BBCF/Rachel Alucard: Difference between revisions

From Dustloop Wiki
(→‎Baden Baden Lily: Fixed grammar, references to past titles, yadda yadda you get it I'm fixing this damn page)
(→‎Sword Iris: removed reference to past titles)
(10 intermediate revisions by the same user not shown)
Line 70: Line 70:
====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBCS_Rachel_5B.png |caption=Risky poke with high reward. Key move in Rachel's mix up and combos.
|image=BBCS_Rachel_5B.png |caption=Good poke with high reward. Key move in Rachel's mix up and combos.
|name=5B
|name=5B
|data=
|data=
Line 77: Line 77:
  |startup=8 |active=6 |recovery=15 |frameAdv=-7  
  |startup=8 |active=6 |recovery=15 |frameAdv=-7  
  |description=
  |description=
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. Its 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.
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. Its 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 jc j.2D j.A is NOT gapless.
}}
}}
}}
}}
Line 83: Line 83:
====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Rachel_5C.png |caption=5C is one of her Fatal Counter moves. Very limited use outside of combos.
|image=BBCS_Rachel_5C.png |caption=Fatal Counter. Mostly used as combo filler/DP punish.
|name=5C
|name=5C
|data=
|data=
Line 90: Line 90:
  |startup=13 |active=8 |recovery=22 |frameAdv=-13  
  |startup=13 |active=8 |recovery=22 |frameAdv=-13  
  |description=
  |description=
*Spin down on ground Fatal Counter
*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.
*Causes spin on CH
5C is typically used in combos, but is also an excellent starter for a punish combo. Wind is commonly used during 5C to make combos more consistent.
}}
}}
}}
}}
 
====== <font style="visibility:hidden" size="0">5CC</font> ======
====== <font style="visibility:hidden" size="0">5CC</font> ======
{{MoveData
{{MoveData
Line 107: Line 108:
*Wallsticks in the corner
*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.
Typically used in mid-screen combos to knock the opponent away for either an opportunity to setup or to send someone into the corner.  In corner combos it causes wall stick, allowing Rachel to extend the combo. This is commonly seen in Rachel's 5CC loops. Can also be used as an ender which offers strong okizeme options.
}}
}}
}}
}}
Line 150: Line 151:
*Cannot guard against throws and unblockable attacks
*Cannot guard against throws and unblockable attacks
<br/>
<br/>
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, but on the other hand, upon being baited its long recovery will very likely be punished with a fatal. 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.
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, but on the other hand, its long recovery will likely be punished with a fatal. Because of this, it's best to not use it carelessly and to have a backup plan like having 50 meter to RC it. 2C is also used in a small handful of combos.
}}
}}
}}
}}
Line 182: Line 183:
*Blows back and wallbounces on air 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.
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. Converting counterhit 6B into a full combo at max range is tricky but in general, you convert grounded CH 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 jc j.3D delay j.A is a risky overhead that can allow Rachel to extend her pressure further.
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 jc j.3D delay j.A is a risky overhead that can allow Rachel to extend her pressure further.
Line 206: Line 207:
====== <font style="visibility:hidden" size="0">6C</font> ======
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Rachel_6C.png |caption=Main corner carry normal when used with forward directional wind (D/6D).
|image=BBCS_Rachel_6C.png |caption=Rarely used outside of combo filler
|name=6C
|name=6C
|data=
|data=
Line 223: Line 224:
====== <font style="visibility:hidden" size="0">3C</font> ======
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Rachel_3C.png |caption=Low hit. Knockdown to safely summon frog.
|image=BBCS_Rachel_3C.png |caption=Low hit. Knockdown to safely place oki.
|name=3C
|name=3C
|data=
|data=
Line 235: Line 236:
*Vacuums on hit
*Vacuums on hit
<br/>
<br/>
3C returns is a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do 236B9D. Can be used to extend combos by comboing into George, Sword Iris, or launching them with 8D. 3C is Rachel's only low that does not have the strike projectile property. Rachel can also move a fair distance with 3C and wind.
3C is a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do 236B9D in the corner. Can be used to extend combos by comboing into George, Sword Iris, or launching them with 8D. 3C is Rachel's only low that does not have the strike projectile property. Rachel can also move a fair distance with 3C and wind.


In pressure, sometimes doing a winded 3C can be a good low option when Rachel has been pushed farther out to compliment her other overhead option for getting back in (jc j.2D > j.A). This will leave Rachel unpunishable, but will end her pressure should it be blocked.
In pressure, sometimes doing a winded 3C can be a good low option when Rachel has been pushed farther out to compliment her other overhead option for getting back in (jc j.2D > j.A). This will leave Rachel unpunishable, but will end her pressure should it be blocked.
Line 256: Line 257:
====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBCS_Rachel_jA.png |caption=Instant overhead if used with 2D/3D wind.
|image=BBCS_Rachel_jA.png |caption=Instant overhead if used with 2D wind.
|name=j.A
|name=j.A
|data=
|data=
Line 263: Line 264:
  |startup=8 |active=3 |recovery=12 |frameAdv=  
  |startup=8 |active=3 |recovery=12 |frameAdv=  
  |description=
  |description=
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.
A fast aerial jab that hits overhead. 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.
}}
}}
}}
}}
 
====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
Line 291: Line 292:
*Can be held (j.[C])
*Can be held (j.[C])
   
   
Because of its huge hitbox, j.C is great for using against opponents directly above Rachel. On counter hit, j.C has a long amount of untechable time which allows Rachel to start a ground combo.
Because of its huge hitbox, j.C is great for using against opponents directly above Rachel. On counter hit, j.C has a long amount of untechable time which allows Rachel to start a ground combo. j.C j.2D djc j.C can be used to drag the opponent to the ground without a counterhit.
}}
}}
}}
}}
Line 527: Line 528:
* Bats won't kill
* Bats won't kill
* [] = Air version's values
* [] = Air version's values
* Damage is unscaled
* Damage can be avoided if the opponent uses barrier


New summon in CF that replaces the old Pumpkin.
Rachel twirls and places a coffin at her feet, which opens instantly upon touching the ground. It's important to note that this coffin is affected by wind before it touches the ground. Ivy has no hitbox, but instead deals 500 unscaled damage over time as long as the opponent remains in the cloud. Using wind causes them to fly in the direction of wind used and deal damage at a greatly increased rate, allowing Rachel to use multiple Ivies per combo. The winded bats will slowly drift back towards their source afterwards. Ivy is not active for very long and will disappear if Rachel is hit.
 
Rachel twirls and places a coffin at her feet, which opens instantly upon touching the ground. It's important to note that this coffin is affected by wind before it touches the ground. Ivy has no hitbox, but instead deals 500 damage over time as long as the opponent remains in the cloud. Using wind causes them to fly in the direction of wind used and deal damage at a greatly increased rate, allowing Rachel to use multiple Ivies per combo more efficiently as supposed to CF1. The winded bats will slowly drift back towards their source afterwards. Ivy is not active for very long and will disappear if Rachel is hit.


Ivy's most common use is in combos, especially after Baden Lily, though it is occasionally used midscreen and in neutral to reduce the opponent to one-touch-kill, though this is usually used in conjunction with lobelias, Lotus, and/or George.
Ivy's most common use is in combos, especially after Baden Lily, though it is occasionally used midscreen and in neutral to reduce the opponent to one-touch-kill, though this is usually used in conjunction with lobelias, Lotus, and/or George.
Line 556: Line 557:
*Will ignite both rods planted by Tiny Lobelia and bats attached via Beelze/Barrel Lotus
*Will ignite both rods planted by Tiny Lobelia and bats attached via Beelze/Barrel Lotus
<br/>
<br/>
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.
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 floats on hit, Rachel can use it as a way to launch opponents without spending wind.
}}
}}
}}
}}

Revision as of 04:28, 18 September 2018

Rachel Alucard
BBCF Rachel Portrait.png
Health:

Combo Rate:
Prejump:
Backdash Time / Invul:


Play-style
Zoning, Trapping

Overview

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.

Amusingly Rachel herself never actually blocks or gets hit when in battle, the spritework always shows Nago (when being hit) or Gii (When blocking) taking the hit instead, so her health bar is probably better described as Nago's health bar.



Drive: Sylpheed

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

  • 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

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

Template:CharLinks-BBCF

Normal Moves

5A
5A
BBCS Rachel 5A.png
Auto 2-hit normal. Decent for pressure.
300*2 all 6 2(6)3 11 - B -
5B
5B
BBCS Rachel 5B.png
Good poke with high reward. Key move in Rachel's mix up and combos.
600 Mid 8 6 15 - BP -
5C
5C
BBCS Rachel 5C.png
Fatal Counter. Mostly used as combo filler/DP punish.
850 Mid 13 8 22 - B -
5CC
5CC
BBCS Rachel 5CC.png
Great corner combo ender. Offers strong okizeme options in the corner.
850 Mid 11 8 24 - B -
2A
2A
BBCS Rachel 2A.png
Good poke. Leaves you at neutral frame advantage.
300 all 7 4 9 - F -
2B
2B
BBCS Rachel 2B.png
Really good low. Gatlings from 5B.
550 Low 10 6 18 - FP -
2C
2C
BBCS Rachel 2C.png
Full body guard point for thirty frames. REALLY unsafe if whiffed or blocked.
1200 Mid 23 13 42 - B -
6A
6A
BBCS Rachel 6A.png
Main anti-air with Rachel.
700 Mid 13 5 17 - B -
6B
6B
BBCS Rachel 6B.png
Good poke in some matchups
700 Mid 11 3 15 - B -
4B
4B
BBCS Rachel 4B.png
Overhead. Slow, but can fatal counter.
750 High 26 4 17 - B -
6C
6C
BBCS Rachel 6C.png
Rarely used outside of combo filler
80*N all 13 3*N 13L - H -
3C
3C
BBCS Rachel 3C.png
Low hit. Knockdown to safely place oki.
400*3 Low 10 4,4,4 15 - F -
3[C]
3[C]
BBCS Rachel 3C.png
Mix up tool. Can also be used to extend combos.
400*7 Low 10 4*7 15 - F -
j.A
j.A
BBCS Rachel jA.png
Instant overhead if used with 2D wind.
300 High/Air 8 3 12 - H -
j.B
j.B
BBCS Rachel jB.png
Used like j.A but it's a bit slower. Pretty good air-to-air uses.
600 all 9 6 12 - H -
j.C
j.C
BBCS Rachel jC.png
Catch opponents in the air directly above you.
800 all 8 6 20 - H -
j.[C]
j.[C]
BBCS Rachel jC 2.png
Can be used for mix up. Can also be used to stall for time.
16L - - -
j.2C
j.2C
BBCS Rachel j2C.png
Has 3 levels. Level 2 and Level 3 are used to extend combos.
800 High 13 till L 20L - H - 1200 High 13 till L 20L - H - 1800 High 13 till L 20L - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Rachel FThrow.png
Use with wind to follow-up with a combo.
0,1500 Throw(70) 7 3 23 - T -
Back Throw
Back Throw
BBCS Rachel BThrow.png
Use with wind to follow-up with a combo.
0,1500 Throw(70) 7 3 23 - T -
Air Throw
Air Throw
BBCS Rachel AThrow.png
Follow-up with a downward directional wind if too high to combo normally.
0,1500 Throw(70) 7 3 23+3L - T -
Counter Assault
Counter Assault
BBCS Rachel 6B.png
Same animation as 6B, decent counter assault.
0 all 13 4 33 - B -
Crush Trigger
Crush Trigger
BBCP Rachel CT.png
Good combo material.
1000 Barrier 20 1 25 - B - 1000 Barrier 30~61 1 25 - B -


Special Moves

Tiny Lobelia
Tiny Lobelia
236A/B/C air OK
BBCS Rachel TinyLobeliaA.png
Her standard zoning tool.
BBCS Rachel TinyLobeliaB.png
850 all 11 47T - P1* - 850 all 20 52T - P1* - 850 all 20 52T - P1* - 850 all 9 53T+9L - P1* - 850 all 22 53T+9L - P1* - 850 all 22 53T+9L - P1* -
George the 13th
George the 13th
214A air OK
BBCS Rachel GeorgeXIII.png
Go my child, and hold down the neutral
25 540 49T[82T] - - - 250*6 all 27 2*6 - P1* -
Ivy Blossom
Ivy Blossom
214B air OK
BBCF Rachel IvyBlossom.png
Poisonous lunchbox!
500 61 32T [30T] - -
Sword Iris
Sword Iris
214C air OK
BBCS Rachel SwordIris.png
Used to extend combos or to catch opponents on their approach.
900 all 19 8 42T - P1* - 900 all 22 8 45+3LT - P1* -
Beelze Lotus
Lotus Barrel
22A air OK
BBCP Rachel BeelzeLotus.png
Bet you thought you would get away with whiffing that, huh?
600 all 54 36T - P1* - 600 all 54 36T - P1* -


Distortion Drives

Baden Baden Lily
Baden Baden Lily
632146C air OK
BBCS Rachel BadenBadenLily.png
Primarily combo material.
450*6 all 13+4 2*6 70T - P2* - 450*6 all 29+1 2*6 till L + 8 - P2* - 350*12 all 13+4 2*12 (max 6 hits) 49T - P2* - 350*12 all 29+2 2*12 (max 6 hits) till L + 8 - P2* - 250*4 all see note 2*4 - P2* - 250*4 all see note 2*16 (max 4 hits) - P2* -
Tempest Dahlia
Tempest Dahlia
632146B air OK
BBCS Rachel TempestDahlia.png
Used for mix-up and wind regeneration.
200*8 all 10+?? Total 73 - P2* - 300*9, 400 all 10+?? Total 73 - P2* - 300*11, 400 all 10+?? Total 73 - P2* - [300*2, 400]*3, 500*3 all 10+?? Total 73 - P2* - 400*6, 500*3, 600*3 all 10+?? Total 73 - P2* - 200*11, 400 all 10+?? Total 73 - P2* - 300*14, 400 all 10+?? Total 73 - P2* - 300*11 400*4 all 10+?? Total 73 - P2* - 300*2, 400*2, 300*2, 400*4, 500*3 all 10+?? Total 73 - P2* - 400*6, 500*6, 600*6 all 10+?? Total 73 - P2* -


Exceed Accel

Gerbera Lute
ABCD during Overdrive
BBCF Rachel ExceedAccel.png
600,1000,1400 20 3 34 - B - 600,1000,4020 20 3 34 - B -


Astral Heat

Clownish Calendula
2363214C
BBCS Rachel ClownishCalendula.png
Can be combo'd into for guaranteed win.
34200 (DESTROY) all 1+10 40 26 - HBFP -


External References



Template:CharLinks-BBCF