Rachel Alucard |
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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 |
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Normal Moves
5A
5A |
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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 |
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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 |
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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. |
5CC
5CC |
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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. |
2A
2A |
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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
2B |
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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 |
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6A
6A |
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6B
6B |
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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. |
4B
4B |
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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. |
6C
6C |
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3C
3C |
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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. |
3[C]
3[C] |
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If you hold C while performing 3C, it will extend and do additional hits. |
j.A
j.A |
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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 |
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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. Does not hit overhead. |
j.C
j.C |
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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] |
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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 | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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Special Moves
Tiny Lobelia
Tiny Lobelia 236A/B/C air OK |
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George the 13th
George the 13th 214A air OK |
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Ivy Blossom
Ivy Blossom 214B air OK |
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Sword Iris
Sword Iris 214C air OK |
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Beelze Lotus
Lotus Barrel 22A air OK |
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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. |
Distortion Drives
Baden Baden Lily
Baden Baden Lily 632146C air OK |
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Tempest Dahlia
Tempest Dahlia 632146B air OK |
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Exceed Accel
Gerbera Lute ABCD during Overdrive |
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Astral Heat
Clownish Calendula 2363214C |
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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
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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 •