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Posted

Rachel vs Arakune

Punishes

2b seems to be Arakune's beam super after its startup (to be confirmed).

Posted

Rachel vs Arakune

This is a match I am pretty good at, j.C, 6a and 2c (only if you catch on to a teleport pattern) work wonders. I just have trouble with that damn corner trap. If anyone has any ways to get out of that I would be grateful.

Posted

This is a match I am pretty good at, j.C, 6a and 2c (only if you catch on to a teleport pattern) work wonders. I just have trouble with that damn corner trap. If anyone has any ways to get out of that I would be grateful.

Basically jump instant block, double jump and wind out. You can get an idea of it from my match: http://www.youtube.com/watch?v=yN7pucYGzT4#t=1m36s

I played pretty horrible the rest of that match though, so ignore it ;)

Posted

waiting it out takes too long and honestly you're gonna slip up somewhere. A lot of arakunes will think it's still okay to sit around in the air against rachel. Prove them wrong with wind + lobelia. Most of the time, I find rachel has two ways to break curse: 6A and j214B 3D (basically get out a pumpkin and immediately wind it -- this requires patience for your opening to present itself. Also always be on the look-out for a grab. If you can deny 'kune his throw >> distortion drive, you make the match that much harder for him. Have a pumpkin out any time you can. It really messes with arakunes -- they def respect the pumpkin. Just keep in mind in a kune fight you need to aim for where he's going to be, not where he is.

Posted

Probably well-known information but frog will cancel homing curse cloud incase you didn't know. If it's hoping around on the field and the curse cloud touches him they both get destroyed. I'm pretty sure it's the same thing with pumpkin and lobelia (but at the same time not sure that it works with all projectiles) Just thought I'd post the only thing I know about this matchup as of right now. :P Really quite an annoying character to play.

Posted

Probably well-known information but frog will cancel homing curse cloud incase you didn't know. If it's hoping around on the field and the curse cloud touches him they both get destroyed. I'm pretty sure it's the same thing with pumpkin and lobelia (but at the same time not sure that it works with all projectiles)

Just thought I'd post the only thing I know about this matchup as of right now. :P Really quite an annoying character to play.

Frog and 6a kill clouds. Pumpkin and projectiles do NOT.

Posted

Jump backwards + j.c when you predict a teleport. He'll usually go for that teleport whenever he has the cloud that tracks himself.

Posted

Frog and 6a kill clouds. Pumpkin and projectiles do NOT.

Thanks for clearing that up.

Posted

just an fyi, 236cd at the beginning of that match beats an arakune that likes to double jump backwards and throw out a cloud. I usually spend a lot of this match knocking arakunes out of the air with wind/projectiles.

Posted

Jump backwards + j.c when you predict a teleport. He'll usually go for that teleport whenever he has the cloud that tracks himself.

I was trying to figure out something to catch Arakunes who are port-happy...

I kept trying to dash back as he disappeared and throwing out 6A, but it never seemed to reach.

Posted

What do you guys do when you actually get cursed? Rachel does not seem to move well enough or quickly enough to just smack Arakune randomly in order to dispel the curse and most zoning options disappear when there are BEEEEES everywhere.

Posted

Block and wait for his curse meter to drain while avoiding getting re-cursed is the usual option. Well-timed pokes can also get you out of curse since Arakune players tend to get more reckless when they have you cursed. Landing a throw, even if they tech it, will break the curse too.

Posted

What do you guys do when you actually get cursed? Rachel does not seem to move well enough or quickly enough to just smack Arakune randomly in order to dispel the curse and most zoning options disappear when there are BEEEEES everywhere.

block.

IB->(super) jump->barrier->9d then maybe summon something depening on where arakune is after i escape

random 6a if im feeling saucy

Posted

It seems 2b will beat Arakune's beam super at the right distance. Can anyone confirm the distance where its safe?

Posted

block.

IB->(super) jump->barrier->9d then maybe summon something depening on where arakune is after i escape

random 6a if im feeling saucy

...

not a stategy man.

Posted

Punishes

2b seems to be Arakune's beam super after its startup (to be confirmed).

Why would you do that? Shitty proration... you can just 6b it instead for much better counterhit combo starter.

Posted

...

not a stategy man.

um ok

So you don't block when cursed? hows that mashing on buttons working out for you?

Posted

Someone in the Bang forums said that 1+A+B+C = free throw tech for 11 frames or so. Is this confirmed? Could be used to stuff teleport throw shinaniganz.

Posted

1abc is universal defense. What this means is that you will tech a throw if the opponent tried to throw you but if the opponent attacks, you will still put up your crouching barrier and guard. Keep in mind that the throw tech is only active for the moment you pressed 1abc, and will not continuously tech throws if you hold 1abc. It will not throw the opponent if the opponent did not attempt a throw either.

Posted

1abc is universal defense. What this means is that you will tech a throw if the opponent tried to throw you but if the opponent attacks, you will still put up your crouching barrier and guard. Keep in mind that the throw tech is only active for the moment you pressed 1abc, and will not continuously tech throws if you hold 1abc. It will not throw the opponent if the opponent did not attempt a throw either.

Ahh,so thats how I've been teching out of throws lately. Thanks for that explanation! On another note, should I play keep away when dealing with Arakune, Like keeping him away with towers and the pumpkin?
Posted

Yeah, zoning with things like wind-boosted j.236a and 236c are useful in this matchup. Just make sure you are out of his 2d range before doing so. Batpoles are very useful in this matchup to limit the area where he can safely summon curse clouds. And the pumpkin is great for catching him mid-dive attack and post-dive attack. Keep in mind that his ground dashes are short teleports forward or backward. You can actually wind the pumpkin in whatever direction he ends up on reaction and punish him during the recovery. Also, frogs and 6a are great for destroying curse clouds in addition to their usual uses. Arakune's j.d is the one thing that should really make you afraid in a zoning strategy. Once cursed, all of your advantages disappear. He can do it at anytime while airborne and can even trade hits with you just to curse you. Think of how Rachel usually punishes people for killing the frog. His j.d will punish you if you try to destroy his curse clouds with frog or 6a. His j.d will also punish you for trying to summon pumpkin, frog, or shoot a grounded projectile from any range. If you whiff any of your seeds, even the ones you shoot while airborne, then he has free reign to curse you with j.d upon your landing. Since Rachel must spend some time grounded to regen wind, it can be difficult to deal with j.d since you're used to summoning things when given space. The solution is to just sit there and crouch block whenever you want to regen wind. It's boring, but it gets the job done. It also tempts him to get in and go for some overheads. Finally, it's always best to implement a bit of rushdown in your game just to mix things up a bit, even if you primarily want to zone him. Rachel has all the tools for dealing with Arakune, but one mistake can still cost you dearly. There's nothing Rachel has over other characters while cursed.

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