Haven't played enough Hitomi's to weigh in on that matchup but even the ass-tastic Helena's I've encountered have been very problematic.I found the mid-oriented characters like hitomi and helena can give Rachel a run for her money; she has no highs to crush or duck, and then since her defensive options are complete ass, you run the risk of having to try and counter something to get back on offense. She also has a struggle with leifang and brad because a good chunk of their offense comes from lows, and since Rachel lacks a striking low crush, and her low OH doesn't crush early in the animation, her defense against lows is terrible (IMO) What do you guys think about those matchups?
I also realized that characters like Hitomi and Helena give Rachel a tough time.I found the mid-oriented characters like hitomi and helena can give Rachel a run for her money; she has no highs to crush or duck, and then since her defensive options are complete ass, you run the risk of having to try and counter something to get back on offense. She also has a struggle with leifang and brad because a good chunk of their offense comes from lows, and since Rachel lacks a striking low crush, and her low OH doesn't crush early in the animation, her defense against lows is terrible (IMO) What do you guys think about those matchups?
Isn`t her pp4p a problem then? It gives you +1 on neutral and a +13 sds on ch. She could continue pressure with that move, I think, or at least mix up the situation.This is similar to what I told the guys at my locals. I just crouch block after PP. The throw whiffs and the kick is blocked. Her mid option knocks back, which mean you spend a tiny bit of health to get good spacing (IaMP tactics!). Free cancel options are easily reactable.
You can fuzzy guard all options after pp, ppp gets blocked, ppt gets ducked, ppk get ducked and pp4p gets blocked.Isn`t her pp4p a problem then? It gives you +1 on neutral and a +13 sds on ch. She could continue pressure with that move, I think, or at least mix up the situation.
I agree with most of what you've said but I'm pretty sure that the Rachel player can tailor their air throw follow-ups to control whether the opponent is face up or face down for the stomp. This might be weight class dependent and probably merits more testing.As far as throws go Leon beats her out easily with his hi damage air grab, desert falcon, dervish throw, and fireman carry throw which all grant ground grabs if the opponent doesn't tech and all have potential dangerzone damage added on.for further hurt especially since his air throw is controllable. his special wake up OH when face down stuffs any stomp FT attempt she has giving him hi-counter damage and limiting her FT setups on him.
If the Rig player is playing correctly, the Rig v Rachel matchup can be either better than the Rachel v Sarah matchup or just a watered down version. Rig's mids from Bending seem to give me more trouble than Sarah's FS 6K ever could, and also Rig has slightly scarier lows and I usually find that Rig players high a more varied mixup than Sarah. Rig's are more mids and lows with the occasional high so that doesn't give Rachel a lot to crush... Rig has a lauch grab, and also a frame advantage grab from Bending, so the countering factor in the matchup is intensified for Rachel. For Rachel to get through this matchup with little resistance she has to keep offense up, and crushing going (1P, not 1PP, you're more likely to get the opponent to counter with a single 1P.) Also pay attention to move animation sot that you can spot the mid kicks (for mid kick launch parry) and the low kicks (90 dmg on Hi-Counter.) If you don't treat this matchup with caution and respect Rig's frame advantage you'll get eaten alive as a Rachel player.Anyone got experience against the Rig matchup? I play both characters, but I haven't tried testing my Rig against my local Rachels yet. No Rigs in my scene besides me either.
This is true, I played a friend and he randomly threw out a quick grab which just messed up what I had been aiming to do. There were some more instances also, but you get the point.any character can stuff Rachel setups with a quick grab...
Look at some Momiji stuff as moves likt 6PKK that put Momiji into the air can be fuzzy guarded, Momiji can play the spacing game and get whiffs with 66k or 66pp but both these are punishable by 4T. Momiji has to play this mu very safe and cautious, unfortunately this means she isn't really getting much reward and once she lets up Rachel will make her pay.Okay, onto one of the characters that I feel is a direct conterpick for Rachel... Momiji. Momiji has spacing, better frames, faster pokes, and UNIVERSAL HIGH DAMAGE JUGGLES (this means no "heavyweight Rachel crybabies" 'cause she only juggles EVERYBODY.) Her 2H+K more than outspaces Rachel's movelist, and then her vast mid strings are more than annoying enough to make any Rachel player want to pull their hair out... and don't get me started on 7K. I die laughing every time I get smacked with that move while I'm trying to start up offense or work a mixup (not that they use the move as a crutch, just that the Momiji players that I practice against use the move to it's full potential.) Then, as I have stated before, there's always the frame advantage matchup... Momiji can get her frame advantage for days if a Rachel isn't completely on point with their parrying 'cause 6KK and 6PKK are +14i on block and offer such a plethora of options, you'd rather go back to Momiji spacing than deal with the mixup on block or in stun.
This matchup definitely isn't impossible. It just takes an absurd amount of patience; if you're playing with tournament rules (3-60 second rounds) you have to be kind of quick about it. You have to make sure your dash canceling is on point, and be sure to not use her come-in tools (both of the animations are pretty easy to read.) The goal is to take as any whiff punishes and stand-still grabs (moments where you grab someone for just standing there blocking) as possible. The second that you start the blender, be sure not to throw to many lows or highs, heavily delay strings, and grab the opponent with 6T or catch them with 4PP if they SS. Other than that, step your mid kick parry game up, and be sure to study up on move recognition. If you practice up enough it's still a difficult ass matchup to have to trifle with... but I'm not going to lie, it's fun as shit to play out.