Discotheque Posted July 7, 2009 Posted July 7, 2009 6A sucks at killing ground/homing clouds so I end up using the frog.
dice Posted July 8, 2009 Posted July 8, 2009 carl section has subforums for match ups can we get one for rachel
metsuke Posted July 9, 2009 Posted July 9, 2009 Arakune will be watching for you to 6a/frog his clouds, so he can tag you with j.d.
KaiAskari Posted July 10, 2009 Posted July 10, 2009 i'm new here, so... hi everyone! Rachel is awesome. x_x I wish I knew about dustloop when I was playing GG. Anyway... has anyone had an omg moment vs. a Hakumen when a lobelia half-cross screen is countered? I just got trashed on Live because my lobelia's were being turned into physical strikes against me. ~_~ I can't help but yell BS at that. How is a projectile being turned into a melee attack? It happened 3x in the match I just lost and I'm fuming because of it.
TTRlovesMittens Posted July 10, 2009 Posted July 10, 2009 From my experience with online nu's. I have no idea how viable this is, but try it out: 236B+D is a god-sent. If you have a nu who will either spam the buzz-saw thing or air swords, just backdash and 236B+D. It costs a wind, but it will most likely A) Be a counter hit since they'll be in the middle of sword summons or B) Shock them into being scared of zones, no longer having the advantage. Do it on match start, if they backdash, just throw it out. If they don't backdash, predict, backdash yourself, and set up the zone. 236C+D is god for throwing people if they air-dash in from afar, and 236B+D is pretty safe on match start since the push back from D will keep them in range for 236B, even for IADs. Not so safe if they do nothing whatsoever, or try to open with moving at all, but I personally think the rewards outweight the risks on it. I've seen MANY a nu just kinda crumple there in shock, while you can dash in. I wouldn't worry TOO much about wasting gauge because you always have the upper hand thanks to the knock-down effect of her B and C bats, and dashing in restores wind gauge. If they're a smart Nu, they'll start trying to rush you down. However, in that situation you always ALWAYS have the upper hand. Once they rush you down, it becomes 6B counter fodder for high-damage combos, and 6A for IAD since it will most likely knock her out.
Vayden Posted July 10, 2009 Posted July 10, 2009 I'm sorry, but did you just advise us to zone... Nu??
Kane Posted July 10, 2009 Posted July 10, 2009 LOLCAKE and also ROFLCOPTER. In all seriousness, a smart Nu will know they have better options whilst zoning, fishing for you to make a mistake. Also, I wouldn't take anything you see/do online as gospel, it may not work the same in offline matches. Don't get me wrong, I'll be trying that sh*t out, & the last bit about having the upper hand against rushdown Nu is a definate though.
Greenlight711 Posted July 10, 2009 Posted July 10, 2009 Normally, I start rounds by super jumping backwards and 236B to start my pumpkin offense. Against Nu, I super jump forward, usually following it up with the usual pumpkin and 2D, 6D. From there I try to follow it up with non-stop pressure (until Nu inevitably dash cancels one of her awesome C moves and starts the zoning game )
Justice7541 Posted July 14, 2009 Posted July 14, 2009 What do you guys do when a decent Jin (i.e. who doesn't just spam Icecar) just constantly uses 5D to trap you in the corner? It seems to have way more range than any of Rachel's moves, comes out fast enough to stop anything that might conceivably stuff it (i.e. 6B or pumpkin) and punishing incorrectly usually ends up leading to a 40% (usually Black Beat because once you get frozen you might as well just give up) combo if you so much as trade. 5D > 5D > 5D > 5D works way better than it should against me. Is my only option to try to IB it?
Jakestation Posted July 14, 2009 Posted July 14, 2009 barrier blocking will push the opponent farther, now you should have a bit more time to get away or 236b,214b etc
Soniti Posted July 14, 2009 Posted July 14, 2009 barrier blocking will push the opponent farther, now you should have a bit more time to get away or 236b,214b etc Neither, although perhaps 236a if he is far enough. Barrier puts you in longer blockstun.
sogos Posted July 14, 2009 Posted July 14, 2009 speaking of corner traps, does 1f jumping exist in bb, with barrier instead of fd? I tend to do it out of habit but it doesn't feel like it its helping, can someone clarify
kro_ Posted July 14, 2009 Posted July 14, 2009 If I understand it correctly, 1f jumping no longer exists and holding 7 to jump out of a block string with barrier is detrimental since the opponent can hit you during your jump startup.
Releaser31 Posted July 14, 2009 Posted July 14, 2009 Jin players usually do 5D then freeze throw you over and over. you escape the throw, then they'll 5D again.
sogos Posted July 15, 2009 Posted July 15, 2009 Jin players usually do 5D then freeze throw you over and over. you escape the throw, then they'll 5D again. um wow
Soniti Posted July 15, 2009 Posted July 15, 2009 Jin players usually do 5D then freeze throw you over and over. you escape the throw, then they'll 5D again. You sir, just made my day. Thanks for the laugh :D
Alzarath Posted July 15, 2009 Posted July 15, 2009 I'm so glad I know that now. Going to Japan to destroy Ren, BRB
Rhythm Guy Posted July 15, 2009 Posted July 15, 2009 Do you guys have any tips for approaching Jin? Because when i summon pumpkin, he ice cars his way over to me and it vanishes, and Rachels normals do to well against his 5D. And things get worse when he has 50% heat because his Ice Fang Super move thingy prevents zoning (unless you bait or something), so yeah im stuck XP...I was thinking maybe trying j.3C+D(idk if that is how you say it, but its the drill move) idk if hid 5D beats it... Thanks in Advance:keke:
Gorehound Posted July 18, 2009 Posted July 18, 2009 So it looks like Ragna and Noel are Rachels worst matchups! Anybody has any tips on Noel players, I'm still getting my ass kicked by Noel players, even the Drive Mashing Noel players since Noel's attacks and Drives have high priority over Rachel's attacks? I tried using her 2C and 6A but even that doesn't work well.
Ryock Posted July 18, 2009 Posted July 18, 2009 I notice a lot of Noels LOVE to run and use their low attacks. This makes some of them pretty predictable. Usually what I like to do to start a round off is backwards jump FD. If they don't shoot me, I summon a pumpkin, and it usually falls apart for them pretty quickly after that. Don't bother trying to hit Noel while she's using her drive for the most part unless she's stupid enough to do the jumping heel one while you're blocking. Block low mostly unless you see the overhead one coming out. That one's pretty easy to see coming. FD ruins a lot of Noels; especially the scrubby ones, cause they'll just keep driving, letting you get a pumpkin out. If she jumps, I can almost promise you 6A will beat anything she has in the air. Don't be predictable with it though. If you have a pumpkin out, throw a frog around. This way you cover where they walk basically. They have to hit it or jump. 2C is only good on Noel when you know which of her drives you can use it on and see it coming. If the 2C does connect, a good thing to do is 6D her away from you to get some space and set up a pumpkin and maybe a frog.
Xtra_Zero Posted July 19, 2009 Posted July 19, 2009 Why is the Tao match in Rachel's favor? It seems like Rachel is way too slow to reliably catch Tao with much of anything really. Basically for me this match turns into "lock her down before she can lock me down". But in order to do that, I have to predict her a few seconds in advance because she's so damn all over the place.
Zinac Posted July 19, 2009 Author Posted July 19, 2009 Why is the Tao match in Rachel's favor? It seems like Rachel is way too slow to reliably catch Tao with much of anything really. Basically for me this match turns into "lock her down before she can lock me down". But in order to do that, I have to predict her a few seconds in advance because she's so damn all over the place. The general idea is that once you lock Tao in the corner, its hard for her to get out like most of the cast. On top of that Rachel's combo damage potential is very high. Taokaka isn't bad really, but her ability to get large combos off of random hits isn't high.
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