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

Man, punishing normal Ragna/any pressure is seriously hard. Lately, I into a bunch of Ragnas that uses Blood Kain as soon as I’ve gotten their health down to like 30%, and made the already hard-to-punish moves even more punishing. Everytime I tried to counter, I ended up whiffing and eating whatever the Ragna decide to use to suck my life force. :frowning: What’re good ways to punish high-pressure Blood Kain Ragna? Pumpkins doesn’t last long enough for me, they simply Hades Gauntlet over frogs, and hitting 6B always result in me eating Hell’s Fang full on.

tl;dr I suck against decent pressure, especially when I’m so easy to corner. Any advices on breaking that?

Also, what’s a good, safe move to start a match with? I usually start off a match by jumping back and throwing out either 236A/B/C depending on my opponent’s move, or 3CD. Both of which whiffs pretty often, although they’re a lot safer than 236A off the bad.

I usually start my round with either tossing out the pumpkin, or 3CD myself. Pumpkin lets you start the round with a nice long blockstring, 3CD possibly sweeps into ground string as well.

Now then, against Ragnas… well, I’ve had my share of problems as well. I’ve learned (The hard way) that you should definately NOT try to pressure them on the ground, you’ll hear INFERNAL DIVIDAHHHH and then you are in pain.

For countering, I would suggest gaining distance (Hard, I know) before doing anything unless you see a clear opening. Most of Ragna’s moves are quick, do decent damage, and that life drain can change the fight VERY quickly.

To be honest, I’ve not had too many get the chance to blood kain against me… but everyone is different. If you want to really drop the ball, I would suggest a double jump height or higher 2CD xx C. This will hopefully either score you a counter hit, or trade counter hit, sending him flying off the ground and letting you get some breathing room. Always keep pumpkin out, and as soon as he starts doing something other than standing completely still or backing away, wind it at him and go into a block string. Remember, he’s made of paper. Kill him before he kills you, and make it fast because if you don’t, he will catch back up, and you’ll be in some serious trouble.

Keep the pressure on HIM, not on yourself. I’d suggest playing around with various high/low combos as well as corner traps and block strings.

Oh, and Ragna’s are deceptively easy to kill with Astral Finishes if you get the chance to. Just make sure he doesn’t nail you with a Hell’s Fang first. <3

I’ve recently switched to Rachel as my main. I really like her, but don’t win very often yet. Her combos are simple enough, execution wise, but putting them all together in a fight is taking me some time. I’ve only been at her for a few weeks now, but everyone else I’ve played I got their general game down a lot faster.

My worst match-up with her so far is Ragna. I know a really good Ragna, and whenever we play I’ll win like 1 out of 10 games. If that. Only thing I’ve found that works at all is 1). Don’t bother to counter poke. You will lose on the vast majority of attempts. 2). Don’t go pressure heavy on wake-up, because you will eat the SRK no matter what you do. 3). Block low and just watch for overheads, and once you see a mistake get the hell away. Unless he throws a bad SRK (infernal divider, I think it’s called), then 6b counter and go nuts. 4). Get used to blocking for over half the match, and be ready to throw tech at all times.

That’s all I got.

But in general, I have trouble against players that turtle a lot against her. She breaks guard well, at least, but it can be tough to get her damage started. And even when doing pressure strings, if you fuck up even on a lot of her normals, she’s wide open against anyone quick. Her normals and movement are giving me the most trouble, overall. She’s very punishable on most any mistake.

Hello all. I’m new to rachel and did some matches and practice with her moves and combos to familiarize myself with the game and the character. I have some questions however about the character and the game

  1. When practicing her basic cdc->frog->dash->3c, the combo resets before the 3c lands. Is that a mistake? I put on the recovery and the dummy doesn’t recover but the number still resets. Am I too slow or is this correct?
  2. What are her best options after blocking? I find myself using 3a for the upper invuln or 5a just to try to interrupt whatever string they’re using. Are these the best options?
  3. I find myself getting countered as I try to counter after using a shield to block. Am I just screwing up the timing, or is there extra recovery after using a shield? Or is it simply that I shouldn’t do that, and wait until a more definitive window opens up for me to retaliate?
  4. I find myself using j.2c a lot (maybe too much). I usually land and sometimes trade. I would think this move to have more priority than it actually does. Could someone educate me on its properties, advantages and disadvantages vs her other air options?
  1. Make sure the character is a “froggable” character. Arakune, Bang, Litchi, Tao, and Hakumen are 3C froggable.
  2. 6A has upper invuln. But I don’t know the answer
  3. j.2C is air to ground, high priority and all. It works well as a mixup game, for j.3DC when on ground, and is jump cancellable. You can also interrupt the recovery time of it with a move on hit or block.

After fighting the number 10 rachel on XBL, it made me realize that Nu has so many advantages to her character. And with that I may actually put down Nu and learn Rachel.
So i assume this is basically a hi from a Nu going into Rachel …eww

I’ve been having something a bit weird happen recently and am wondering if anyone else has noticed it.

It seems that after switching sides with an opponent there is sometimes a slight time lag before the wind realises you have switched sides and so instead of blowing forward with 5D it will blow you backwards instead.

Wonder if this is a glitch or was meant to be in the game. (I know I’m not doing 4D accidentaly because it’s happened when doing 5BB,5C+D,5C,stuff and if I was still holding 4 it would have came out with 4B at the start)

After 5cdc:

Can combo into frog midscreen (use 3c): Bang, Hakumen, Litchi, Tao, Rachel, Arakune

Can combo into frog midscreen (use 2b 5b): Carl, Nu

Can combo into frog in the corner (use 3c): Ragna, Jin

Can combo into frog in the corner (use 2b 5b): Tager, Noel

The advantage of comboing into frog with 3c instead of the universal 2b 5b is that you can summon a pumpkin and sweep the opponent with 3c again after the frog hits. If you want to super while the frog is hitting, otg with 3c 236a or 5b 236a to get an extra pole for more damage.

I really hate how Tager can get the living snot beat out of him by Rachel and come back w/ a few well placed grabs…how do you get rid of magnetism? Also 236A/B are punishable on block? I know its best to have a pumpkin out and bait him to whiff a move then pumpkin into a Ground BnB combo. Also that bootleg infinite Rachel has on Tager also helps keep him locked down…other than that what moves do most Tager’s spam that Rachel can blatantly punish? Sometimes I land counter 6Bs when they’re swinging like madmen but not all the time.

Magnetism goes away with time. It’s difficult to punish his attacks unless you are at the range where he just whiffed you. It’s better to try and anticipate a slow attack like sledge and hit 6b before the move gets going. Just keep in mind that his 720 can hit you at max 6b range and you won’t be able to tech it. I haven’t really tested this out, but inputting 6b~c should give you a fork poke that also techs his normal throw.

Also, summon frog whenever you get the chance to do it safely. He has to kill it since it’s impossible for him to avoid it. Then punish him for attacking the frog.

Good sh** Kro will keep in mind ^_^. I really like that 6B~C trick XD.

Thanks for the help. I’ve been practicing the 5cdc on noel and that answers that question. But I have noticed that if I’m fast enough, I can combo her with the 3c (in combo 5cdc->frog->dash->3c) without her recovering. The combo resets, but she doesn’t recover. Is this right? Can you do a second combo that doesn’t raise the counter before they can recover? If so, it might be better to just practice that, since it resets the proration.

I really wish Rachel had a long-ranged super. That might make the Nu matchup more do-able, especially since her sword moves are so easy to perfect block.

Really emphasize the usefulness of 6B in this matchup, as it really shuts down most of Tager’s moveset. Pretty much tager needs to respect it or else he eats counter hit combo into corner pressure, which is not where he wants to be, as Rachel can already put the pressure on with her air pokes and projectiles when he isn’t sledging.

This should be mentioned, Tager’s super that isn’t his 720 is CH punishable with 6B. If tager is fishing for this hoping for a lucky hit, punish it hard.

Haha, so I played online for the first time. I lost every match I played.
But practice makes perfect, and I’m sure I played some solid matches the people.
(But everyone I played against sure likes Jin.)

last couple of days, i ran into couple very very good Litchi. She rush me down, i have no idea how to counter. I don’t know how to explain, but i will try to find him and record a match. Hope you guys can help counter this guy.

Combo I may (or someone else before) have found.**
6A 5B j.c j.B (j.A may be used.) Throw 2D (Slight delay, but varies per character) 2A 5B j.c j.B j.C dj j.B j.C 236+A**
(The j.B version dishes out a LITTLE more damage.)
High risk combo, due to the fact you will probably only be able to do this once if your opponent is caught off guard.
**Tager **(Works.)
v-13 (Works.)
**Litchi **(See notes. Unknown.)
**Taokaka **(Works. See notes.)
Noel (Works.)
Ragna(See notes. Works.)
Jin(Works.)
Rachel(Works. See notes.)
Carl(Works. See notes.)
Arakune(Works.)
Bang(Works.)
Haku-men(Works.)

[Notes]
[Litchi, Taokaka, Ragna, Rachel, Carl]

Litchi: Combo bar WILL reset after the 2D because not enough time is given for the wind to push you down, so I’m not sure if this will work. Litchi will go down after the throw, but you actually stay in the air quite long before the wind pushes you down, causing the combo bar to reset. I think this is because Litchi is thrown down the fastest, so there is no time to go down to continue.
Taokaka: Timing is a bit tighter going down from the 2D as Tao acts a bit like Litchi. If your early, the combo bar will reset. You will have to delay a little longer. Also, timing is extremely strict from the 5B -> j.A, but it can be replaced with the j.B instead for easier timing.
Ragna: Same as Tao. Also, j.A is strict to do.
Rachel: j.A will NOT work. Tech too early. sj is possible, but it resets the combo meter, so I’m not sure if j.A will work.
Carl: Same as Rachel.

AFTERWORD
For the big hitbox characters, (Hakumen, Ragna, Tager, V-13, Bang and Arakune), there is a slight delay from the throw, in order to go down and continue the combo. For everyone else, (Litchi, Carl, Rachel, Jin, Noel, and Taokaka), the timing is a bit longer on the delays after the 2D, requiring some practice, with Jin being an exception, fitting more into the big hotbox category, and Litchi being a complete unknown, so I need someone else to test this.

5A 5B 5B D+C C 214A 66 3C (Frog hits. Followup I’m not sure.)
Hits all in mid, except Jin, Noel, and Ragna. Hits all in corner.

Question on the 2nd post.
**5A 5B 5B D C dash 2A 5B j.b j.c dj j.b j.c 236+A **
(For this combo, do we don’t we input D+C C?)

Wow that was a mouthful. If someone has found this combo already (the airthrow one), then I’m kinda sad, but glad to know it’s there.

tl;dr Well too bad to be you. That stuff above is pretty important for certain characters.

Magedark, it’s not a great idea to include throws into your combos, because you’ll pretty much get maybe one use out of it if you surprise your opponent, but after that they’ll see it coming.

Also, a little gimmicky setup I’ve been using for Baden-Baden is 6A 7D 632146C. It’s pretty cool looking and doesn’t take away from the damage of the super (timed right, the 6A does enough damage to make up for its proration).

wtf why is this dude posting throw combos?

heres a couple combos to learn, this thread is actually kinda big so fuck it i’ll post it regardless, if its already in here i’m a mod i do what i want.

windless 50 bar
5b,3c (3), qcf a, rc, dash 6a, 22a, sj c dj c, set up pumpkin or qcf a for more damage 3038/3309

windless 100% bar
5b,3c (3), qcf a, rc dash 6a, super, dash frog, 3c (3), frog hit, qcf a , dash 3c, 22a, dash 6c, j.c dj c 5500 - 6300

the damage depends on how close you are during your dash 6a if you can get point blank the super will do about 1k more damage cause you’ll get more of the main super to hit. this combo can be done on some people without the dash 6a to make it easier but you sacrifice damage cause the main super won’t hit at all.

i learned these mainly for nu, since i always end up having to spend more wind to get in on her.

And if you block Nu’s “Seimitsu” super (don’t know the name, the longer range one) it’s basically free 100% meter. Block it, then spam back during the blockstring and instant guard as many hits as possible to get a ton of meter FO FREE.

Good combos, I’ll definitely have to try those out since like you said, I end up murdering my wind trying to get in on Nu.