Rachel nerfs

TheTHCGamer

Active Member
Lets not base nerfs on tag matches TN and Rachel doesn't deserves nerfs she's already predictable once you play against her enough.
 

Cla

Active Member
Standard Donor
Only fair nerf I can think of is increasing the recovery on a whiffed 2k down attack so that it's punishable.
I will agree to this in exchange that no one ever makes us feel bad about using Rachel anymore.
 

TheTHCGamer

Active Member
Lol Rachel nerfs just spend more time playing against her before you ask for nerfs I'm telling you it's because no one is use to playing against her. I personally gave up on her I feel its much easier to win with other characters once your opponent has spent quality time playing against her.

I hope she gets no nerfs and don't feel bad about using her someones always going to complain about a character regardless.
 

Cla

Active Member
Standard Donor
^ALL OF MY YES

Black Mamba said:
First, DOA players have no idea how to explain their own game and lack basic fighting game knowledge. Second, most DOA players just want to mash buttons all day on wake up.

You DOA players have no idea what a "Broken" character is. DOA players usually only play DOA.

What DOA players need to understand about their own game is that when you get force teched, you are in a mixup. When you get thrown by a throw that causes a stun of sorts, you are in a mixup.

DOA players complain about Rachel because, in conclusion, they just want to be able to press buttons all day...
Thank you. Someone else who realizes the problem is not with the char, but with the players. Someone else who realizes plainly how scrubby the majority of DOA players are. I love this game, but I'm sick of dealing with people who don't understand how fighting games work and refuse to accept that you're supposed to play the game the way it's meant to be played, not by the rules you want to make up. Like I was trying to say in this other thread, the ugly truth is that DOA players tend to be the kind who don't really know how to play fighting games and don't even want to learn.
 
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Awesmic

Well-Known Member
Standard Donor
^ALL OF MY YES

Thank you. Someone else who realizes the problem is not with the char, but with the players. Someone else who realizes plainly how scrubby the majority of DOA players are. I love this game, but I'm sick of dealing with people who don't understand how fighting games work and refuse to accept that you're supposed to play the game the way it's meant to be played, not by the rules you want to make up. Like I was trying to say in this other thread, the ugly truth is that DOA players tend to be the kind who don't really know how to play fighting games and don't even want to learn.
Stereotyping is wrong.

You should change that to "most DOA players".
 

TheTHCGamer

Active Member
Stereotyping is wrong.

You should change that to "most DOA players".
He's right not all DOA players would rather complain then learn how to counter a attack and this in my opinion is sentinel all over again. Lets see how well Rachel does after a few tournaments and at high level play in general. Not only that keep an eye on the tactics players use to beat Rachel.

Lets be a little more humble people and not have the whole mindset of if I can't beat Rachel she's broken.
 

DR2K

Well-Known Member
I do think they should lower the frames of advantage on a whiffed stomp. No character should be rewarded for failing to land their move.(this should be a universal nerf) She still elimates the wake up game. Besides that she's an easy to use solid character.
 

StrikerSashi

Well-Known Member
Premium Donor
Nah, what they should do is guarantee her stomp after an air combo, then make it so that none of her launches launch high enough for an airthrow or an air combo except at near max threshold. That would be fair.
 

EMPEROR_COW

Well-Known Member
Premium Donor
well there are a few things that need fixing ..
1) that 1PP string is kinda stupid in a sense that on NORMAL HIT it guarantees an air throw for any damn weight class including heavy weights .. which ... is kinda dumb if you ask me ...
yes I know its unsafe and its -12 on block, still she shouldn't be rewarded that easily, especially with the way her air throw extends combos. for a move that is also an insanely good crush ... that height needs to be changed .. I think that juggle should only be able to grant throw on threshold. and maybe a lift stun on normal hit ...
- lvl1 lift stun
- lvl2 juggle potential
- lvl3 air throw into juggle


2) that damn stomp blender is WAY too safe .. if you tech roll you can hardly punish her... I don't mind its functionality.. but it needs some more recovery.. A LOT more recovery for what it offers ..
its +15 on hit and -1 on whiff ... come on! .. make it at least -4 or 5. from a distance it wouldn't be throwable but at least it would eliminate the dumb threat.

...
but with all that being said, the more I fight her the more I'm punishing her ... still doesnt eliminate the fact that shes a nightmare .. lol

I understand it's still early days... I think we need to wait it out until all the players have matured their characters enough (after 3-6 months)... then have this argument again
 

TheTHCGamer

Active Member
well there are a few things that need fixing ..
1) that 1PP string is kinda stupid in a sense that on NORMAL HIT it guarantees an air throw for any damn weight class including heavy weights .. which ... is kinda dumb if you ask me ...
yes I know its unsafe and its -12 on block, still she shouldn't be rewarded that easily, especially with the way her air throw extends combos. for a move that is also an insanely good crush ... that height needs to be changed .. I think that juggle should only be able to grant throw on threshold. and maybe a lift stun on normal hit ...
- lvl1 lift stun
- lvl2 juggle potential
- lvl3 air throw into juggle


2) that damn stomp blender is WAY too safe .. if you tech roll you can hardly punish her... I don't mind its functionality.. but it needs some more recovery.. A LOT more recovery for what it offers ..
its +15 on hit and -1 on whiff ... come on! .. make it at least -4 or 5. from a distance it wouldn't be throwable but at least it would eliminate the dumb threat.

...
but with all that being said, the more I fight her the more I'm punishing her ... still doesnt eliminate the fact that shes a nightmare .. lol

I understand it's still early days... I think we need to wait it out until all the players have matured their characters enough (after 3-6 months)... then have this argument again
Agreed.
 

Cla

Active Member
Standard Donor
Stereotyping is wrong.

You should change that to "most DOA players".
?

I said "majority", which would be the same as "most".

Nah, what they should do is guarantee her stomp after an air combo
I can agree with this to an extent. I could settle for the idea of stomp whiff being punishable if she has guaranteed ways to get stomp. Like ending a combo early (settling for less damage) to get guaranteed stomp.

then make it so that none of her launches launch high enough for an airthrow or an air combo except at near max threshold. That would be fair.
well there are a few things that need fixing ..
1) that 1PP string is kinda stupid in a sense that on NORMAL HIT it guarantees an air throw for any damn weight class including heavy weights .. which ... is kinda dumb if you ask me ...
yes I know its unsafe and its -12 on block, still she shouldn't be rewarded that easily, especially with the way her air throw extends combos. for a move that is also an insanely good crush ... that height needs to be changed .. I think that juggle should only be able to grant throw on threshold. and maybe a lift stun on normal hit ...
- lvl1 lift stun
- lvl2 juggle potential
- lvl3 air throw into juggle
This would hurt her way too much. Her damage is non-existent when she doesn't get air throw. Rachel is the kind of char who needs her opponent to be afraid of her at every and any moment, including NH launches. Otherwise, the opponent feels to free to just mash buttons, which plays into Rachel's main weakness: Inability to deal with being overwhelmed by constant pressure.
 
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