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Posted (edited)

Matchup Ranking: ??

To be discussed.

(Personally, feels like 5-5)

Recommended Playstyle: Aggressive Spacing

You will want to press the issue of trying to cover the optimal spacing that you can operate while limiting her space to do much with summoning and Wind tactics. Be patient while in 3/4 - full screen, but always advance when you have opportunities to do so. Once you get pretty close to her, you can start to apply pressure while maintain the space needed to be able to react to her limited options on the defensive.

General Strategy:

Noel has better pokes than Rachel, so use that to pressure her. Also, make sure to always have an idea of how much wind stock she has so you have an idea of her abilities at that particular point in time. Her normals become dangerous with wind because she can create all sorts of angles that she can attack from, and can make things like j.A become a very fast overhead option.

You'll want to punish her summons if they are trying to bring one out in neutral game. And if you can confirm a knockdown with Optic Barrel, then you can advance bit by bit but without recklessly being up close. You'll need to confirm what the Rachel does on wake-up also, as she has some tricks with Wind to have and advancing or retreating neutral emergency tech that she can use to adjust to your playstyle.

This will be a game of corners for Noel. Press Rachel into the corner as fast as possible so that you can do great damage while also shutting down her summon game. Make sure you can cut off escape routes that she might be able to use, and control the space with your normals.

Your Best Tools(For This Matchup):

Optic Barrel - The buffs made to this move make it a staple against this matchup. The change to the different ranges for each version make it easier to snipe Rachels that summon in bad spots. Also, it is a decent way to keep her in check during the full-to-mid screen game so you can approach. A plus is that you may tag a Lobelia with an OB and that would negate the hitbox from damaging you. All in all, a great tool.

2A/5B - Rachel is one of the few matchups where you have the advantage in regards to ranges in your normals. 2A's speed increase to 6F makes a nice tool for poking out potential moves that Rachel throws out, and it beats out Rachel's 2A by 1 frame. 5B is a great poke in every matchup, and here is no exception.

Has A DP?: No true DP, but she has 6A for anti-air approaches, and 2C for ground approaches or predictable patterns. Both have guard point (2C guard point starts on frame 3, so meaties can stuff its startup).

Has A DP With Heat?: None

Things To Look Out For:

George XIII (Frog) - Rachel can now re-summon George to put him in a better position. Most of the time, you will see George after you get knocked down, and will have to respect the oki that Rachel gets when he is out. Always be mindful of where George is, and make sure you notice if Rachel has Wind, as George will move a great deal if Winded. George himself doesn't have any special properties like air-unblockable or low hitting, so if you happen to activate him just block him and pay attention to what Rachel does afterward.

Impish Gypsophilla (Pumpkin) - Pumpkin's range after being Winded has increased from CS1, so you must be aware of where Pumpkin is as well. Rachel tends to use Pumpkin as a way to cover her approaches when she wants to get in. Her normals aren't meant to be used as stand-alone moves, and approaching without Wind is generally not done. Pay attention to her Wind stocks when Pumpkin is out, as she can also stop your momentum by directing Pumpkin toward you if you make and rash movements.

6B - Rachel's longest poke. The kitchen utensils she brings out have been buffed significantly in CS2, allowing for Rachel to establish her zoning game on hit mid-screen, nasty combos in the corner, and it's jump cancelable, so it can be used in blockstrings for varied pressure. It's a bit on the slow side on startup, but it's ranged enough to where you need to be wary of throwing out pokes that don't reach her.

4B - Her traditional ground overhead. 28 frames of startup, so it's on the slow side. However, with the threats to Pumpkin and Frog that usually aid her mix-up you are most likely going to be blocking when she throws out this move. It eats 1 Primer as well, so be sure to Barrier Block if you find yourself almost broken due to Bursting or some other situation where you don't have Primers left. She can play high/low with her normals with 2B/4B while you block an activated George, so make sure you keep an eye out.

Tempest Dahlia - Has a multitude of uses now. The buff to it's startup and the fact that once the projectiles are out they are active make this move a punisher to haphazard movement. The move changes properties a bit depending on the amount of Wind she still has before doing the move. From 1 Wind and up, it can take a Primer near or on the last hit, and a full Wind stock TD can take 2 Primers away if you block. Not only can it be used to punish, but she can use it to stop your momentum by forcing you to block or stop your advance. Also, since she can move while some of the projectiles are still out, she can set up ambiguous mix-ups in all the confusion.

Edited by SkyKing
  • 2 months later...
Posted

If 2C is not a true DP, why does it always catch me when I'm in the middle of hitting that damn turtle? I can't hit her for a small period.

Posted
If 2C is not a true DP, why does it always catch me when I'm in the middle of hitting that damn turtle? I can't hit her for a small period.

It's not a true DP because it's a guard point, you can grab her out of it at any time, and you can even cross it up with 2D(2D will hit the guard point but you will not get hit, at this time you can d.5C > d.6C for a combo).

Posted
If 2C is not a true DP, why does it always catch me when I'm in the middle of hitting that damn turtle? I can't hit her for a small period.

DP moves are generally characterized by having invulnerability and a versatile hitbox to knock most things away. 2C is a guard point move, so it's pretty slow to actually connect.

Posted

Worth noting that, according to the frame data, guardpoint on Rachel's 2C doesn't start until frame 3. That means she can't use it as a reversal on wake-up unless you screw up your meaty.

Posted

Gotcha.. I've just been having a tough time with Rachael cause I'm always scared of the damn 2C.. Thanks~

Posted
Worth noting that, according to the frame data, guardpoint on Rachel's 2C doesn't start until frame 3. That means she can't use it as a reversal on wake-up unless you screw up your meaty.

Noted and pointed out on OP.

  • 1 month later...
Posted

A few things I've picked up from some games against a Rachel friend of mine:

OpticC can be very dangerous to use when Rachel has wind since, if you miss, the recovery on the move is so bad that she can wind in on you from pretty much full screen and punish you for it. Just be aware of Rachel's position/wind meter/what she's doing before you fling this move out.

5C is another really good tool in this match-up and can also be use to tag and negate lobelias since it counts as a projectile. Confirming CH 5C into 2D/Rachel haida also nets us some pretty good damage.

Always instant block Rachel's George since it's easy to do and gives us valuable meter to spend on counter assaults when we're stuck in the corner.

Posted
A few things I've picked up from some games against a Rachel friend of mine:

OpticC can be very dangerous to use when Rachel has wind since, if you miss, the recovery on the move is so bad that she can wind in on you from pretty much full screen and punish you for it. Just be aware of Rachel's position/wind meter/what she's doing before you fling this move out.

5C is another really good tool in this match-up and can also be use to tag and negate lobelias since it counts as a projectile. Confirming CH 5C into 2D/Rachel haida also nets us some pretty good damage.

Always instant block Rachel's George since it's easy to do and gives us valuable meter to spend on counter assaults when we're stuck in the corner.

Instant blocking George is amazing for free meter. However, if Rachel approaches and starts a mix up I suggest you stop. If you try and IB the wrong hit you will get slapped down. It has happened to me a lot since I have played Rachel quite a bit.

I can also vouch for Optic Barrel C being ill advised. Even trying it invites a wind-dash into Noel's face. Definitely use with caution. If you are lucky you can tag her during a lobelia toss for a free approach though.

Posted

You also need to watch out for Rachel's that feint during you blocking George's animation. People tend to forget that if she does nothing during the blocked George, she is at advantage and she will punish a panicked Counter Assault. Just confirm if she does something during George.

Posted

True. And there's the threat of her high-low mix-up up with George too. I usually block low and react to her overheads since her 4B is pretty slow, but how do you guys deal with that? Also, can Rachel tick throw you immediately after George or does she have to do something like 662A > Grab?

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