(→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= | |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 | 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= | |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= | ||
* | *Fatal Counter | ||
*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 | 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, | 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. | 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= | |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 | |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 | 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 | |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 | 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 | |||
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 | |||
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 | 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 |
---|
Health: Combo Rate:
|
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 |
---|---|
|
|
Normal Moves
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
5CC
5CC |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
4B
4B |
---|
6C
6C |
---|
3C
3C |
---|
3[C]
3[C] |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.[C]
j.[C] |
---|
j.2C
j.2C |
---|
Universal Mechanics
Forward Throw
Forward Throw |
---|
Back Throw
Back Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
---|
Special Moves
Tiny Lobelia
Tiny Lobelia 236A/B/C air OK |
---|
George the 13th
George the 13th 214A air OK |
---|
Ivy Blossom
Ivy Blossom 214B air OK |
---|
Sword Iris
Sword Iris 214C air OK |
---|
Beelze Lotus
Lotus Barrel 22A air OK |
---|
Distortion Drives
Baden Baden Lily
Baden Baden Lily 632146C air OK |
---|
Tempest Dahlia
Tempest Dahlia 632146B air OK |
---|
Exceed Accel
Gerbera Lute ABCD during Overdrive |
---|
Astral Heat
Clownish Calendula 2363214C |
---|
External References
- Japanese Name: レイチェル=アルカード
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •