HexaNoid Posted January 3, 2012 Posted January 3, 2012 What's the matter, Sym? There's nothing wrong with subbing Tsubaki. She's a perfectly good character.
Sakaku Posted January 3, 2012 Posted January 3, 2012 Her gameplay hasn't really changed. The only significant changes besides an overall damage nerf of 300~600 damage are special cancelable j.2C (buff) and 6B being not jc-able anymore (nerf). The mix-up threads are still good to go for CSEX, just ignore anything written that has to do with 6B jc. Overall, she is still a good character. Oh yeah, there's also that 2C nerf. Getting 4k off of it is (almost) impossible now and the guard point comes out after frame 5 (frame 3 in CS2). But you shouldn't rely on the chair in the first place so it's all good.
swordiris Posted January 4, 2012 Posted January 4, 2012 I just got a stick for Christmas And I am trying to learn to play rachel on the stick. I feel like a complete scrub and I drop all the combos I'm used to on the controller. Any advice to learning to play Rachel with a fight stick?
Tari Posted January 4, 2012 Posted January 4, 2012 Grind stick inputs in training mode. Dp motions, IAD motions, qcf/qcb, half-circle, daifunka input (lol), 360/720s. Also practice hitting the 2/4/8/6 directions exactly, though that's not really too difficult. Less advice on playing Rachel with a stick and more advice on how to play on a stick, really.
gli Posted January 4, 2012 Posted January 4, 2012 Don't play fighters. Play on MAME arcade shooting games and practice dodging bullets. You'll get more precise with your movements this way :D Or yeah, just grind training mode too.
kirbster Posted January 4, 2012 Posted January 4, 2012 I just got a stick for Christmas And I am trying to learn to play rachel on the stick. I feel like a complete scrub and I drop all the combos I'm used to on the controller. Any advice to learning to play Rachel with a fight stick? OMG IM NOT ALONE IN THIS WORLD T^T
Kujikawa Posted January 4, 2012 Posted January 4, 2012 Don't play fighters. Play on MAME arcade shooting games and practice dodging bullets. You'll get more precise with your movements this way :D Or yeah, just grind training mode too. Trouble Witches Neo also gives you dem' inputs.
Chiizu Posted January 4, 2012 Posted January 4, 2012 Don't play fighters. Play on MAME arcade shooting games and practice dodging bullets. You'll get more precise with your movements this way :D This, so much
swordiris Posted January 4, 2012 Posted January 4, 2012 Thanks, Any shooters you would recommend to help me practice?
Shaffler Posted February 20, 2012 Posted February 20, 2012 So I've decided to learn playing defensive Rachel. What are my best and possibly most annoying options in playing Rachel defensively, besides blocking?
kotokot Posted February 20, 2012 Posted February 20, 2012 So I've decided to learn playing defensive Rachel. What are my best and possibly most annoying options in playing Rachel defensively, besides blocking? instant block.
gli Posted February 20, 2012 Posted February 20, 2012 A well placed 2C works wonders. Just don't over do it.
[SpA]Relentless Posted February 20, 2012 Posted February 20, 2012 (edited) General gameplay when zoning/playing defensively: Have pumpkin and frog out. Throw lobelias. If they block/don't approach, eventually the frog will get near them. If they block it, dash in and mixup. Poles help extremely with this because they discourage them from airdashing. If they try to avoid lobelias/approach you, anti-air them with 6A (close-range) or lobelias (farther away - not against Hakumen pls), or poke them if they try to dash in (2A, 5B, 6B work best depending on the distance). For the last two options, if they managed to outmaneuver you or you reacted incorrectly, the pumpkin is your last line of defense. If they barriered your 6A, chain into 5B and go into pressure. If they somehow manage to get you to block and the frog is nearby, he will eventually safe you by hitting them, making them block, making them get away or forcing them to throw you (be prepared for this). If they try to kill they frog, wind in with pumpkin and punish their attempt. Some chars have safe-ish ways to kill a frog (for example Ragna 3C jc barrier), in this case sticking to zoning tends to be the better option. Some safe ways to get a pumpkin out: Be fullscreen (lol - MU dependant though), make them block lobelia or TK sword iris from long range. Some safe ways to get a frog out: Same as pumpkin + have a pumpkin out (if they try to punish frog summon, wind pumpkin in their face). And obviously if you somehow knocked them down. If they managed to avoid all your shit and got you to block, well that sucks for you. Your best option to get back to neutral in such a case is bursting or dead angle . If they're doing unsafe strings though you can try and IB 5A or IB 2C, but that's kind of risky (but really anything is risky at this point so you might as well try it, also if you never use 2C they'll never have a reason to respect you and bait it). Zoning doesn't work against some chars at all though. Lambda, Mu and Hazama counter it exceptionally well, and it's harder against some other chars as well (Platinum when she has bombs/missiles, Taokaka, Litchi, Carl, ...), so you're better of learning a more aggressive style too and adapt on the fly. Edited February 20, 2012 by [SpA]Relentless
Warhound Posted February 27, 2012 Posted February 27, 2012 So I'm playing around with Rachel's challenge mode combos, and I can usually do most everyone's challenge combos, (except Carl because I hate the little bastard!) and something that I'm guessing was implemented during CS2 (where I took a hiatus) was part of her combos where it goes something like enemy in the air > j.C > jump > 2D > 2C, Which if done correctly cause the opponent to bounce off the ground and allow the continuation of combos instead of just teching when the hit the ground. I'm sorry if this is a sort of scrubby question, and I'm not even sure where to go looking for answers for this problem, so I'm asking: What is the technique for this maneuver? I either hit them with j.2C and they tech immediately or they just tech before it even hits them. Once 1/100 tries are the right outcome but otherwise I'm trying to figure this out on my own and simply can't.
[SpA]Relentless Posted February 27, 2012 Posted February 27, 2012 Refer to the 'common execution problems' section in the combo thread.
Prestizi Posted March 8, 2012 Posted March 8, 2012 What are my best options after landing a unwinded 236A CH in midscreen ( and maybe corner? ), at various ranges ( nearly point blank, max range, something in between? )?
gli Posted March 9, 2012 Posted March 9, 2012 Confirm any CH cannon shots into "5B > any aircombo". As you get more comfortable hit confirming these you can start to think about your positioning as you decide which combo to use.
KoopaDoopa Posted March 9, 2012 Posted March 9, 2012 What are my best options after landing a unwinded 236A CH in midscreen ( and maybe corner? ), at various ranges ( nearly point blank, max range, something in between? )? Point blank 236A CH can't be followed up, I think. (Like, literally in your face ) Max range CH can be followed up easily with dash 5B. What combo you do from it is your choice. For standing opponents midscreen you can do 5B>3D>j.B>j.2C>corner carry. Of course, 6CD works too. But for air CH, Gli pretty much covered it.
Tari Posted March 9, 2012 Posted March 9, 2012 Probably doesn't need to be said, but if in doubt for ground CH, 5A is your fastest possible follow-up.
gli Posted March 10, 2012 Posted March 10, 2012 (edited) Some visual aids for timing 1 wind lv.3 j.2C: - input phantom directional inputs and keep a consistent timing that way - whiff normals along the way up and time that way (don't hit your opponent!) - RORIKON (only on certain heights will this work) - look at when the BBL lightning disappears and use that to time (I have more consistency with this). Of course, once you get the timing into muscle memory you don't really need this stuff. Edited March 10, 2012 by glirandly
swordiris Posted March 11, 2012 Posted March 11, 2012 I tend to use my heat for slinging TD's to help with wind regen and punish approaches while zoning. Most high level Rachels use their heat for fncy BBL combos instead. Does this mean I am doing something wrong or does this just depend on playstyle?
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