BBCF/Rachel Alucard

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Rachel Alucard
BBCF Rachel Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 23 / Invul: 1-7

Movement Options
Wind, Double Jump, 1 Airdash, Dash type: Run
Play-style
Zoning, Trapping
  

Overview[edit]

Head of the infamous Alucard vampire family, Rachel has spent countless years watching as the world repeated the same 100 years over and over. However, the world has finally broken free of the bonds that held it for so long, and Rachel is determined to put an end to Terumi with her own hands.

In the BlazBlue universe, Rachel is an extremely powerful individual, controlling wind and lightning. While she will rarely directly interfere with the events that surround Kagutsuchi, her primary goal is as an observer, and gently (or less so) nudges the pieces into their places. She has several servants under her command; Nago, a cat familiar, and Gii, a bat familiar, which serve as her weapons, furniture, and anger relief. Her butler, Valkenhayn R. Hellsing, is also notable for being a werewolf, as well as one of the Six Heroes.

Drive: Sylpheed[edit]

Rachel's Drive lets her summon wind in eight different directions. Wind affects all of Rachel's projectiles as well as her and her opponent's movement. The number of wind stocks available is indicated by a gauge at the bottom of the screen, above her meter bar, and each gust consumes one stock on a total of four available. The Sylpheed Gauge regenerates slowly and steadily for as long as Rachel is grounded. Since wind is used for various actions such as movement, mix-up, zoning and comboing, it plays a core part in Rachel's game plan and thus requires careful and judicious management.

Overdrive: Elfried[edit]

  • Sylpheed gauge recovers faster.
  • Distortion Drives gain additional animations and properties:
    • Baden Baden Lily raw and minimum damage increased on body and poles.
    • Baden Baden Lily poles do bonus prorate.
    • Tempest Dahlia summons additional projectiles.


Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Great control over neutral; excellent zoning tools
  • Very good pressure and lockdown
  • Scary mix-up game
  • Very strong okizeme
  • Excellent anti-air options
  • Poor defensive options on wake-up
  • Difficult match-ups
  • Extremely reliant on wind
  • Thrives on momentum
  • High skill ceiling


Normal Moves[edit]

5A[edit]
5A
BBCS Rachel 5A.png
Auto 2-hit normal. Decent for pressure.
Damage Guard Startup Active Recovery Frame Adv Attribute
300*2 all 6 2(6)3 11 -2 B

Two hit jab that hits crouchers. Slow on whiff. Can gatling/special/jump cancel the first or second hit. 5A is primarily used to extend blockstrings or combos, but can also be used as part of her 50/50 mix up.


5B[edit]
5B
BBCS Rachel 5B.png
Risky poke with high reward. Key move in Rachel's mix up and combos.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 HL 8 6 15 -7 BP

5B Covers a decent amount of space which makes it decent in short-ranged poking. It's also one of Rachel's two primary starters for punish combos. It hits all the way to the ground, which make it useful for OTGing and hitting low-profile characters. It's projectile property is both a plus and a minus. You can use it to stop slow projectiles, but you can also easily be punished by characters who have projectile invulnerable attacks. A change from BBCP is that 5B can now only gatling into 2B once per string. 5B is also now a level 2 move so 5B 2D jc j.A is no longer gapless.


5C[edit]
5C
BBCS Rachel 5C.png
5C is one of her Fatal Counter moves. Very limited use outside of combos.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 HL 13 8 22 -13 B
  • Spin down on ground Fatal Counter

One of Rachel's two Fatal Counter moves. If 5C fatals on ground hit, it will cause a spin down effect which gives Rachel much more time to follow up with other attacks. 5C is typically used in combos, but is also an excellent starter for a punish combo. Because of it's relatively short range, wind is often used to push Rachel forward so it will combo. In BBCPE, it's start up has been sped up to allow for new combo paths.


5CC[edit]
5CC
BBCS Rachel 5CC.png
Great corner combo ender. Offers strong okizeme options in the corner.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 HL 9 8 24 -11 B
  • Blows back on hit
  • Wallsticks in the corner

Typically used in mid-screen combos to knock the opponent away for either an opportunity to summon or to send someone into the corner. In corner combos it is used to cause wall stick and extend the combo. Can also be used as an ender which offers strong okizeme options.


2A[edit]
2A
BBCS Rachel 2A.png
Good poke. Leaves you at neutral frame advantage.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 7 4 9 -1 F

A decent ranged and fast poke. Can chain into itself on whiff and has short recovery which makes it great for DP baiting and tick grabs. Because of Rachel's short crouching hitbox, it can also be used as a situational anti-air. When Rachel's opponent has a lot of moves that guard point or are invincible to projectiles, this is Rachel's go-to poke. Can also OTG characters, so it's a good tool for catching people attempting to late tech or roll.


2B[edit]
2B
BBCS Rachel 2B.png
Really good low. Gatlings from 5B.
Damage Guard Startup Active Recovery Frame Adv Attribute
550 L 10 6 18 -10 FP

A fast low. Often used as part of Rachel's 5B 2B gatling strings. Like 5B, 2B is also a projectile so beware using it against characters that have moves that guard point or are invincible to projectiles. Also hits to the ground, but not used as much as 2A or 5B for OTGing.


2C[edit]
2C
BBCS Rachel 2C.png
Full body guard point for one hit. Really unsafe if whiffed or blocked.
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 HL 23 13 42 -34 B
  • 5-35 GP
  • Cannot guard against throws and unblockable attacks


2C is used very situationally and is extremely risky. On one hand, it can be used to take advantage of characters who are reckless with their offense. On the otherhand, if baited, due to it's long recovery you will very likely be punished with a combo that will do a lot of damage. Because of this, it's best to not use it carelessly and to have a backup plan like 50 meter to RC it. 2C is also used in a small handful of combos.


6A[edit]
6A
BBCS Rachel 6A.png
Main anti-air with Rachel.
Damage Guard Startup Active Recovery Frame Adv Attribute
700 HL 13 5 17 -5 B
  • Floats on ground hit
  • 7-12 Guard Point (Head)


Rachel's go-to anti-air. It has a great hitbox and can even hit behind Rachel. 6A no longer floats on hit, but will still launch characters if wind is used. 6A is used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into 4B for ground bounce. 6A has a lot of untechable time on counter hit which will allow Rachel to do a ground combo instead of an aircombo. On normal hit, you will likely have to spend wind with something like j.C 2D to bring the opponent to the ground.

As of CPEX, 6A has gained jump cancel properties on hit, but has more recovery which makes it more dangerous to whiff.

In CF, 6A can now float grounded opponents and has become a very common midscreen combo tool.


6B[edit]
6B
BBCS Rachel 6B.png
Good poke in some matchups
Damage Guard Startup Active Recovery Frame Adv Attribute
700 HL 11 3 15 -1 B
  • Causes a stagger effect on ground Counter Hit
  • Blows back and wallbounces on air Counter Hit

Rachel's longest poke. Great for bullying people who are reckless with approach, have slow moves or have comparable reach with their pokes. On CH, 6B only blows back and wall bounces on air Counter Hit. In CF, CH 6B on ground hit will now result in a stagger effect instead. Converting it into a full combo at max range is tricky but in general, you convert ground CH 6B into a full combo by linking micro dash 6B > jc j.3DB > j.C > etc.

6B is jump cancellable so it can also be used to extend combos/pressure if you are too far to hit the opponent with 5B. For example, 6B 3D jc j.A is a very sneaky overhead.


4B[edit]
4B
BBCS Rachel 4B.png
Overhead. Slow, but can fatal counter.
Damage Guard Startup Active Recovery Frame Adv Attribute
750 H 26 4 17 -2 B
  • Knocks down on hit
  • Fatal Counters on Counter Hit
  • Now used for combo enders instead of 3C

In BBCPE, 4B has regained 3C/5C gatling on block which makes it a viable windless overhead option. It can be used as a combo extender, however due to the change in 3C making 3C not as good for covering roll options on knock down, 4B is the go-to combo ender for knock down into oki when 5CC isn't available due to SMP.


6C[edit]
6C
BBCS Rachel 6C.png
Main corner carry normal when used with forward directional wind (D/6D).
Damage Guard Startup Active Recovery Frame Adv Attribute
89~464 all 13 3*N 13L +4 H
  • All successive hits after 1st hit will be multiplied by 1.11 from the last attack's damage value, max 464 (18 hits)
  • Forces standing on hit


Rachel's only plus on block normal. On block you can gatling into j.2C or j.C, though j.C will whiff on crouching characters. On hit 6C can be used with wind to carry the opponent into the corner. 6C will continue for as long as Rachel is in the air, so you can use 6C to carry the opponent pretty far whether horizontally or vertically. 6C also puts Rachel airborne, which can be situationally useful.

In CF, it is no longer a staple midscreen combo tool but the windless version is a staple corner combo tool for many combo routes


3C[edit]
3C
BBCS Rachel 3C.png
Low hit. Knockdown to safely summon frog.
Damage Guard Startup Active Recovery Frame Adv Attribute
400*3 L 10 4,4,4 15 -2 F
  • Corner combo ender
  • Nice low mixup when combined with wind in some situations.
  • Possible to charge (will extend move into 3[C])
  • Vacuums on hit


In CF, 3C returns to being a common corner combo ender so you can summon a lotus bat. It is also used to extend combos by comboing someone into George, Sword Iris, or launching them with 8D. 3C is Rachel's only low that does not have projectile property. You can also use wind to make Rachel travel pretty fast while using 3C.

In pressure, sometimes doing a winded 3C can be a good low option when you've been pushed farther out to compliment your other overhead option for getting back in (jc j.3D > j.A). Howevever, it'll bring your pressure to end on block since you're negative so use this option wisely


3[C][edit]
3[C]
BBCS Rachel 3C.png
Mix up tool. Can also be used to extend combos.
Damage Guard Startup Active Recovery Frame Adv Attribute
400*7 L 11 4*7 15 -2 F

If you hold C while performing 3C, it will extend and do additional hits.


j.A[edit]
j.A
BBCS Rachel jA.png
Instant overhead if used with 2D/3D wind.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 HA 8 3 12 - H

A fast aerial jab that hits overhead. Hitbox has been improved so it hits short characters better. j.A is a key part of Rachel's 50/50 mix up from 5B/5A as she can force the opponent to guess whether she'll do j.A or 2B. Has short recovery, so can also be used for safejumps.


j.B[edit]
j.B
BBCS Rachel jB.png
Used like j.A but it's a bit slower. Pretty good air-to-air uses.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 all 9 6 12 - H

Rachel's main air to air normal. Slightly slower, but hits further than j.A which can make it easier to use in some situations. Also great to use in fuzzy guards.


j.C[edit]
j.C
BBCS Rachel jC.png
Catch opponents in the air directly above you.
Damage Guard Startup Active Recovery Frame Adv Attribute
800 all 8 6 20 - H
  • Possible to charge (causes Rachel to float, see j.[C])

Because of it's huge hitbox, j.C is great for using against characters who are directly above you. On counter hit, j.C has a long amount of untechable time which will allow you start a ground combo. Because j.C and j.[C] count as different moves, you can also repeat these moves in a combo (with 2D) to juggle the opponent.


j.[C][edit]
j.[C]
BBCS Rachel jC 2.png
Can be used for mix up. Can also be used to stall for time.
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 16L - -
  • Used in some air juggle routes to minimize wind usage
  • Can airdash after 10 frames

If you hold j.[C] Rachel will float and slowly fall to the ground. Because she can still wind herself while doing this move, she can use j.[C] as a viable run away tactic or as part of certain mix up setups.


j.2C[edit]
j.2C
BBCS Rachel j2C.png
Has 3 levels. Level 2 and Level 3 are used to extend combos.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Level 1 800 H 13 till L 31L - H
Level 2 1200 H 13 till L 31L - H
Level 3 1800 H 13 till L 31L - H

j.2C will have different effects on hit depending on it's level as an attack. The level is dependent on Rachel's momentum when she hits.

  • Level 1- Knock someone to the ground on air hit
  • Level 2- Ground bounce the opponent on air hit or ground hit
  • Level 3- Even bigger ground bounce on air hit or ground hit. Very untechable. Forces Fatal Counter. 110% Bonus Proration.


Due to an overall slower falling speed and combo path change, j.2C is no longer the main part of Rachel's BnBs. j.2C can special cancel on hit. It can also cancel it's ground recovery into a special or a normal on hit. If it whiffs, Rachel will bounce which has pretty long recovery, so be careful when using it.

In CF, it is an overhead but it's also been turned into a short starter so it doesn't get much use as a mixup compared to j.A which has better options on block.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
BBCS Rachel FThrow.png
Use with wind to follow-up with a combo.
Damage Guard Startup Active Recovery Frame Adv Attribute
0,1500 T(70) 7 3 23 - T
  • 100% minimum damage (1500)


Rachel's throw range is relatively short, but it's fairly decent for tick grabs. Must use wind to combo off of it midscreen. Has wallbounce properties like 6B, but unless you're in or near the corner you'll likely need to use 9D to make use of it. 7D is used for the normal mid screen BnB.


If anyone techs Rachel's ground or air throw or if Rachel techs a ground or air throw, it counts as a hit so George, Pumpkin, and Lotus will all disappear.


Back Throw[edit]
Back Throw
BBCS Rachel BThrow.png
Use with wind to follow-up with a combo.
Damage Guard Startup Active Recovery Frame Adv Attribute
0,1500 T(70) 7 3 23 - T
  • 100% minimum damage (1500)


Rachel's back throw is used exactly the same as her forward throw other than you can use it to throw people into the corner if you are in the corner.


Air Throw[edit]
Air Throw
BBCS Rachel AThrow.png
Follow-up with a downward directional wind if too high to combo normally.
Damage Guard Startup Active Recovery Frame Adv Attribute
0,1500 T(70) 7 3 23+3L - T
  • 100% minimum damage (1500)
  • Ground bounces


Fairly good damage and range. However, despite it's animation, it reaches in front and above and not very far below. If you're low enough to the ground, you can follow up with microdash 5B to do a ground combo. If you're higher, you may need to use wind. In BBCPE it ground bounces opponents which makes it more difficult to combo off of.


Counter Assault[edit]
Counter Assault
BBCS Rachel 6B.png
Same animation as 6B, decent counter assault.
Damage Guard Startup Active Recovery Frame Adv Attribute
0 all 13 4 33 -18 B
  • 1-20 All Invul
  • 180F Heat Gauge Cooldown


Rachel's counter assault is exactly like her 6B. If you have 50 meter, this is one of Rachel's more reliable defensive options. However, it can be low-profiled rather easily.


Crush Trigger[edit]
Crush Trigger
BBCP Rachel CT.png
Good combo material.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 B 20 1 25 0 B
Charged 1000 B 30~61 1 25 0 B
  • 180F Heat Gauge Cooldown

Other than using it to guard crush people, Rachel's CT is also used to extend combos in a similar fashion as 4B. Charging the CT does nothing on hit.


Special Moves[edit]

Tiny Lobelia[edit]
Tiny Lobelia
236A/B/C air OK
BBCS Rachel TinyLobeliaA.png
Her standard zoning tool.
BBCS Rachel TinyLobeliaB.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground A 850 all 11 - 47T -9 HBFP*
Ground B 850 all 20 - 52T -5 HBFP*
Ground C 850 all 20 - 52T -5 HBFP*
Air A 850 all 9 - 53T+9L - HBFP*
Air B 850 all 22 - 53T+9L - HBFP*
Air C 850 all 22 - 53T+9L - HBFP*
  • A Lobelia (ground version only) has Same Move Prorate
  • When Lobelia hits the corner, the active frames will refresh which allows it to hit up to two times

Rachel launches a football-shaped seed that flies in an arc and is completely active unless cancelled out by another projectile or hits the ground. Ground A-C Lobelia travel from shortest distance to longest. In the air, this order is backwards with A air Lobelia travelling the farthest.

In CF, Ground C Lobelia's trajectory has changed so that it no longer goes fullscreen like in CPEX. Instead, it'll travel it's old trajectory but due to either a change in its travel speed or the versions recovery, you'll be able to take action again when it's falling down when it reaches about air dash height. This change is great for creating a hard to pass barrier for the opponent to advance as well as give you the opportunity to turn the lobeila into a lotus bat mid flight.

Rachel can extend the distance or change the trajectory of Lobelia by using wind. When Lobelia hits the ground, they will plant a rod where they land. Only three rods can exist at a time and rods will disappear and be replaced by order of oldest to newest. The rods can then be activated with either Sword Iris, Baden Baden Lily, or Lotus and will disappear after.

Unlike previous versions of the game, Tiny Lobelia no longer floats on hit. Air B and C Lobelia knock the opponent towards the ground while A air Lobelia will send them flying across the screen. Also unlike previous version of the game, Lobelia will wall bounce off the corner, allowing for easier setups into multiple rods for Baden Baden Lily. Rachel can also very situationally make use of a glitch. If crouching opponent is hit by a Lobelia and Rachel is no longer in recovery, she can activate Overdrive to extend the hitstun.

As of CPEX, Lobelias bounce off the corner which refreshes the active frames. This allows lobelia to hit twice as a combo extender, however due to the bounce trajectory it is more difficult to stack rods in the corner.


George the 13th[edit]
George the 13th
214A air OK
BBCS Rachel GeorgeXIII.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Summon - - 25 540 49T[82T] - -
Attack 250*6 all 27 2*6 - - HBFP*
  • Good oki tool
  • Good for controlling ground space and convincing the opponent to move the way you want to
  • Good for covering an approach to start pressure on block
  • Startup occurs when George arrives at opponent's position
  • Floats on hit


While on screen, George will very slowly follow the opponent. If Rachel uses wind towards the opponent, George will slide forward. If Rachel uses wind away from the opponent, George will walk in place. Overall, George is a great tool for Rachel. He provides her with ground control as opponents generally have to take a risk to deal with George or take to the air where Rachel can space control with Lobelia/Lotus/Sword Iris or stop air approaches with 6A or jump up j.B. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one. When he activates, George covers a good amount of space.

Another key use of George is to force an opponent to block him on the ground, which gives Rachel a lot of time to run different mix ups. In CF, the amount of hits from George's shock has been reduced, making it not quite as good to cover an approach from full screen distance but from other distances, it'll still be able to cover an approach.

Also new in CF is that George's cooldown meter has been removed.


Ivy Blossom[edit]
Ivy Blossom
214B air OK
BBCF Rachel IvyBlossom.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Summon - - - 61 - 32T [30T] - - - Click!
  • Key summon for Rachel's big damage corner combo routes
  • Bats won't kill
  • [] = Air version's values

New summon in CF that replaces the old Pumpkin.

About a second after setting it, about 10 bats come out and make a heart formation. Ivy blossom has no hitbox, but just by being near the opponent they will take life away. You can use D to guide them towards the opponent, where the opponent will be unable to avoid the attack. The winded bats will slowly drift back towards their source afterwards. Overall duration is short - maybe 2/3 of Pumpkin.

Because of its ability to do up to 600 unscaled damage to the opponent midcombo per Ivy Blossom, Ivy Blossom is a very effective tool for doing big damage combos when combined with the right usage of wind, lobelias and Baden Baden Lily. A corner Ivy Blossom combo can do anywhere from 4000-5000+ damage depending on the starter, making Rachel's corner game very scary in CF.


Sword Iris[edit]
Sword Iris
214C air OK
BBCS Rachel SwordIris.png
Used to extend combos or to catch opponents on their approach.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 900 all 19 8 42T +2 HBFP*
Air 900 all 22 8 45+3LT +24 HBFP*
  • Frame advantage calculated off of shortest jump
  • Floats on hit
  • Will ignite both rods planted by Tiny Lobelia and bats attached via Beelze/Barrel Lotus


When Rachel uses Tiny Lobelia, she plants various rods on the screen. These rods stay out until they are activated. As explained in the Tiny Lobelia notes, only three rods can be on the screen at any given time and if more Lobelia are thrown, the rods will be replaced from oldest to newest. When Rachel uses the Sword Iris command, a bolt of lighting will strike all the rods, creating a long vertical hitbox that extends to the top of the screen. Upon activation, all the rods on screen disappear and new ones must be set. When used appropriately, Sword Iris is very good for stopping approaches, especially from the air. It can also be used to extend combos or pressure. Because it still retains it's float on hit properties, Rachel can use it as a way to launch opponents without spending wind.


Beelze Lotus[edit]
Lotus Barrel
22A air OK
BBCP Rachel BeelzeLotus.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 600 all - 54 36T - HBFP*
Air 600 all - 54 36T - HBFP*
  • Best oki tool in the corner
  • Good at controlling space in neutral
  • Increases effect of wind when attached
  • Makes 5D wind home in on the opponent when attached
  • If not attached, will disappear if Rachel is hit
  • If attached stays on for about 7 seconds

Aside from activating rods with Sword Iris, Rachel also can turn her rods into Lotus. When activated, the existing rods turn into helicopter bats and home in on the opponent. The bats only travel a short distance. However, the distance/speed travelled can also be enhanced greatly by wind. Lotus do a small amount of damage on hit, but will attach on hit or block.

As of CPEX the attach time of Lotus has been shortened to 7 seconds. When Lotus are attached, they can also be activated into lightning with Sword Iris. It's situationally useful in neutral because of the slow tracking of the bats but it is useful in certain combos to allow you to save wind.

In CF, lotus got both it's start up quickened and it's recovery reduced. As a result, it's become a strong tool to use in neutral and as oki to fill the void that the removed Pumpkin has left in all our hearts. In neutral, it's now easier to make use of their ability to control space with less risk. While for oki, it'll perform a similar function that Pumpkin used to without requiring spending wind.



Distortion Drives[edit]

Baden Baden Lily[edit]
Baden Baden Lily
632146C air OK
BBCS Rachel BadenBadenLily.png
Primarily combo material.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground (Normal) 450*6 all 13+4 2*6 70T +51 HBFP*(2)
Air (Normal) 450*6 all 29+1 2*6 till L + 8 +54 HBFP*(2)
Ground (OD) 350*12 all 13+4 2*12 (max 6 hits) 49T +51 HBFP*(2)
Air (OD) 350*12 all 29+2 2*12 (max 6 hits) till L + 8 +74 HBFP*(2)
  • 15% minimum damage
  • 180F Heat Gauge Cooldown
  • Invincibility starts during superflash
  • Frame advantage for air versions calculated off of shortest jump
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Rod (Normal) 250*4 all see note 2*4 - +31 HBFP*(2)
Rod (OD) 250*4 all see note 2*16 (max 4 hits) - +31 HBFP*(2)
  • Normal Rods have 15% minimum damage

Because Rachel's game is much more dependent on corner carry, Baden Baden Lily is now primarily used in corner combos. Baden Baden Lily does hit all the way to the top of the screen, so if for some reason someone is above you or far below you and hitting buttons for no reason, it's a potential option as a starter.

In Overdrive, stacked rods have bonus proration and a very high amount of minimum damage, making it worth to spend extra wind to get as many rods stacked before activating it.


Tempest Dahlia[edit]
Tempest Dahlia
632146B air OK
BBCS Rachel TempestDahlia.png
Used for mix-up and wind regeneration.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Level 0 (Normal) 200*8 all 10+?? - Total 73 +15 P*(2)
Level 1 (Normal) 300*9, 400 all 10+?? - Total 73 +20 P*(2)
Level 2 (Normal) 300*11, 400 all 10+?? - Total 73 +42 P*(2)
Level 3 (Normal) [300*2, 400]*3, 500*3 all 10+?? - Total 73 +48 P*(2)
Level 4 (Normal) 400*6, 500*3, 600*3 all 10+?? - Total 73 +58 P*(2)
Level 0 (OD) 200*11, 400 all 10+?? - Total 73 +28 P*(2)
Level 1 (OD) 300*14, 400 all 10+?? - Total 73 +40 P*(2)
Level 2 (OD) 300*11 400*4 all 10+?? - Total 73 +50 P*(2)
Level 3 (OD) 300*2, 400*2, 300*2, 400*4, 500*3 all 10+?? - Total 73 +68 P*(2)
Level 4 (OD) 400*6, 500*6, 600*6 all 10+?? - Total 73 +76 P*(2)
  • Great for regenerating wind. Will regen 2 stocks by the end of the Distortion
  • Minimum damage for Normal versions Lv1: 380 Lv2: 550 Lv3: 590 Lv4: 860 Lv5: 720
  • Minimum damage for Overdrive versions Lv1: 590 Lv2: 740 Lv3: 1160 Lv4: 1290 Lv5: 1173
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Aerial versions have an additional 7F landing recovery
  • Attack levels per projectile: bat and cow = 3, pumpkin = 4, frog = 5
  • Blockstun per projectile: bat and cow = 16+11, pumpkin = 18+3, frog = 20+3
  • Rachel is Projectile invul 1-27F. Full invul on 10F

In CF, Tempest Dahlia has had its trajectory changed. The objects now start to arc and fall down to the ground shortly after passing by Rachel. As a result, it's no longer comboable from 5CC or good for covering an approach or blind mixup. However, Tempest Dahlia does regenerate 2 wind stocks now, making it great to get back wind when you're running low. Best used by doing super jump back > 632146B. It'll create an impassable wall to prevent punishment and even if they do get past the wall before the objects start falling, you can wind yourself to safety as you're falling.


Exceed Accel[edit]

Gerbera Lute
ABCD during Overdrive
BBCF Rachel ExceedAccel.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600,1000,1400 - 20 3 34 -10 -
Active Flow 600,1000,4020 - 20 3 34 -10 -
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.


Astral Heat[edit]

Clownish Calendula
2363214C
BBCS Rachel ClownishCalendula.png
Can be combo'd into for guaranteed win.
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY all 1+10 40 26 -45 HBF
  • 180F Heat Gauge Cooldown
  • 1-50 GP(A)


BBCP and BBCPE's version of Clownish Calendula is Rachel's first true reversal. Though it is no longer unblockable, it's instead very fast and guard points from frame 1 which makes it a decent reversal option and a good punish. Rachel can combo into it from pretty much anything which makes it very optimal to use compared to past games. Do note that even though it guard points for 50 fames, there is still only one active attack, so beware moves that will clash like DPs, other guard point moves, and super counters like Yukikaze and Hakumen's/Noel's Astral.


External References[edit]



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