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pochp

[CP] Mu vs Rachel

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Discuss the matchup here. This post will get updated with relevant information eventually.

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This matchup is pretty similar to EX, but it feels a lot less stressful than before. You still have to play the guessing game vs Rachel's mixup, but she has to hit you more times per round to win this time. It feels like a pretty even matchup to me. brkrdave says this is a poor matchup for Rachel, but he always beats me 9 out of 10 times so I guess there's that. :v:

-Remember that SoD kills George; this is the same as before except now you can stein cancel the SoD and then jump cancel to keep yourself safe.

-Increased stein level can really harrass Rachel at neutral and prevent her from summoning stuff. Make sure to let your Ds fire instead of immediately expending them.

-Habaya seems a lot riskier unless you're absolutely fullscreen. The increased startup/recovery gives Rachel more than enough time to hop over it with a winded IAD and hit you in the face.

-As always, if you have 50 meter and they attempt George oki, DP RC will get you out for free.

-When you knockdown Rachel, time your meaties right so you can blow up wind tech on your oki. This is less of a problem than before since we don't really use 214D oki as much.

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Disagree on a couple points there, but I'm guessing Rachel is one of those characters that can be played pretty differently from one player to another. Matchup feels pretty stressful for me as while you seem to have the advantage at neutral, it's hard to get decent reward off random stein hits, and any random air hit from them feels like it can turn into a loss, with multiple 50/50 high low. Also, it's very hard to approach her without steins, from the air Rachel's 6a will beat any jump in no matter which side, and you need to be rather precise to bait it. It looks more reliable for them to combo off 6a on normal hit now, so that makes bating it out that much riskier.

On the ground, you can mostly bully her from far with 5c, but from close it becomes a lot riskier as her 2a has a very good hitbox. Air to air, her j.c is very scary because it's so fast and hits everywhere. As much as our j.c has better range, spacing when they have access to wind is tricky and sometimes just waiting for them to use it and DPing can work if you know they're going to wind in. I've had good success using j.236a keeping them out, very useful when they have summons but are far. Lotus bats are pretty scary, learn the duration and avoid them at all costs.

Blowing up wind tech though... you can't really. I mean, they're just doing neutral tech while pushing themselves in a certain direction with wind, so they're completely invincible from start to finish. It's rather annoying to keep them blocking midscreen after, because you need to commit to either direction, and then you're vulnerable to wakeup 2a. I just prefer setting up more steins instead, and then going in. The thing you can beat is wind backdash which has vulnverable frames, or when they think they've caught you whiffing something and attempt to press buttons after wind tech, like when you whiff a 2b which recovers very fast. After a j.2c knockdown in the corner, if you just setup either 2 steins or one charged stein, and don't dash forward to meaty them, you'll be at that range where if they wind tech they won't get behind you. So you can hit an early 2b to catch a roll, they might see the whiff while wind teching and attempt to punish, but you should still have the advantage. If they just normal block, keep them blocking until the steins shoot, and use that to get closer, unless of course you have something dirty planned :3

Oh yeah, charged stein combo is kinda unstable on her. You can either cross your fingers it'll work, or replace a normal before the first stein hit with a faster one. ex : (...)6c tachi j.2d late abdc j.c 2b 5c 5[d] j.a delay j.c j.2c etc. which will only work near the corner, or (...)6c tachi j.2d late abdc j.c 2b 6a 5[d] j.b etc.

Anyways, there's a lot to say on the matchup, I'll add more when I think of it.

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I think this matchup has changed alot. While it was in favor of Mu in extend, it feels like it has become probably at best even in CP.

The rewards on Habaya , Totsuka and random stein lasers is fairly low, while the risks (especially with the increased recovery) on doing so can be very high with her airdash approaches using wind.

While the damage on it is really low, but her new barrel/beelze lotus can disrupt your zoning at fullscreen.

I think that it's not viable anymore to outzone her, while rushing her down recklessly will also get you killed very fast

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If you know your steins placement always you can easily time the 214D explosion to disrupt Rachel's Air Drive. A lot of Rachel's like to use the air and and spam A while moving at high speed towards you.

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Blowing up wind tech though... you can't really. I mean, they're just doing neutral tech while pushing themselves in a certain direction with wind, so they're completely invincible from start to finish. It's rather annoying to keep them blocking midscreen after, because you need to commit to either direction, and then you're vulnerable to wakeup 2a.

I don't think you need to commit to any direction, you can whiff standing 5a through her tech then dash meaty 2b at the same timing that beats rolls to start your pressure. She can't flip over you if you're standing.

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I always had trouble with this matchup because of wind. Even when I used Nu for a while I couldn't make two ends as to what you're supposed to be doing.

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