Heroic_Legacy Posted April 14, 2010 Posted April 14, 2010 Press buttons. Win match. Sounds about right.
Manta Posted April 14, 2010 Posted April 14, 2010 Without trying to exaggerate too much, has Rachel even got any moves that Tager even cares about anymore?
ShinsoBEAM Posted April 14, 2010 Posted April 14, 2010 Without trying to exaggerate too much, has Rachel even got any moves that Tager even cares about anymore? Her blockstrings are still nasty but not as good as before(no more block string infinite), and unlike before now when you take the gamble its not, take 6k damage or get out or deal 4-5k back, its now take 2-3k damage or deal 3-5k back
Mike Z Posted April 14, 2010 Posted April 14, 2010 Without trying to exaggerate too much, has Rachel even got any moves that Tager even cares about anymore?Well, Cat Upper and Cat Chair are still as good as they were, just the followups are all pretty bad. If you are dumb enough to get BBL'd with 3 poles it still hurts decently...overall if you get caught slipping a few times you can still lose. But with things like 360B, 6A->2C xx AC doing 4500+ for no magnetism, or 5A->5B->3C, 2C xx AC...yeaaaaahhhh....
Manta Posted April 16, 2010 Posted April 16, 2010 To ask another daft question, how does Rachel go about punishing 236Bs if I use them to blow through her projectile spam, and also, can I cheese a hit through a tempest dahlia with it (say if it was the last bit of damage I needed)?
Isorropia Posted April 17, 2010 Posted April 17, 2010 If she's playing right, Rachel will either be airborne, or out of range of sledge. In both these scenarios, if you sledge she'll just hit you in the recovery frames for a free combo. If you're using it at such a range it will hit her, then she could just poke you out of it instead of throwing projectiles. As for tempest dahlia, feel free, trading hits with that to kill her is always fun. :S
Mike Z Posted April 17, 2010 Posted April 17, 2010 Instead of Sledge, if she's magnetized and summons a pumpkin from full screen (usually done in the air), you can 5D CH her on reaction. >.< Also, feel free to sledge the projectile spam, even giving her a free combo doesn't matter much...heh.
Mike Z Posted May 14, 2010 Posted May 14, 2010 Someone reminded me of Rachel-only combos, I'm not sure why these aren't here yet: - 5A->5B->3C, 5C->6A xx AC, EGadget (1725) - un-magnetized 360B, 6A->2C xx AC (4587) - magnetized 360B, 6A->2C xx AC, 5D (4694) However, 360A is amazing, since it's a better move and you get nearly the same dmg: - unmagnetized 360A, 5C->5D (CT combo, 3080) - magnetized 360A, 5C->2D (3109) - magnetized 360A, 5C->6A xx ACx2, 2C xx AC, 5D (4202) - magnetized 360A, 5C->6A xx ACx2, 2C xx Spinny, Gadget (4846, 5500 with Terra) - magnetized 360A, 5C->6A xx ACx2, 2C xx Spinny, 5C->4D (4970, builds 40 meter total)
Manta Posted May 14, 2010 Posted May 14, 2010 - magnetized 360A, 5C->6A xx ACx2, 2C xx AC, 5D (4202) I hereby dub this combo "The basketball combo". More seriously, I assume that you're supposed to do a 22D mist cancel at the end in order to close in quicker.
MyLifeIsAnRPG Posted September 3, 2010 Posted September 3, 2010 I have an honest question about the Tager/Rachel matchup. So today I saw a strategy with Rachel online that took me by surprised. It was just 100% keep away. No combos. Nothing really other than chip damage, frogs, rods, and pumpkins. Now the basic strategy, as far as I saw was superjump, wind back to get distance. Then projectiles, and simply not care about negative penalty. In fact my opponent was in negative penalty the WHOLE MATCH. When I had spark bolt ready, the strategy on his part seemed to be "do absolutely nothing" not risking a spark bolt hit. Then he would superjump, wind to the other side if I managed to close with sledges or something and wait again, until time ran out. Now, I never lost due to life and heck life never actually ever went to orange, but I fought this guy a few times and chip damage lead+timeout seemed, well pretty powerful. How do I close on an opponent that, literally doesn't care about negative penalty, and specifically does nothing at all except jump to the other side of the screen when sparkbolt is ready? Just curious, I think I'm brainfarting on something really simple here but I don't know what it is.
Nobus3r1 Posted September 3, 2010 Posted September 3, 2010 I recall a couple of tournament streams mentioning that the chip and run away strategy as being the primary Rachel strategy in Japan at the moment. Which if you think about it makes sense because if she wants to she can run away really effectively.
Manta Posted September 3, 2010 Posted September 3, 2010 All I can really say about that is read his sideswaps and AC it. Gonna need some serious Yomi though, especially online.
evilben Posted September 3, 2010 Posted September 3, 2010 ive run into this a few times, the way i ended up dealing with it was sit back with the spark bolt and try to just hit them with it, they will block but as long as you can at least get the mag'd then you can advance and have some capture strat j.D was the best closer i could find when they were trying to run past me, but it is risky because they can blow you up if they see it coming. really though, one good combo and you can let them run away the rest of the match because you will have the life lead. (this is my experience vs online people, not at all comprehensive... but just and idea, critiques are appreciated as i have trouble with this style of match-up too...) really, all i found i could do was be patient and wait, try to get one combo in then sit on the lead and make them take the risks.
bigphil6561 Posted September 18, 2010 Posted September 18, 2010 Now the basic strategy, as far as I saw was superjump, wind back to get distance. Then projectiles, and simply not care about negative penalty. In fact my opponent was in negative penalty the WHOLE MATCH. When I had spark bolt ready, the strategy on his part seemed to be "do absolutely nothing" not risking a spark bolt hit. Then he would superjump, wind to the other side if I managed to close with sledges or something and wait again, until time ran out. the times ive encountered it, i usually just voltaic through her projectiles. be sure to mix up the times though so she doesn't hit you in recovery.
unsanctifier Posted September 19, 2010 Posted September 19, 2010 As Tager players, what do you guys feel would be Rachel's advantages over tager, besides mobility. The things that do get you when you face Rachel. The only real advantage I feel I have with her against Tagers is the pumpkin. It is great for punishing sledge then go into a combo, but it requires wind, sometimes two blasts of it to move me in and keep you combo'd, depending on the pumpkin's location.
A.X.I.S. Posted September 19, 2010 Posted September 19, 2010 just mobility, she doesn't really have anything outside of mobility and lol corner pressure.
unsanctifier Posted September 20, 2010 Posted September 20, 2010 Lol, alright, thanks for the info. Troll-mechanics are go for tager matches!
Sponson Posted September 20, 2010 Posted September 20, 2010 I saw some stupid vidya where Tager just did 5c -> 5d over and over and beat a Rachel, granted that Rachel player was p bad but still... Oh did she struggle.
Augxst Posted September 22, 2010 Posted September 22, 2010 what is there to say, I fought a rachel a couple of weeks ago that was really good. Did like 8 to 10 combos per rebel on me and I still won. all that work for nothing, rachel players must really get fustrated
Koopa_Klawz Posted September 23, 2010 Posted September 23, 2010 i definetly must be doing something wrong here cause i have a hard time with her zoning. maybe my defense just sucks. :x
currentlemon Posted September 24, 2010 Posted September 24, 2010 From a Rachel player's point of view, this is an 5.5-4.5 Tager's favor or an even match-up. The thing is that Rachel can still use her 6a and 6b effectively on Tager. 6a beats Tager's most of Tagers jumping attacks execpt for one(I can't remember) which it clashes. Tager is the ONLY character (in my opinion) in the game that Rachel can still use her 6b effectively. She can zone and scatter her lighting poles all over the screen. On counter hit 6b can cancel to her 214c(sword iris), and both of her DD's which all three of them can do 2-4k(3-4k damage combos require her to have 50% meter). When there are poles scattered between you and Rachel or surrounding you don't bother doing anything, just let her come to you. Your damage and her bad normals and damage make up for what she can do to you.
DJ Koopa Posted October 3, 2010 Posted October 3, 2010 Okay, so what is the best course of action against corner pressure? Been (and still am) fighting a Rachel right now who I can get down to like orange, but at some point I just get stuck in the corner and she spams fork and A-lobelia thingie. And I can't counter or sledge through it. Can't even properly time a gold burst either.
A.X.I.S. Posted October 3, 2010 Posted October 3, 2010 IB lobelia and forks if your cornered or if you have the heat just counter assault.
Osuna Posted October 4, 2010 Posted October 4, 2010 Okay, so what is the best course of action against corner pressure? Been (and still am) fighting a Rachel right now who I can get down to like orange, but at some point I just get stuck in the corner and she spams fork and A-lobelia thingie. And I can't counter or sledge through it. Can't even properly time a gold burst either. I don't understand. That's not any corner pressure I've seen or heard of. At least, I can't recognize it from this description. I don't know the exact course of action you should take, but I highly doubt you'll need to spend any meter on our really crappy CA, which really shouldn't be able to punish 6B or lobelia anyway. (since that's all I know about this corner pressure) Just block, IB prefereably and watch for a bit to look for the gaps and weak spots, you never mentioned a mix up, so it'd probably be fine. You'll get meter and a chance to look at spots to backdash or IB. I just really can't imagine what's going on for you.
Recommended Posts