Holy irrelevant changes and/or nerfs Batman! (hopefully the formatting doesn't fuck my commentary here)
Rachel
2or8P+KP: Stance of the motion changed.
Will have to see what this actually means.
7P: Damage reduced from 22 to 18.
Minor nerf.
66T, PPT: Advantage on normal hit changed from +9 to +7F.
Debatable. On the one hand less advantage for a slow character is certainly a nerf. On the other hand, as several in the Rachel sub-forum have pointed out the lesser advantage may open up other tactical opportunities as +7 provides more of a glimmer of hope of being able to retaliate. On the third hand the nerfs that Rachel has seen to date in DOA5U have clearly demonstrated that people are completely unwilling to do even a modicum of research on how the character functions and how to combat her (hint: pick a faster character).
Crouching walk, back-turn walk speed adjusted.
Probably a very minor buff unless this allows for something unintentional (which would then almost assuredly be removed) like vanilla DOA5 wavedashing.
214P+KT, 3PPP+KT, 4PPPP+KT: Damage increased from 30 to 32.
Tools > damage and this is an especially minor damage boost.
214P+KT, 3PPP+KT, 4PPPP+KT: Recovery changed from 18 to 23F. Changed to half-rise state after completion of the move.
Speaking of tools these moves seems to have made the fools trade of an insignificant damage boost at the cost of greater recovery. Would like to see what the half-rise state does.
66T, PPT: After completion, fixed issue where the opponent could not choose between standing/crouching.
Presumably this is a bug fix.
2K: Advantage on normal hit changed from -5 to 0F.
This (and the following change) might mean that there's now a reason to use 2K in addition to or instead of 2H+K.
2H+K, PP2K: Counter Hit and above advantage changed from +25 to +20.
Yay! Minor nerfs to one of her few good low attacks and one of her three strings that involves a low at some point. Now we just need to wait for 4PP2P to get nerfed (1PP already got wrecked).
Low Hold: Hurtbox of the catch motion adjusted.
Whatever.
Light Down Attack: Damage increased from 4+2+2+7 to 4+2+2+10.
I would prefer if TN would make a decision regarding this move. Either make it useful and usable or remove it from the game. Right now Yurlungur functions as a taunt and a test of whether or not your opponent knows how to tech roll. That's not helpful.
Fixed issue where landing 4P after Sidestep P would cause a Critical Finish.
I assume that this is a bug fix.
Overall I agree that these are incredibly minor changes. They're minor nerfs to a very middling character and there's absolutely
nothing in there that even tries to address issues that Rachel has in her bad matchups. Son, I am disappoint.