Leonil_Requiem Posted May 17, 2011 Posted May 17, 2011 Here we'll discuss the pros and cons of different ways to go into the fight against the character above. She's not bad anymore and even then this was quite the strain on anyone's controller. Note that there are few definite answer when fighting and the best we can do is try our hardest to make safe methods of gaining the competitive edge. Have fun and remember this thread if for the betterment of us all. So try to keep the trolling to a minimum.
The Katz Posted May 24, 2011 Posted May 24, 2011 Fuck A lobellia. Random throws in pressure to dissuade her from using Cat Chair/2C, AA her when she thinks it's a good idea to summon stuff uncovered, and kick her in the teeth as hard as you can when you get a hit.
Sol.Badguy Posted May 29, 2011 Posted May 29, 2011 I'd agree with the throw idea. Cat chair can fuck you up real well, be expecting it.
ZeroRaider Posted May 29, 2011 Posted May 29, 2011 (edited) If she gets a bit projectile happy, you could go and can 3C under any lobellia for a CH, orrrr maybe I gone insane when I saw that. Oh and be watchful of her pumpkin, I kept underestimating its ch ability for the longest time. Edited May 29, 2011 by ZeroRaider
The Katz Posted May 29, 2011 Posted May 29, 2011 Most likely the latter. 3C has a strange hitbox change, but I don't think it would work in 90% of the scenarios you'd want it to work in.
zMIKUz Posted June 1, 2011 Posted June 1, 2011 is there anything ragna can do against her block string I cant seem to do anything against it. What should i be aiming for?
Sol.Badguy Posted June 1, 2011 Posted June 1, 2011 Inferno Divider > RC > Combo works well for me. IBing is very helpful and you can also use barrier to push her away.
MashThat5A Posted July 25, 2011 Posted July 25, 2011 When in neutral, before she has anything summoned, it helps to do whatever you can to get in on her as quickly as possible. Midscreen Hell's Fang and air dashing in are both good options. I find saving meter for counter assaults helps immensely when dealing with her blockstrings, especially if she has you in the corner.
VR-Raiden Posted July 25, 2011 Posted July 25, 2011 Yes keep a watchful eye for CH HF opportunities. 3C is still good for killing George, BE will also kill him if you're in air and want to prevent landing on him.
LuminAbyss Posted July 26, 2011 Posted July 26, 2011 When in neutral, before she has anything summoned, it helps to do whatever you can to get in on her as quickly as possible. Midscreen Hell's Fang and air dashing in are both good options. I find saving meter for counter assaults helps immensely when dealing with her blockstrings, especially if she has you in the corner. I can't stress this enough, her strings can be really really tight, and this will save your ass more than just a few times. You want to keep her from pressuring you, and have it be the other way around. Deadspike I find is useful in block strings to call out Cat Chairs.
TD Posted July 26, 2011 Posted July 26, 2011 -if you see her summoning anything in the air and you are close, ID her out of the air. l recommend doing it on reaction, not prediction. you have plenty of invul so you'll always win if youre quick. - rachel hasnt many answers to deadspike. only TD is reliable to beat it. so abuse it and punish any attempts of her jumping out.
Janiekenzu Posted July 27, 2011 Posted July 27, 2011 :l jump forward Barrier Guard Tech green throw attempts if you need to cover ground that bad.
Janiekenzu Posted July 28, 2011 Posted July 28, 2011 :When in neutral, before she has anything summoned, it helps to do whatever you can to get in on her as quickly as possible. Midscreen Hell's Fang and air dashing in are both good options.. Both of those are horrible ideas. HF is unsafe on block and Air dashing at anyone is never a good idea.
MashThat5A Posted July 28, 2011 Posted July 28, 2011 Rachel can't hurt you that much unless she has something summoned. I'm not saying do it all the time, but throwing them in now and then works wonders.
HolyOrderChipp Posted July 28, 2011 Posted July 28, 2011 Both of those are horrible ideas. HF is unsafe on block and Air dashing at anyone is never a good idea. HF is only -4 though, isn't it? That can't actually be punished outside of IB. Unless her supers are particularly fast? Are there even supers that start up in 4F or less? Isn't 4F always not punishable in this game? (Outside of IB, of course.)
VR-Raiden Posted July 28, 2011 Posted July 28, 2011 Yeah HF is -4 on normal block, which is safe. I don't know of anything that comes out faster than 5 frames in this game. It puts you in a bad position of course but it's not a free hit for them unless they IB'd. btw, I was trying to see if 6D could avoid any 2A's that weren't actually low hitting. It does avoid Rachel's (also Noel's) but only after few frames into the move, so you can still be hit out if both did 6D and 2A at the same time. I think it's worth knowing though, the reward for landing a 6D on a crouching opponent is immense.
Janiekenzu Posted July 30, 2011 Posted July 30, 2011 No You'll get stuffed by a projectile trying to Hf, you'll get Zapped etc, And if a Good Rachel player see's you hells fang a good space of screen away Ofc they will instant block it. Also Tip here, Some Rachel's Like to Jump Into the Air and throw projectile set ups, Don't let them do that and TK GH for a Nasty Counter hit into some Damage.
MashThat5A Posted July 31, 2011 Posted July 31, 2011 Doing Hell's Fang while anything is summoned is asking for a counter hit. It's much stronger when she has nothing out. Getting hit by a single random Lobelia isn't that bad.
LuminAbyss Posted July 31, 2011 Posted July 31, 2011 Just dash and cancel with Barrier if you have to. It's probably the safest way to get in (albeit probably not the fastest)
MashThat5A Posted August 9, 2011 Posted August 9, 2011 If you Dead Spike her wakeup when she has wind, can she always wind tech and grab you for free?
KayEff Posted August 10, 2011 Posted August 10, 2011 Dead Spike's range is a little wonky, so I wouldn't be surprised if that did work.
Helion Posted August 20, 2011 Posted August 20, 2011 From what I've experienced, her neutral tech 5D usually ends up going over it. If the other player is anticipating a Dead Spike on wakeup, chances are it's a free combo for Rachel.
ThatMeGuy Posted December 17, 2011 Posted December 17, 2011 Something I noticed (sorry don't know which one), but if the Rachel throws out a long range lobelia (the one that curves over) if you're close enough you can HF or CS.
Tong Posted December 17, 2011 Posted December 17, 2011 educational video http://www.youtube.com/watch?v=jkeyaEg3QIs Sakamoto~
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