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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.
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 will travel along its old trajectory. Due to either a change in its travel speed or the versions recovery, Rachel will be able to take another action while it is still airborne at about air dash height. Note that this can be done with B Lobelia as well, although it will turn into a bat at foot-height, making it useful for deterring run-ins. This means that Rachel gains the ability to create a difficult to pass barrier for the opponent to advance as well as gives Rachel the opportunity to convert the Lobeila into Lotus mid flight.
With both B and C Lobelia, Rachel will be able to take another action while the projectile is still airborne, allowing for her to place Lotus in creative places or throw out multiple Lobelias at once. This means that Rachel gains the ability to create a difficult to pass barrier for the opponent to advance as well as gives Rachel the opportunity to convert the Lobeila into Lotus 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 Lily, or Lotus, disappearing after one of these actions is taken.
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 Lily, or Lotus, disappearing after one of these actions is taken.
Tiny Lobelia does not float on hit. Air B and C Lobelia knock the opponent towards the ground while A air Lobelia will send them flying across the screen. Lobelias will bounce off the corner, allowing for easier setups into multiple rods for Baden Baden Lily. Lobelias bounce off the corner, refreshing the active frames. This allows Lobelias to hit twice as a combo extender or for oki in the corner.
Lobelias do not float on hit. Air B and C Lobelia knock the opponent towards the ground while A air Lobelia will send them flying across the screen. Lobelias can bounce off the corner, which refreshes their active frames, allowing for easier setups into multiple rods for Baden Baden Lily. This means Lobelias hit twice when used right in the corner, making them crucial for combo extension or oki in the corner.
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Revision as of 15:19, 16 September 2019
Rachel Alucard
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, movement, and her opponent's position during combos. 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 at a decent rate while Rachel is on the ground and much more slowly while Rachel is in the air. Her wind will also rapidly increase if she stays completely still for a few seconds, though she can still attack and receive this bonus burst of wind. Since wind is used for various actions such as movement, mix-up, zoning and combos, 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
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
5B
Good poke with high reward. Key move in Rachel's mix up and combos.
The hitbox is constant despite the visual's appearance.
On clashing with a projectile, gains ability to whiff cancel into any of its usual cancel options
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 on IB.
5C
5C
Fatal Counter. Mostly used as combo filler/DP punish.
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.
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.
On clashing with a projectile, gains ability to whiff cancel into any of its usual cancel options
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
2C
Full body guard point for thirty frames. REALLY unsafe if whiffed or blocked.
On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged Cannot guard against throws and unblockable attacks Bonus Proration 110%
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, 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 due to its huge damage and excellent proration values (94% P2 with 110% bonus on the first use).
On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged
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 is used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into 4B to continue combos. 6A has a lot of untechable time on counter hit, allowing Rachel to perform a ground combo instead of an air combo. On normal hit, Rachel will likely have to spend wind with something like j.C 2D to bring the opponent to the ground.
Maximum Slide duration 20F On CH Crumple Duration 30F, Crumple Fall 78F
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. 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.
Frame 26, whiffs on most crouchers. • Frames 27-29.
Fatal Counter Forces crouching on hit
Forces knock down on hit
Fatal Counters on Counter Hit
4B is most commonly used to drag the opponent back to the ground after 6A, allowing for Rachel to followup with either 5CC or a microdashed 5B 6A if used earlier in combos. Generally used when a Rachel player doesn't feel confident in doing the more optimal 6A 236A 663C(1) 214C route.
Base damage: 80 Each hit (including the first) applies a stacking multiplier of 1.04x to the damage of 6C up to 20 times, giving an effective base damage of 83 and a peak damage of 175 Airborne from frame 9, hits every 3 frames until landing Active frames/number of hits can be altered by external forces Without external forces: 35F active/12 hits, total duration 60F If cancelled into j.C, adds 4F landing recovery to it Forces standing on hit
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
Leaves Rachel airborne
Please don't use this in pressure
Rachel's only plus on block normal. On block she can gatling into j.2C or j.C, though j.C will whiff on crouching opponents. 6C will continue for as long as Rachel is in the air or until she cancels the move into another. The only real practical use for 6C is 6C(1) j.236C in the corner for corner combos.
First hit that connects must be blocked low, remaining hits can be blocked mid Checks for held button on frame 17 Counterhit state ends early, frames 20-21 are active but not CH state
Corner combo ender
Nice low mixup when combined with wind in some situations.
Can be held (3[C])
Vacuums on hit
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. Linking a 2C after 3C on block is a risky frametrap, but works well if your opponent knows Rachel's pressure ends with 3C. Use this VERY sparingly or only when you have meter to RC the 2C.
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.
j.B
j.B
Used like j.A but it's a bit slower. Pretty good air-to-air uses.
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.
j.[C]
j.[C]
Can be used for mix up. Can also be used to stall for time.
Can block, or cancel into attacks or airdash from frame 10 onwards (including after landing)
Used in some air juggle routes to minimize wind usage
Can airdash after 10 frames
Rachel slowly floats to the ground. j.[C] can be canceled into other moves more quickly than j.C, allowing Rachel to continue combos she otherwise would not be able to continue with j.C.
j.2C
j.2C
Has 3 levels. Level 2 and Level 3 are used to extend combos.
First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks
Level 2
j.2C Lv2normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
1200
High/Air→All
13
Until L
20L
H
R
90
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89
Normal
4
18
Launch
62 + GBounce
Launch
77 + GBounce
20
+0
+5
First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks
Level 3
j.2C Lv3normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
1800
High/Air→All
13
Until L
20L
H
R
90
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89
Long
5
20
Launch
100 + GBounce
Launch
116 + GBounce
30
+0
+8
Fatal Counter, forces counter on normal hit Bonus Proration 110% First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks
j.2C will have different effects on hit depending on its 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, overhead
Level 2- Ground bounce the opponent on air hit or ground hit, NOT an overhead
Level 3- Even bigger ground bounce on air hit or ground hit. Very untechable, forces Fatal Counter, 110% Bonus Proration, NOT an overhead
j.2C can be special canceled on hit, but not on block. Can cancel its ground recovery into a special or a normal on hit. On whiffs, Rachel will bounce, leaving her vulnerable. Level 3 is untechable, but due to the combo timer it becomes techable eight seconds into any combo. Using this attack in neutral is a death sentence since the hurtbox extends below the hitbox, making it easy to anti-air even with attacks that are not head invuln. Most of the time when you see this normal, it will be a botched j.236C input.
Relatively short, but decent for tick grabs. Must use wind to combo off of it midscreen. Has wallbounce properties like 6B. 7D is used for the normal mid screen throw combo.
If any of Rachel's throws are teched or if Rachel techs a ground or air throw, both George and Lotus will disappear.
Decent sized grab. Despite it's animation, it reaches in front and above Rachel and not very far below. If Rachel's low enough to the ground, she can follow up with microdash 5B to do a ground combo. If she's higher up, she may need to use wind.
Versatile zoning tool, the trajectory can be altered with wind
Air B
j.236BTiny Lobelia (B, air)special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
850
All
22
Total: 55+9L
P1
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89
Long
3
16
17
30
22
44
0/+11
+11
+13
Unique zoning tool, especially when combined with wind
Air C
j.236CTiny Lobelia (C, air)special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
850
All
22
Total: 55+9L
P1
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89
Long
3
16
17
30
22
44
0/+11
+11
+13
Unique zoning tool, especially when combined with wind
A Lobelia (ground version only) has Same Move Prorate
When a Lobelia hits the corner, the active frames will refresh, allowing 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.
With both B and C Lobelia, Rachel will be able to take another action while the projectile is still airborne, allowing for her to place Lotus in creative places or throw out multiple Lobelias at once. This means that Rachel gains the ability to create a difficult to pass barrier for the opponent to advance as well as gives Rachel the opportunity to convert the Lobeila into Lotus 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 Lily, or Lotus, disappearing after one of these actions is taken.
Lobelias do not float on hit. Air B and C Lobelia knock the opponent towards the ground while A air Lobelia will send them flying across the screen. Lobelias can bounce off the corner, which refreshes their active frames, allowing for easier setups into multiple rods for Baden Baden Lily. This means Lobelias hit twice when used right in the corner, making them crucial for combo extension or oki in the corner.
Active frames are how long George stays out in uninterrupted George disappears if: 1. active frames end 2. George attacks 3. George the 13th is summoned again while another is out 4. Rachel gets hit 5. George receives at least 750 damage
Air Summon
j.214AGeorge XIII (Air Summon)special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
24
540
Total: 78*
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
Neutral and okizeme tool
Active frames are how long George stays out if uninterrupted Rachel is technically in recovery until landing, but can cancel into all attacks and block from frame 79 (not cancellable into airdash/double jump, but can be cancelled into Barrier Block for a frame to reset to neutral airborne state) George disappears if: 1. active frames end 2. George attacks 3. George the 13th is summoned again while another is out 4. Rachel gets hit 5. George receives at least 750 damage
Attack
214A AttackGeorge XIII (attack)special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
250×6
All
27
2×6
P1
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
92
Long
3
16
Launch
35
Launch
47
0/+4
+4
+6
Neutral and okizeme tool
Startup occurs when George arrives at opponent's position While the attack animation plays you are locked out of summoning George again until he finishes and disappears after a short delay
Decent 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
No cooldown meter
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. George provides Rachel with ground control, forcing opponents to take a risk to deal with George or take to the air where Rachel can control the space with Lobelias/Lotus/Sword Iris or stop air approaches with 6A or j.C. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one.
Another key use of George is to force an opponent to block him on the ground, which gives Rachel time to run different mix ups. George doesn't last very long, but can keep the opponent blocking long enough for Rachel to move closer or give her more time to set up her more important tools: Lobelias and/or Lotus.
Key summon for Rachel's big damage corner combo routes
Bats won't kill
[] = 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.
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.
Sword Iris
Sword Iris 214C air OK
Used to extend combos or to catch opponents on their approach.
Used to extend combos or to catch opponents on their approach
Air
j.214CSword Irisspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
900
All
22
8
Total: 45+3L
+24
P1
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
82
Long
2
13
Launch
100
Launch
112
0/+12
+12
+13
Frame advantage calculated off of shortest jump
Frame advantage calculated off of shortest jump
Floats on hit
Will ignite both rods planted by Tiny Lobelia and bats attached via 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 floats on hit, Rachel can use it as a way to launch opponents without spending wind.
Beelze Lotus
Lotus Barrel 22A air OK
Bet you thought you would get away with whiffing that, huh?
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.
When Lotus are attached, they can also be activated into lightning with Sword Iris while tracking the opponent as well as when they are attached to the opponent, at which point they're essentially homing rods. This makes them extremely useful for punishing someone attempting to out-zone Rachel.
Lotus has both quick startup and little recovery. As a result, it's become a strong tool to use in neutral and as oki. In neutral, it's a low risk space control tool with relatively high reward. For oki, Lotus perform a similar provides a hitbox independent of Rachel, meaning Rachel can block while Lotus is active, allowing her to easily bait reversals and command respect on her knockdown.
Rachel is invul during superflash, but loses invuln 5F before super flash ends Values in [] are during OD 15% minimum damage: 402 [624]
15% minimum damage
180F Heat Gauge Cooldown
Invincibility starts during superflash
Frame advantage for air versions calculated off of shortest jump
Rod
632146C RodBaden Baden Lilysuper
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
250×4
All
2×4
P2
75
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
100
Normal
2
13
Launch
100
Launch
112
0/+10
+10
+11
15% minimum damage: 150 After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance
Normal Rods have 15% minimum damage
Because Rachel's game is heavily dependent on corner carry, Baden Lily is primarily used in corner combos. Baden Lily hits all the way to the top and bottom of the screen, so if for some reason someone is above you or far below Rachel 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 it to spend extra wind to get as many rods stacked before activating it.
Values in [] are during OD Minimum Damage 10%: 240 [360] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 8 Bats [11 Bats, 1 Large Bat] Projectiles shoot in intervals: P(3)P(3)P(3)P(4)P(4)P(4)P(12)P [Projectiles shoot in intervals: P(3)P(3)P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(4)P(12)P] Each P in active frames represents a projectile spawned
Level 1
632146B Lv1Tempest Dahliasuper
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
300×10 [300×14, 400]
All
10+(34 Flash)+??
see notes
Total 81
+20 [+40]
P2
1~27 P
R
100
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
94×10 [94×15]
Very Short
3
see notes
see notes
see notes
see notes
see notes
see notes
see notes
see notes
Values in [] are during OD Minimum Damage 10%: 310 [460] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 10 Bats [14 Bats, 1 Large Bat] Projectiles shoot in intervals: P(3)P(3)P(4)P(4)P(5)P(5)P(6)P(6)P(12)P [Projectiles shoot in intervals P(3)P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(12)P] Each P in active frames represents a projectile spawned
Level 2
632146B Lv2Tempest Dahliasuper
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
300×11, 400 [300×14 400]
All
10+(34 Flash)+??
see notes
Total 81
+42 [+50]
P2
1~27 P
R
100
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
94×12 [94×15]
Very Short
3
see notes
see notes
see notes
see notes
see notes
see notes
see notes
see notes
Values in [] are during OD Minimum Damage 10%: 370 [490] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 11 Bats, 1 Cow [14 Bats, 1 Cow] Projectiles shoot in intervals: P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(7)P(11)P [Projectiles shoot in intervals P(3)P(3)P(3)P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(10)P(13)P] Each P in active frames represents a projectile spawned
Values in [] are during OD Minimum Damage 10%: 450 [510] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 2 Bats, 1 Cow, 2 Bats, 1 Cow, 2 Bats, 1 Cow, 1 Pumpkin [2 Bats, 2 Cows, 2 Bats, 2 Cows, 2 Bats, 4 Cows, 1 Pumpkin] Projectiles shoot in intervals: P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(15)P [Projectiles shoot in intervals P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(5)P(8)P(8)P(15)P] Each P in active frames represents a projectile spawned
Level 4
632146B Lv4Tempest Dahliasuper
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
400×6, 500×3, 600×3 [400×6, 500×6, 600×6]
All
10+(34 Flash)+??
Total 81
+58 [+76]
P2
1~27 P
R
100
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
94×12 [94×18]
Very Short
see notes
see notes
see notes
see notes
see notes
see notes
see notes
see notes
see notes
Values in [] are during OD Minimum Damage 10%: 570 [900] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 6 Cows, 1 Pumpkin, 1 King Frog [6 Cows, 2 Pumpkins, 1 King Frog] Projectiles shoot in intervals: P(5)P(5)P(5)P(5)P(5)P(5)P(15)P [Projectiles shoot in intervals P(5)P(5)P(5)P(5)P(5)P(5)P(6)P(12)P(15)P] Each P in active frames represents a projectile spawned
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
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
Tempest's objects start to arc and fall down to the ground shortly after passing by Rachel. However, Tempest's main use is its ability to regenerate 2 stocks of wind, making it great to get back wind when Rachel's running low. Best used with super jump back > 632146B. It creates an wall of objects that are difficult to pass. Should the opponent pass them, however, Rachel can still perform actions on falling. The projectiles can also be manipulated using wind, allowing Rachel to blow them downwards to cover herself.
Be VERY cautious when using this move on the ground, as some opponents with projectile invuln or full invuln charges will gladly take the opportunity to smack you out of Tempest, resulting in you losing neutral, not gaining wind, and losing 50 meter. Examples would be Tager's B Sledge, Ragna's Carnage Scissors, and Azrael's Black Hawk Stinger.
Does not cost Heat, but immediately ends Overdrive if used.
Becomes stronger and flashier with Active Flow.
Ends the bonus effects of overdrive the moment you execute this move, but it takes so long to perform you're probably going to have full wind by the end of this move anyway. Grants hard knockdown approximately round start distance from Rachel, leaving the opponent at a less-than-ideal range.
One of the fastest, easiest Astrals to combo into in the game. It has guard point from frame 1, making it a decent reversal option. Rachel can combo into it from anything except 5C, 2A, and 5CC midscreen, which makes it easy to use to seal a game. 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. It can also be RC'd off of since it's guard point, allowing the opponent to block before it becomes active.