|| Rachel Alucard || "lolipop lolipop oooh loli loli lolipop"

You know, I really need to stop being surprised when I have a great match and it turns out a person is SRK. :stuck_out_tongue:

Yep, I saved our match and I’m studying it now. Your skills will be assimilated! Muahahaha!

ok simple question guys: HOW DO YOU BEAT V-13?!?!

this bitch is fucking annoying and I don’t know what to do against her. Anyone here know how to fight and win against her that has any tips?

I’m going to go out on a limb and say a few things here.

  1. Rachel is a top tier, but she is not EASY tier. There’s a lot of setup and advanced play tactics needed for what she does.

  2. She can zone, she can close range, she can poke and run. She’s an offensive powerhouse if used CORRECTLY.

  3. Nothing is quite so good as beating down someone and then drinking tea for that is true OG Vampire.

4)She is NOT good at defense once they get in. She has little in the way of ‘escapse’ so to speak unless you have a setup (Again, pumpkin vanishes even on block :frowning: wish that wasn’t true, but that keeps Rachel from being able to have a ‘get out of combo free’ button.) She dies QUICKLY in a corner.

I know when I get corner trapped I go for the air recovery into 2DC more often than just gtfo. I like the CH rebound into air combo for the instant gratification more than running and setting up pumpkin/frog/poles again.

Also, against Nu: Practice recognizing each of her little DDDDDDDDD combo strings. I know I’ve frustrated several Nu’s simply by knowing what she was going to do before she did it and getting several IB’s on her combo. Waiting until she messed it up and then countering FTW.

She’ll make a mistake. Eventually. Until then don’t do something stupid (Read: Predictable).

If you -really- wanna screw with them, 8D jump off the top of the screen and float down. That’ll make them bite their nails for a minute ^.^ Should throw off their little DDDDDDD game long enough for a good combo or so if you capitalize.

On a final note :Practice the most damaging combo you can, and realize that you have to make that combo work as soon as you get the chance. You’ll only get one or two shots at a good Nu per round. I suggest you make the most of them. Roman cancel, supers, everything go all out in that little burst of space and damage you get or that’s it.

(Edit: Yes. I know vamps in various things aren’t supposed to drink tea. Shut it. -shakes fist- Tea drinking is gangsta!)

thanks for the tips, which one is that CH rebound combo?

also, what do i use after i set up a frog (from combo) in the corner and it hits? i can go for distortion drive, but after that what do you guys use to keep them in the corner?
i guess i meant to ask was, is there a frog loop combo?

You’d be surprised how useful air pumpkin plus wind pressure gets you close to any Nu player. You need to abuse that and stay in her face.

IB a lot when she gets predictable, and know when she’s going to rush you. Such as when she throws out 5DD 4DD from midscreen, know that either a 236D is coming, or she might do the dash-teleport behind you and try to cross you up.

Also, landing a winded j.2C can fuck shit up, since on CH you can go to 5B jc j.B j.C dj j.B j.C 236A, and when non-CH you can go 5B 5CDC 236B 22A. Just know that if you whiff your j.2C (via Nu’s amazing backdash etc.) you will be punished heavily. I aim for the top of her head, so I’ll hit and land behind her if she doesn’t dash back, and it hits her feet if she does.

Finally, if you get space to toss a full screen lobelia and wind it towards her, it will very likely be a CH and knockdown since she’ll be throwing swords to keep you away. That lets you close space.

Ch combo is 5B jc j.B j.C dj j.B j.C 236A. You’ll know you did it right if you see their head smash into the ground and go flying into the air.

You can also -instead of going with 236A to finish, go for 2D to get to the ground faster and rush them while they are getting up. It’s up to you which on you prefer.

djhbrd’s suggestions are all solid. Just watch for that sword that comes from behind you while you are fullscreening it. If it connects, you are instantly in trouble.

As far as frog corner loop combo goes… I’m not sure. I think it takes alot of wind and doesn’t last particularly long. Involves using pumpkins/seeds to pressure while you set up frog, you just gotta spam the seeds inbetween frogs and use pumpkins if they try anything silly.

when non-CH j.2C … do you wait till the 2C lands and then do 5B 5CDC or do you j.2C j.C and then do 5B?

thanks.

Depends on the character. Against Tager, definitely follow up with the j.C or risk getting hit by THE POWER OF SCIENCE.

Hakumen and Ragna I sometimes follow up with j.C, depends when/how deep I hit them. It’s really a choice you have to make based on experience. Smaller characters on the other hand, like Rachel, Tao and Carl, don’t bother.

one more question for you, after disrupting combos with the chair, what do you usually follow up with?

I can manage to land a chair at the right time, but usually i let the opportunity slip by for a follow up combo because i don’t know which one to use.

I don’t catchair much, so I’m not even sure if you can follow up with anything without a RC. If you RC I think you can follow up with a standard 5B -> BnB air combo.

ch 2c -> 2d 5b -> combo of choice

So wait, using the wind to blow them back down to you faster? I would think if you winded straight up it would make them float longer and let you recover from chair for combo catch.

Anyone wanna try that out? I think I’ll hop into training and play around with it ^.^

yes, 2d brings them back down so you can hit them before they can tech.

This has already probably been found but, just found this in Training

5b 6a 5b jc. j.b j.c dj. j.b j.c 632146C 4D

Try that one on for size.

Edit round 2- Nevermind… my Noel that I was testing it against decided to not aerial recovery for those three times… I think. I know I got it to hit cleanly, but there’s a trick to it.

I’m having a few problems with Rachel atm.

The first is accidentaly double tapping the B or 6C after hitting with 6A so I end up either whiffing a fork or stopping spinning and instead of winding myself up for 30 something hits I end up opening the umbrella floating useslessly up to the top corner of the screen wastng all my wind.

Also having some confusion with the drill, sometimes I can completely whiff it and bounce up out of harms way before the enemy punishs but sometimes I will actualy HIT the enemy and get punished before I can cancel it or make my escape, does it need to counterhit to be safe on hit or something?

(Also losing diagonals here and there but I think that is because my SE stick is on it’s way out more then anything)

Is anyone else having these troubles?
If so are there any good solutions to them?
Thanks for any help, loving the loli but these small things can be the difference between life and death for me lol.:sweat:

It’s safe on hit if you use version 2. (With wind)

I believe it’s safe on hit in other versions as well, though I’m not certain. I know you can jump cancel it on hit or block, but you can also follow up on landing with 5b or 2b into combo of your choice. Just careful for IB’s as that will really mess you up. They’ll counter-combo really nicely.

You shouldn’t be using diagonals for your 6CD anyways… you should be using just the horizontal unless you are trying to hit a jumping opponent, and if that’s the case, you should be using 6A anyways. It combos better for more damage.

You should also not waste ‘all your wind’ one gust is enough to do whatever you need it to do at any point in time.

Also, as a note, Rachel’s umbrella float gains boyancy the closer you are to the ground (That is, she floats longer.) Just as an odd note, I’m sure someone else has already figured that out, but just for those who are just joining us.

Ah thanks for the info on the loli drill.

And I know taking the horizontal route with 6C isn’t the best option after a 6A but, dunno just like seeing Rachel spinning up the the heavens hitting the opponent a lot lol. (unless I double tap the damn thing accidentaly and open the umbrella:sweat:)

So is j.2C safe usually? I have a problem with being hit after I land, not being able to cancel into a grounded move fast enough.

Have you tried cancelling the animation after j.2c with another 5c? before you hit the ground? Because you can combo it with 5B if you manage to hit him with the umbrella.(5C) then blah blah blah combo’s. :wink: