Yea, it’s wind wasteful, but is it worth it?
I mean 6d. you have to time it before they hit the ground(go under cross up). I figured as much tho thanks man.
@Dj
prorate 90% is kinda confusing, its more like being prorated at 10%. you would have to test it, and see for yourself. It took 60% off ragnas life(at least) depending on mix up
Hmm, this is a stupid question, but is the dash>22A after a CDC>236B supposed to just be really difficult? It just seems like the window you have to do it between when you can dash and when they can tech is just really small.
You’re right, it IS very difficult. Many beginner/intermediate Rachel players I see (myself included) don’t even bother with the dash. I just shoot the bat rods and immediately detonate them. You’ll still have plenty of time to dash up and set pumpkins/frogs. If you’re close enough, you can even continue to combo them after the 22A, just dash up, super jump and hit them in the air.
Of course, dropping pumpkins/frogs is probably more effective, unless you know the air combo will finish them off.