samthegreat Posted December 16, 2013 Posted December 16, 2013 Well, there's always a-cho ranbats where Kokonoe isn't playable.
gamester Posted December 30, 2013 Posted December 30, 2013 A-Cho is dead ;_; I also see/hear N-O is playing a bit of Jin again recently?
True_Tech Posted January 1, 2014 Posted January 1, 2014 latest a-cho vid hes playing jin vs matoi's tao beat him up.
Stonefist J Posted January 2, 2014 Posted January 2, 2014 Has there been a transition of fighting games for the Japanese Players? Is that why I haven't been seeing any Rachel players? I'm still getting use to the internet so I'm not sure where else to get such info.
gamester Posted January 2, 2014 Posted January 2, 2014 I think most people in general are just playing on Console now. More characters to play against as well.
DudeUnderscore Posted January 4, 2014 Posted January 4, 2014 hey guys im a new rachel player, and i I have a question. I see rachel's winding their tech/recoverys, but how are they doing that?
True_Tech Posted January 4, 2014 Posted January 4, 2014 tap a button to tech, then direction + wind, in the case of wind backdash 44d
DudeUnderscore Posted January 4, 2014 Posted January 4, 2014 tap a button to tech, then direction + wind, in the case of wind backdash 44d do they tech and then wind? or are they winding the tech?
True_Tech Posted January 4, 2014 Posted January 4, 2014 you tech then wind, cause if you hold a direction before you tech you get a roll.
Wild Candy Posted January 5, 2014 Posted January 5, 2014 So, How exactly should you go about zoning out characters with a fast dash that like to be in your face. I.E. Ragna, Makoto, Terumi, etc. It feels like a nightmare trying to get some breathing room to summon a pumpkin in match ups like that, and I just want to make sure I'm not missing a concept that would otherwise make things easier.
TD Posted January 6, 2014 Posted January 6, 2014 Make them scared to approach horizontally with 236a. Combine them with 8/9/6d to push them away and get space. This alone covers ground and instant air dashes when done correctly. If they jump or super jump, it is time to utilize 236b, 236c, 6a, jb, jc, and j.236a. Block or threaten them enough so they respect your space and then summon. Also note if they can beat your projectile based offense. From that list, terumi' messenga, and makoto's bbu go through 236a. Makoto 3c low profiles it. Keep things like that in mind.
Wild Candy Posted January 6, 2014 Posted January 6, 2014 Okay, thanks for the tips TD, they actually helped a lot in my Terumi match ups.
DudeUnderscore Posted January 11, 2014 Posted January 11, 2014 When i put an opponent in a block string, sometimes when i try to go for j.2AD it will whiff completely. What's the remedy to this? just delay it a bit longer after the jump cancel after 5B? do i do j.2BD if they're too far? Also what should rachel do when you have your opponent in the corner with no wind and no summons in the corner? Also what am i supposed to do when im out of wind in neutral? just block?
TD Posted January 11, 2014 Posted January 11, 2014 take a deep breath. for the first question, you are likely no longer in range to j.a. you could have pushed the foe too far away. get into point blank range and use 5a j2da. j2b isnt gapless but is good, gives more dmg due to n starter. stall. do 2a xn staggers. start using frame traps. stay on the ground, watch your wind. 6a, 6b j236a/b and 236a are your best tools to keep pressure. confirm most windless combos into 5cc/3c and summon. the best quote of the day, made by kro_ a few years ago; "turtle and press 6a like your life depended on it. it actually does."
samthegreat Posted January 11, 2014 Posted January 11, 2014 You can also go for 5B > j.3DA IOH, but keep in mind the maximum range at which j.A will connect is character specific so you'll have to keep the spacing in mind. On some characters it's ridiculously easy and effective though.
Soniti Posted January 11, 2014 Posted January 11, 2014 Also note that you can use 2d wind then jump forward to put yourself closer for the j.a.
Tari Posted January 15, 2014 Posted January 15, 2014 Also note that you can use 2d wind then jump forward to put yourself closer for the j.a. Generally what I do. Keep in mind, of course, that if the opponent utilizes barrier a lot (and they really should be doing that against Rachel), you'll find yourself out of range for IOHs quite often unless you're doing them off of point-blank 5A/5Bs. It's part of the reason why you often see Rachel players not opt for the IOH unless they manage to position themselves closer to the opponent either with stagger pressure or j.3DB > j.C or whatever. It also factors into why you usually see Rachel players do the IOH mixup with 2B after the first close-range 5B, and not after any extended blockstring.
samthegreat Posted January 16, 2014 Posted January 16, 2014 I thought 2D forward jump was a given lol
Errol Posted January 16, 2014 Posted January 16, 2014 I thought 2D forward jump was a given lol it is
Tari Posted January 17, 2014 Posted January 17, 2014 I thought 2D forward jump was a given lol it is Indeed. Anyone who isn't forward jumping during the IOH should probably learn to forward jump. I suppose it isn't explicitly stated anywhere that that's how it's done, but eh.
DudeUnderscore Posted January 17, 2014 Posted January 17, 2014 hmm if players barrier rachel alot so that rachel cant go for IOH j.2AD, does that make 5B -> j.3BD gapless then because barrier adds 2 frames of blockstun?
Errol Posted January 17, 2014 Posted January 17, 2014 No, it would be tighter but not gapless. Barrier only adds 1 frame of blockstun... and barrier doesn't make it so you can't use 2d wind. it would make it so you can't use 2d wind after several attacks, but that's not something you should be doing anyway.
DudeUnderscore Posted January 18, 2014 Posted January 18, 2014 (edited) another question, what should i do for frog oki if they roll away? do i do 236A? or microdash 2A? i know if they roll towards me i should 2A their roll. Also, what should I do if they neutral tech a frog set up and jump? would I be able to hit them in jump start up? Also when would i go for pumpkin oki vs frog oki? Edited January 18, 2014 by DudeUnderscore
Kuuhaku Posted January 21, 2014 Posted January 21, 2014 Midscreen off of 3C, I think Pumpkin 3D 2A is covers the most options. You still have to watch for late rolls and late neutral tech. If you do it as fast as possible it catches most timings, but there's a certain timing where they'll just get out if you don't delay 3D. Also, hilariously enough Rachel's wind affects other people while they're neutral teching so that's also something you have to keep in mind. If you want to catch people jumping after George, I'm pretty sure 2A/5A will work and 5B will catch them in the air if they're not barriering. Other than that, you can just do 3C no summon and you can just 2A whatever they decide to do. As for the latter question, it depends. I'd say pumpkin oki is better in most situations. However, if you're against someone who's super respectful and will always neutral tech, George is strong. The number one answer though is to go for corner knock down and not bother with mid screen. In the corner I prefer George, but Pumpkin 2D j.A/j.B is pretty strong against people who neutral tech. No summon meaty j.A is also strong against Noel and Hakumen. Depending on what they like to do, sometimes I just throw down George and walk backwards a bit or backdash to see what they're going to do first.
Soniti Posted January 22, 2014 Posted January 22, 2014 (edited) For better proration and damage, Rachel can combo her instant j.a directly into j.c against some characters. This also has a side effect of making a dash 5b in the corner less strict. j.a -> j.c connects on crouching: Easy tier: Taokaka, Tager, Hakumen, Amane, Bang* Delay the j.c cancel: Hazama, Terumi, Ragna, Jin, Kagura, Valkenhayn, Bullet, Noel Strict tier: Relius (cancel to j.c ASAP, angle specific) Carl (delay the j.c cancel, angle specific) *remember to do Bang specific combos after. In the corner, I use j.a j.c dash 5b 5cc 5b 6a 4b (delay) 236a 3c for 1933 Edited January 22, 2014 by Soniti
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