BBCF/Rachel Alucard

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< BBCF
Revision as of 15:19, 16 September 2019 by 70.121.37.245 (talk) (→‎Tiny Lobelia: Reordered some words and made text more consistent)
Rachel Alucard
BBCF Rachel Portrait.png
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
  • Very good pressure and pressure resets
  • Scary mix-up game
  • Very strong okizeme
  • Excellent anti-air options
  • VERY high skill ceiling
  • Poor defensive options on wake-up
  • Some difficult match-ups
  • Extremely reliant on wind
  • Thrives on momentum
  • High skill floor
  • Married



Normal Moves

5A
5A
BBCS Rachel 5A.png
Auto 2-hit normal. Decent for pressure.
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×2 All 6 2(6)3 11 -2 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Rachel Alucard 5A.png
Situational pressure starter
BBCF Rachel Alucard 5A 1 Hitbox.pngBBCF Rachel Alucard 5A 2 Hitbox.png
1st Hit (Frames 6-7) • 2nd Hit (Frames 14-16)


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
BBCS Rachel 5B.png
Good poke with high reward. Key move in Rachel's mix up and combos.
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 8 6 15 -7 BP SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1
BBCF Rachel Alucard 5B.png
A Nine normal way before Nine was even conceived.
BBCF Rachel Alucard 5B Hitbox.png
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
BBCS Rachel 5C.png
Fatal Counter. Mostly used as combo filler/DP punish.
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 13 8 22 -13 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 Spin Fall 41 + Down 10 34 + Down 23 11 +0 +2
BBCF Rachel Alucard 5C.png
DP punish
BBCF Rachel Alucard 5C Hitbox.png
Fatal Counter
Cancellable into 5CC on frames 15-24


  • 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.

5CC
5CC
BBCS Rachel 5CC.png
Great corner combo ender. Offers strong okizeme options in the corner.
Template:AttackDataHeader-BBCF
5CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 11 8 24 -11 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Long 5 20 Launch 50 + Slide + WBounce 60 + WStick 26 Launch 66 + Slide + WBounce 60 + WStick 26 13 +0 +8
BBCF Rachel Alucard 5CC.png
Corner combo filler
BBCF Rachel Alucard 5CC Hitbox.png
Maximum Slide duration 30F


  • Blows back on hit
  • Wallsticks in the corner

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
BBCS Rachel 2A.png
Good poke. Leaves you at neutral frame advantage.
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 7 4 9 -1 7 F CSR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCS Rachel 2A.png
Solid poke
BBCF Rachel Alucard 2A Hitbox.png


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
BBCS Rachel 2B.png
Really good low. Gatlings from 5B.
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 Low 10 6 18 -10 FP SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Rachel Alucard 2B.png
Really good low. Gatlings from 5B
BBCF Rachel Alucard 2B Hitbox 1.pngBBCF Rachel Alucard 2B Hitbox 2.png
Frames 10-12. • Frames 13-15.
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
BBCS Rachel 2C.png
Full body guard point for thirty frames. REALLY unsafe if whiffed or blocked.
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 Mid 23 13 42 -34 B 5~35 Guard HBFP R 50
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Normal 5 20 Launch 64 Launch 64 13 +0 +8
BBCS Rachel 2C.png
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).

6A
6A
BBCS Rachel 6A.png
Main anti-air with Rachel.
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 13 5 17 -5 B 7~12 Guard H S(J)R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 30 Launch 44 11 +0 +2
BBCF Rachel Alucard 6A.png
One of the best anti-airs in the game
BBCF Rachel Alucard 6A Hitbox 1.pngBBCF Rachel Alucard 6A Hitbox 2.png
Frames 13-14. • Frames 15-17, hits behind Rachel.
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.

6B
6B
BBCS Rachel 6B.png
Good poke in some matchups
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 11 3 15 -1 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 Crumple 120 + Slide + WBounce 11 +0 +2
BBCF Rachel Alucard 6B.png
Long-range poke
BBCF Rachel Alucard 6B Hitbox.png
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.

4B
4B
BBCS Rachel 4B.png
Overhead. Slow, but can fatal counter.
Template:AttackDataHeader-BBCF
4B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 High 26 4 17 -2 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 53 + GBounce 27 71 + GBounce 12 +0 +5
BBCF Rachel Alucard 4B.png
Overhead
BBCF Rachel Alucard 4B Hitbox 1.pngBBCF Rachel Alucard 4B Hitbox 2.png
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.

6C
6C
BBCS Rachel 6C.png
Rarely used outside of combo filler
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
See notes All 13 3×N 13 +4 H SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
99×N Long 4 18 19 19 Launch 34 3 +0 +5
BBCS Rachel 6C.png
Don't use it in pressure
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.

3C
3C
BBCS Rachel 3C.png
Low hit. Knockdown to safely place oki.
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×3 Low 10 4×3 15 -2 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 80 Launch 94 8 +0 +2
BBCS Rachel 3C.png
Low and key combo tool
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.

3[C]
3[C]
BBCS Rachel 3C.png
Mix up tool. Can also be used to extend combos.
Template:AttackDataHeader-BBCF
3[C]
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×7 Low 10 4×7 15 -2 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 80 Launch 94 8 +0 +2
BBCS Rachel 3C.png
Mainly used to corner swap
First hit that connects must be blocked low, remaining hits can be blocked mid
Counterhit state ends early, frames 36-37 are active but not CH state


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

j.A
j.A
BBCS Rachel jA.png
Instant overhead if used with 2D wind.
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 8 3 12 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Rachel Alucard jA.png
Instant overhead
BBCF Rachel Alucard jA Hitbox.png


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
BBCS Rachel jB.png
Used like j.A but it's a bit slower. Pretty good air-to-air uses.
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 9 6 12 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 15 18 27 10 +0 +1
BBCF Rachel Alucard jB.png
Strong jump-in when used with 3D
BBCF Rachel Alucard jB Hitbox.png


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
BBCS Rachel jC.png
Catch opponents in the air directly above you.
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 8 6 20 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 32 22 46 11 +0 +2
BBCS Rachel jC.png
Amazing air-to-air
Cancels into j.[C] (float) on frame 23


  • 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. j.C j.2D djc j.C can be used to drag the opponent to the ground without a counterhit.

j.[C]
j.[C]
BBCS Rachel jC 2.png
Can be used for mix up. Can also be used to stall for time.
Template:AttackDataHeader-BBCF
j.[C]
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Until L+16L
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCS Rachel jC 2.png
Situational combo filler
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
BBCS Rachel j2C.png
Has 3 levels. Level 2 and Level 3 are used to extend combos.
Template:AttackDataHeader-BBCF
Level 1


j.2C Lv1
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 High/Air→All 13 Until L 20L H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 17 25 22 39 11 +0 +2
BBCS Rachel j2C.png
Used in a few very advanced 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 Lv2
normal
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
BBCS Rachel j2C.png
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 Lv3
normal
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
BBCS Rachel j2C.png
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.


Universal Mechanics

Forward Throw
Forward Throw
BBCS Rachel FThrow.png
Use with wind to follow-up with a combo.
Template:AttackDataHeader-BBCF
  • 100% minimum damage (1500)


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.

Back Throw
Back Throw
BBCS Rachel BThrow.png
Use with wind to follow-up with a combo.
Template:AttackDataHeader-BBCF
  • 100% minimum damage (1500)


Identical to forward throw, save the direction it places the opponent.

Air Throw
Air Throw
BBCS Rachel AThrow.png
Follow-up with a downward directional wind if too high to combo normally.
Template:AttackDataHeader-BBCF
  • 100% minimum damage (1500)
  • Ground bounces


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.

Counter Assault
Counter Assault
BBCS Rachel 6B.png
Same animation as 6B, decent counter assault.
Template:AttackDataHeader-BBCF
  • 1-20 All Invul
  • 180F Heat Gauge Cooldown


Uses 6B animation. Since Rachel has few options for getting out of pressure, she uses this more often than some other characters.

Crush Trigger
Crush Trigger
BBCP Rachel CT.png
Good combo material.
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • 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

Tiny Lobelia
Tiny Lobelia
236A/B/C air OK
BBCS Rachel TinyLobeliaA.png
Her standard zoning tool.
BBCS Rachel TinyLobeliaB.png
Template:AttackDataHeader-BBCF
Ground A


236A
Tiny Lobelia A
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 All 11 Total: 47 -9 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
BBCS Rachel TinyLobeliaA.png
BBCF Rachel Alucard 236X Projectile Hitbox.png
Active until landing, hitbox constantly rotates.
Ground B


236B
Tiny Lobelia B
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 All 20 Total: 52 -5 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 Launch 40 Launch 54 0/+11 +11 +13
BBCS Rachel TinyLobeliaA.png
Ground C


236C
Tiny Lobelia C
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 All 20 Total: 52 -5 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 Launch 40 Launch 54 0/+11 +11 +3
BBCS Rachel TinyLobeliaA.png
Air A


j.236A
Tiny Lobelia (A, air)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 All 9 Total: 53+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
BBCS Rachel TinyLobeliaB.png
Versatile zoning tool, the trajectory can be altered with wind
Air B


j.236B
Tiny 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
BBCS Rachel TinyLobeliaB.png
Unique zoning tool, especially when combined with wind
Air C


j.236C
Tiny 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
BBCS Rachel TinyLobeliaB.png
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.

George the 13th
George the 13th
214A air OK
BBCS Rachel GeorgeXIII.png
Go my child, and hold down the neutral
Template:AttackDataHeader-BBCF
Ground Summon


214A
George XIII
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
25 540 Total: 49
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Rachel 214A.pngBBCS Rachel GeorgeXIII.png
Go my child, and hold down the neutral.
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.214A
George 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
BBCS Rachel GeorgeXIII.png
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 Attack
George 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
BBCS Rachel GeorgeXIII.png
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.

Ivy Blossom
Ivy Blossom
214B air OK
BBCF Rachel IvyBlossom.png
Poisonous lunchbox!
Template:AttackDataHeader-BBCF
Ground


214B
Ivy Blossom
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
61 Total 32
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Rachel IvyBlossom.png
High-damage corner combo filler
Air


j.214B
Ivy Blossom
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
61 Total 30
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Rachel IvyBlossom.png
Only possible to perform once in the air
  • 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
BBCS Rachel SwordIris.png
Used to extend combos or to catch opponents on their approach.
Template:AttackDataHeader-BBCF
Ground


214C
Sword Iris
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 17 8 Total: 40 +2 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
BBCS Rachel SwordIris.png
Used to extend combos or to catch opponents on their approach
Air


j.214C
Sword Iris
special
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
BBCS Rachel SwordIris.png
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
BBCP Rachel BeelzeLotus.png
Bet you thought you would get away with whiffing that, huh?
Template:AttackDataHeader-BBCF
22A
Barrel Lotus
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 per bat All 97 Total: 36 P1 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 2 13 20 20 24 32 0/+9 +9 +10
BBCP Rachel BeelzeLotus.png
Amazing neutral and oki tool


  • 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.

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
BBCS Rachel BadenBadenLily.png
Assert your dominance.
Template:AttackDataHeader-BBCF
Attack


632146C
Baden Baden Lily
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
450×6 [350×12] All 13+(30 Flash)+4 2×6 [2×12] Total 35+14L +51 P2 14~22 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Normal 2 13 Launch 100 Launch 112 0/+10 +10 +11
BBCS Rachel BadenBadenLily.png
Round ender
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 Rod
Baden Baden Lily
super
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
BBCS Rachel BadenBadenLily.png
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.

Tempest Dahlia
Tempest Dahlia
632146B air OK
BBCS Rachel TempestDahlia.png
Used for approach and wind regeneration.
Template:AttackDataHeader-BBCF
Level 0


632146B Lv0
Tempest Dahlia
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×8 [300×12] All 10+(34 Flash)+?? see notes Total 81 +15 [+28] P2 1~27 P R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94×8 [94×12] Very Short 3 see notes see notes see notes see notes see notes see notes see notes see notes
BBCS Rachel TempestDahlia.png
Fullscreen neutral tool to regenerate wind
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 Lv1
Tempest Dahlia
super
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
BBCS Rachel TempestDahlia.png
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 Lv2
Tempest Dahlia
super
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
BBCS Rachel TempestDahlia.png
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
Level 3


632146B Lv3
Tempest Dahlia
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
(300×2, 400)×3, 500×3
[(300×2, 400×2)×3, 400×2, 500×3]
All 10+(34 Flash)+?? Total 81 +48 [+68] 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 [94×14] Very Short see notes see notes see notes see notes see notes see notes see notes see notes see notes
BBCS Rachel TempestDahlia.png
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 Lv4
Tempest Dahlia
super
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
BBCS Rachel TempestDahlia.png
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
  • 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


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.


Exceed Accel

Gerbera Lute
ABCD during Overdrive
BBCF Rachel ExceedAccel.png
Template:AttackDataHeader-BBCF
  • 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.


Astral Heat

Clownish Calendula
2363214C
BBCS Rachel ClownishCalendula.png
Can be combo'd into for guaranteed win.
Template:AttackDataHeader-BBCF
  • 180F Heat Gauge Cooldown
  • 1-50 Guard Point against all attacks


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.


External References


Rachel Discord Server

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