TaoFTW Posted July 10, 2009 Posted July 10, 2009 This thread is dedicated to finding good strategies against the Rachel and the red steam bun.
Renz Posted July 21, 2009 Posted July 21, 2009 Not that this post is intended to be a lot of help, but I guess I could get things on the topic. Now I'm talking about good Rachels, not the crappy poser ones who don't use their wind properly. Whenever Taokaka tries to get in on Rachel, she will purposely user her wind to keep you away, shooting a staff and eventually electrocuting you one way or another from a distance and using that to segway into a combo. My main issue is her wind; because whenever I fight a good Rachel I can never get in. They will constantly keep me out of range with the wind and unfortunately Taokaka's drive just doesn't seem to do the trick. The worst part, is you'll eventually get close through pure will power, and Rachel has her special up, which never ends well. On top of that, Rachel seems to have a toolkit of ways to interrupt tao from close and get you where she wants you.
Nbr44 Posted July 21, 2009 Posted July 21, 2009 The electric chair is a real pain. I did face a really good Rachel player this morning who constantly countered my B canceled drives with the electric chair. Using the A cancel can be pretty rewarding : she then used her electric chair for nothing, leaving me plenty of time to punish with a drive loop. I also tend to say far away from Rachel players, then rush when they try to long-range cannon a staff. Most of the time, just dashing is enough and allow to land a 6C, but I guess a drive is fine too. Frogs are very annoying. They easily get out of sight and can engage a deadly combo if you get hit... :v
MacArthur Blunts Posted July 21, 2009 Posted July 21, 2009 Best time to go on offensive: When she just used all her wind to try and mix you up and you avoided it. Electric chair is easy to punish with an angry 6C counterhit. Watch out for derp. getting your D or j.C derped is really bad. bait derp with your multiple jumps and IB that shit if you get too close... derp I think is 6A. It's that godly anti air that reminds me of Slayer. Don't fuck with it... So main goals here: Get her before she can start wind shenanigans. If she started those already, defend until you can find an opening to 2P, 5B or something. Start a combo, rinse repeat.
Shiri Posted July 22, 2009 Posted July 22, 2009 "Watch out for derp. getting your D or j.C derped is really bad. bait derp with your multiple jumps and IB that shit if you get too close... derp I think is 6A. It's that godly anti air that reminds me of Slayer. Don't fuck with it..." Do you mean the thing where Nago uppercuts you? (this whole paragraph is fantastic btw)
digiwombat Posted July 22, 2009 Posted July 22, 2009 One thing that I've absolutely from playing a few decent Rachels, there have only really been two but I got a lot of good games in, is to make sure you stay out from under them when that take to the air, even if it puts you at range. Their drill drop thing is bad news bears, but they tend to wind up at an angle and drop straight down. So keep moving on the ground. If they miss you've got a good chance to get in and 6A them up to get your combos going. I guess that one's a bit obvious, but I've seen it hit a lot of people. Oh and at range, they'll pop a pumpkin and shoot it straight across almost 100% of the time, so ranging can be our friend at times due to Tao's amazing ability to close the gap. When they pull it out, just 9 right over it and then do whatever you need to do to get in on them. Lots of things work depending on range. At full screen you might want to avoid drive moves because if they back up, you're screwed, but in closer than that you can usually pull a drive move and score a hit. B canceling leads to nice mixups there per usual. Still IAD or just landing and dashing can get you inside with ease and let you open up some punishment. I personally tend to land and 66D which is what I use to open a lot of my stuff when I'm mid-range. Hope this was helpful in some way. I know they don't cover every situation, but they're the things I try to keep in mind since most Rachels do them at some point during a match and they're great openings.
unkyrona Posted August 30, 2009 Posted August 30, 2009 What's a good BNB drive loop that works on rachel? I always seem to fall under her with 5d~6 j.c 5d~6. I try to counter with 9d~6, but that misses too. Just a little stuck on which combo to use from a 3c.
XDest Posted August 30, 2009 Posted August 30, 2009 You should be using 3C D~B [hit] 5B 2D~6... etc... or 3C D~B [no hit] 5B 5C 2D~6... etc... those are almost completely universal and do good damage. Except for Carl of course. Also, against Noel just use the no hit version, since she falls really fast.
Ronove Posted August 30, 2009 Posted August 30, 2009 I find the no hit version harder to pull off online because usually the moment I am trying to follow up with OTG 5b->5c they tech away. Offline it's perfectly fine though. Anyway, an other combo that works on Rachel is: 5b->3c->5d~6->j.c->236b->j.2d~b->5c->your vertical drive loop route of choice It's pretty much a universal combo, it even works on Carl (although it has to be shorter).
XDest Posted August 30, 2009 Posted August 30, 2009 Yeah, you better be mashing that 5B for the no hit version online or it isn't coming out in time, lol.
Ronove Posted August 30, 2009 Posted August 30, 2009 I hate doing that because sometimes it'll register the inputs even after the 5b came out which will make the combo whiff. That's why I am trying to iuse that other universal combo as often as I can, or if possible the hit version of the 5d~b one.
Yeah Okay Bro Posted September 17, 2009 Posted September 17, 2009 Is there a general flow to fighting against Rachel? When I fight decent ones, I'm usually getting damaged beyond belief or my guard crushed while trying to block against corner onslaught/"spinny" moves. 20 seconds into the match I'm usually half dead. I usually just try dancing around until I have an opening but Tao doesn't seem to hurt her much. The only combo i can consistently land on her is 2a > 5b > 2b > 6a > j.a > j.c(repeat). My attempts at starting a drive loop combo with 6c or 3c usually get owned, but thats probably just me not knowing when it's save to get close.
XDest Posted September 17, 2009 Posted September 17, 2009 Do 3C drive cancel combos, you should do around 2400 with 2A and 3400 with 5B. At least. Also, if they crouch, 6B 5B 3C WILL land on Rachel on Normal Hit.
Yeah Okay Bro Posted September 17, 2009 Posted September 17, 2009 Do 3C drive cancel combos, you should do around 2400 with 2A and 3400 with 5B. At least. Also, if they crouch, 6B 5B 3C WILL land on Rachel on Normal Hit. I'm sorry, this is newbish, but are you referring to the single hits themselves, or what you're pressing to do a drive cancel?
XDest Posted September 17, 2009 Posted September 17, 2009 Well, I said a good one to use on the first page.
GreyFlcn Posted September 18, 2009 Posted September 18, 2009 Well I find with Rachel, you need to barrier guard every time she's gonna do one of those "anvil" attacks on you. Otherwise it will kick the crap out of your guard libra. It's also needed to push her back on her standard pressure combos. Since if she can score one of those whirlwind attacks. (Which is like a combination of Tao's 6A,5B) Then she can string you along for some pretty long combos. _ So one thing I was seeing in some of the combo videos. Does 3C,6D~6,2D~B[hit],B,2D~9 work? Saw someone pull off something similar on Noel. So it's got me wondering.
XDest Posted September 18, 2009 Posted September 18, 2009 You're probably thinking of 3C 6D~6 j.C 236B 2D~B [hit] 5B 2D~6.
GreyFlcn Posted September 19, 2009 Posted September 19, 2009 You're probably thinking of 3C 6D~6 j.C 236B 2D~B [hit] 5B 2D~6. Nope. I mean 3C,6D~6,2D~B[hit],B,2D~9 [..loop..] http://www.youtube.com/watch?v=hdF7ELHN5IE#t=1m23s Looks like something that might be more reliable for online play.
Sheriff Posted September 20, 2009 Posted September 20, 2009 Something to just keep in mind, though not necessarily a Tao specific thing. Rachel's 6D+C (wind powered spinny dress) leaves her wide open for a throw at the end of it. Good Rachel players know this and will almost always end that attack with a throw. So... when they use that move, either watch for a throw at the end of it, or be ready to throw and punish her back.
faultydefense Posted September 21, 2009 Posted September 21, 2009 on block, most characters can duck the j.C after a 6+DC so rachel doesn't get her normal follow-up, if the j.C whiffs there's room for a throw
Kuuhaku Posted November 6, 2009 Posted November 6, 2009 Something to just keep in mind, though not necessarily a Tao specific thing. Rachel's 6D+C (wind powered spinny dress) leaves her wide open for a throw at the end of it. Good Rachel players know this and will almost always end that attack with a throw. So... when they use that move, either watch for a throw at the end of it, or be ready to throw and punish her back. Seriously? I thought I was the only one who did this. I've honestly never seen any other Rachel abuse it except against other Rachels. By the way... I hope you mean on block they'll go for the throw because on hit they'll just go into 5B and knock your butt into the corner. But... yeah, if they do that, tech that and it leaves them wide open. Though, I'm not really sure about the connotation of "good Rachels use this" as that trick only works a few times and is probably more successful due to online lag. Since 6C+D is multi-hit though, you could potentially get some heat off of it by IBing it. Oh. And 6A/Catryuken can be throw countered on start up. Same goes if Rachel misses with 6A. I always hate when people do this. And you can dodge a j2C anvil with the pounce distortion. *personal experience* http://www.youtube.com/watch?v=MTyom31FlTU 0:43 = example. I didn't actually miss. o_o Icege just pulled out the distortion before I could hit.
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