Ginseng Posted May 12, 2011 Posted May 12, 2011 Discuss the Tsubaki vs Rachel matchup here. Things to watch out for: Lobelia, pumpkin, frog zoning. Rachel's corner game. Rachel's 2C/cat chair. Things you can use:
Airk Posted May 12, 2011 Posted May 12, 2011 Also need to be wary of her very fast j.A + wind overhead.
SolxBaiken Posted May 20, 2011 Posted May 20, 2011 Ok I've been fighting one specific Rachel like all day in ranked = w= Any tips for approaching her? Like what am I to do about the extreme height difference she creates?
Airk Posted May 20, 2011 Posted May 20, 2011 Wait for her to come down? Rachel's wind doesn't regen while she's airborne, so sooner or later she has to spend some time on the ground. While she can run away for a good long time, that's only really useful if it's the end of the round and she has a life lead. There will need to be a bit of patience in this match.
pktazn Posted May 20, 2011 Posted May 20, 2011 (edited) Tsubaki doesn't have a good air game so it'd probably be best to just wait for her to come down to the ground like Airk said or try using your anti-airs if she seems to be airborne a lot. Be wary of her j.2C (where here dress becomes a drill) as a way for them to get you as she's coming back. I believe you can hit her out of it (2C would probably be safest), even if she speeds up using her wind if you see it coming. Be very careful though because after a certain height her j.2C will always fatal counter. Edited May 20, 2011 by pktazn
Airk Posted July 31, 2011 Posted July 31, 2011 Today's fun but not very useful fact - Astral goes right through Tempest Dahlia for the kill if they're trying to use it for space/chip/wind regen.
TD Posted August 2, 2011 Posted August 2, 2011 (edited) this matchup is a pain in the ass. l never seem to hit her out of the air with lobelia/jc when she goes for sjd for the trillionth time. it always hits her dumb boot and keeps on going like nothing happened. ugh.l learned the hard way that ib 2c just wont work ever. balls. where is my fucking dp aksysranting aside, what is the general gameplan vs rachel? lts hard not to let her set up considering you need charges, but its hard for (my) rach to stop her from charging without using wind for measly damage.so the question is, which situation is more dangerous? rachel with 4 winds and everything out, or tsu with 5 charges? Edited August 2, 2011 by TD
Fallacy Posted August 2, 2011 Posted August 2, 2011 Tsu with 5 charges, Escpecially if you have strong defense. Of course it's better if you can get in early to build heat. Personally I don't really like risking charging until I have 50 heat. It's not as if you're guaranteed to let rachel in since you gain 214d but I feel that the chance of you ending up blocking a frog is fairly high if you let her set up so I would love to have access to counter assault. That pretty much how I play it try to get in until I have 50 heat, then charge try to go in again and if I end up in blockstun ca out and go in with charges.
TD Posted August 2, 2011 Posted August 2, 2011 ah l see. lt seems like rach just has to adapt to tsu's patterns and react accordingly, but she has to depend on the summons to punish tsu once she figures out tsu's neutral game. lol, me any my autopiloting stay free
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