BBCPE/Rachel Alucard: Difference between revisions

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*100% minimum damage (1200)
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Rachel's back throw is used exactly the same as her forward throw other than you can use it to throw people into the corner if you are in the corner.
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Revision as of 08:10, 1 August 2015

Rachel Alucard
BBCP Rachel Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 23

Backdash Invincibility: 1-7

Movement Options
Wind, Double Jump, 1 Airdash, Dash type: Run
Play-style
Zoning, Trapping
Full Frame Data
BBCPE/Rachel Alucard/Frame Data

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.

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: Elf Lead

  • Sylpheed gauge recovers faster.
  • Distortion Drives gain additional animations and properties:
    • Baden Baden Lily raw and minimum damage increased on body and poles.
    • Tempest Dahlia summons additional projectiles.


Pros/Strengths:

  • Great control over neutral; excellent zoning tools
  • Very good pressure and lockdown
  • Scary mix-up game
  • Very strong okizeme
  • Excellent anti-air options


Cons/Weaknesses:

  • Poor defensive options on wake-up
  • Difficult match-ups
  • Extremely reliant on wind
  • Thrives on momentum
  • High skill ceiling


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Rachel 5A.png
Auto 2-hit normal. Decent for pressure.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*2 CSOJR all 6 2(6)3 11 -2 B -

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
Risky poke with high reward. Key move in Rachel's mix up and combos.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SOJR HL 8 6 19 -8 BP -

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. It's projectile property is both a plus and a minus. You can use it to stop slow projectiles, but you can also easily be punished by characters who have projectile invulnerable attacks. A change from BBCP is that 5B can now only gatling into 2B once per string. 5B is also now a level 2 move so 5B 2D jc j.A is no longer gapless.

5C
5C
BBCS Rachel 5C.png
5C is one of her Fatal Counter moves. Very limited use outside of combos.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 SOR HL - 4 32 -17 B -
  • Spin down on ground Fatal Counter

One of Rachel's two Fatal Counter moves. If 5C fatals on ground hit, it will cause a spin down effect which gives Rachel much more time to follow up with other attacks. 5C is typically used in combos, but is also an excellent starter for a punish combo. Because of it's relatively short range, wind is often used to push Rachel forward so it will combo. In BBCPE, it's start up has been sped up to allow for new combo paths.

5CC
5CC
BBCS Rachel 5CC.png
Great corner combo ender. Offers strong okizeme options in the corner.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
850 SOR HL 9 8 24 -11 B -
  • Blows back on hit
  • Wallsticks in the corner
  • Same Move Prorate

Typically used in mid-screen combos to knock the opponent away for either an opportunity to summon or to send someone into the corner. In corner combos it is used to cause wall stick and extend the combo. Can also be used as an ender which offers strong okizeme options.

2A
2A
BBCS Rachel 2A.png
Good poke. Leaves you at neutral frame advantage.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 4 8 0 F -

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.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR L 10 6 18 -10 FP -

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 one hit. Really unsafe if whiffed or blocked.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HL 23 13 42 -34 B -
  • 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. On the otherhand, if baited, due to it's long recovery you will very likely be punished with a combo that will do a lot of damage. Because of this, it's best to not use it carelessly and to have a backup plan like pumpkin/george to make it safe or 50 meter to RC it. 2C is also used in a small handful of combos.

6A
6A
BBCS Rachel 6A.png
Main anti-air with Rachel.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJ(H)R HL 13 5 - -3 B 7-12GP(H)
  • 7-12 Guard Point (Head)


Rachel's go-to anti-air. It has a great hitbox and can even hit behind Rachel. 6A no longer floats on hit, but will still launch characters if wind is used. 6A is used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into 4B for ground bounce. 6A has a lot of untechable time on counter hit which will allow Rachel to do a ground combo instead of an aircombo. On normal hit, you will likely have to spend wind with something like j.C 2D to bring the opponent to the ground. In BBCPE, 6A has gained jump cancel properties on hit, but has more recovery which makes it more dangerous to whiff.

6B
6B
BBCS Rachel 6B.png
Really good poke. Wall bounces a grounded opponent on counter-hit.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SOJR HL 13 3 15 -1 B -
  • Blows back and wallbounces on Counter Hit

Rachel's longest poke. Great for bullying people who are reckless with approach or have slow moves. Will also blowback on CH and wallbounce the opponent. You can follow up with a combo or use that opportunity to summon. 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 3D jc j.A is a very sneaky overhead. Follow the Help:Writing_Character_Pages guidelines

4B
4B
BBCS Rachel 4B.png
Overhead. Slow, but can fatal counter.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 SOR H 26 7 22 -9 B -
  • Knocks down on hit
  • Fatal Counters on Counter Hit
  • Now used for combo enders instead of 3C

In BBCPE, 4B has regained 3C/5C gatling on block which makes it a viable windless overhead option. It can be used as a combo extender, however due to the change in 3C making 3C not as good for covering roll options on knock down, 4B is the go-to combo ender for knock down into oki when 5CC isn't available due to SMP.

6C
6C
BBCS Rachel 6C.png
Main corner carry normal when used with forward directional wind (D/6D).
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
89~464 SOR all 13 3*N 13L +4 H -
  • 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


Rachel's only plus on block normal. On block you can gatling into j.2C or j.C, though j.C will whiff on crouching characters. On hit 6C can be used with wind to carry the opponent into the corner. 6C will continue for as long as Rachel is in the air, so you can use 6C to carry the opponent pretty far whether horizontally or vertically. 6C also puts Rachel airborne, which can be situationally useful.

Due to changes in Rachel's other combo routes, 5D 6C has become a staple in her mid screen combos.

3C
3C
BBCS Rachel 3C.png
Low hit. Knockdown to safely summon frog or pumpkin.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*3 SOR L 11 4,4,5 15 -1 F -
  • Possible to charge (will extend move into 3[C])
  • Vacuums on hit


3C was primarily used for knock down, but in BBCPE it is primarily used to extend combos by comboing someone into George, Sword Iris, or launching them with 8D. 3C is Rachel's only low that does not have projectile property. You can also use wind to make Rachel travel pretty fast while using 3C.

Due to the vacuum effect, on hit people are much closer when used for knock down which makes 3C less optimal for covering all knock down options compared to 4B and 5CC.

3[C]
3[C]
BBCS Rachel 3C.png
Mix up tool. Can also be used to extend combos.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300*7 SOR*2, R*5 L 11 4*6,5 15 -1 F -

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/3D wind.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOJR HA 8 3 7 - H -

A fast aerial jab that hits overhead. Hitbox has been improved so it hits short characters better. j.A is a key part of Rachel's 50/50 mix up from 5B/5A as she can force the opponent to guess whether she'll do j.A or 2B. Has short recovery, so can also be used for safejumps.

j.B
j.B
BBCS Rachel jB.png
Used like j.A but it's a bit slower. Pretty good air-to-air uses.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOJR HA 9 6 12 - H -

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. Also great to use in fuzzy guards.

j.C
j.C
BBCS Rachel jC.png
Catch opponents in the air directly above you.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SOJR all 8 6 20 - H -
  • Possible to charge (causes Rachel to float, see j.[C])

Because of it's huge hitbox, j.C is great for using against characters who are directly above you. On counter hit, j.C has a long amount of untechable time which will allow you start a ground combo. Because j.C and j.[C] count as different moves, you can also repeat these moves in a combo (with 2D) to juggle the opponent.

j.[C]
j.[C]
BBCS Rachel jC 2.png
Can be used for mix up. Can also be used to stall for time.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 16L - - -
  • Can airdash after 10 frames

If you hold j.[C] Rachel will float and slowly fall to the ground. Because she can still wind herself while doing this move, she can use j.[C] as a viable run away tactic or as part of certain mix up setups.

j.2C
j.2C
BBCS Rachel j2C.png
Has 3 levels. Level 2 and Level 3 are used to extend combos.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 680 SOR all 13 till L 31L - H -
Level 2 880 SOR all 13 till L 31L - H -
Level 3 1380 SOR all 13 till L 31L - H -

j.2C will have different effects on hit depending on it's 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
  • Level 2- Ground bounce the opponent on air hit or ground hit
  • Level 3- Even bigger ground bounce on air hit or ground hit. Very untechable. Forces Fatal Counter.


Due to an overall slower falling speed and combo path change, j.2C is no longer the main part of Rachel's BnBs. However, j.2C is still useful in certain combos, though Rachel may need assistance from B Lotus to make it combo. j.2C can special cancel on hit. It can also cancel it's ground recovery into a special or a normal on hit. If it whiffs, Rachel will bounce which has pretty long recovery, so be careful when using it.


Universal Mechanics

Forward Throw
Forward Throw
BBCS Rachel FThrow.png
Use with wind to follow-up with a combo.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1200 --, SOR T(70) 7 3 18 - T -
  • 100% minimum damage (1200)


Rachel's throw range is relatively short, but it's fairly decent for tick grabs. Must use wind to combo off of it midscreen. Has wallbounce properties like 6B, but unless you're in or near the corner you'll likely need to use 9D to make use of it. 7D is used for the normal mid screen BnB.


If anyone techs Rachel's ground or air throw or if Rachel techs a ground or air throw, it counts as a hit so George, Pumpkin, and Lotus will all disappear.

Back Throw
Back Throw
BBCS Rachel BThrow.png
Use with wind to follow-up with a combo.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1200 --, SOR T(70) 7 3 18 - T -
  • 100% minimum damage (1200)


Rachel's back throw is used exactly the same as her forward throw other than you can use it to throw people into the corner if you are in the corner.

Air Throw
Air Throw
BBCS Rachel AThrow.png
Follow-up with a downward directional wind if too high to combo normally.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0,1600 --, SOR T(70) 7 3 18 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Counter Assault
Counter Assault
BBCS Rachel 6B.png
Same animation as 6B, decent counter assault.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 - all 13 3 33 -17 B 1-20 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Crush Trigger
Crush Trigger
BBCP Rachel CT.png
Good combo material.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - B 30~60 1 37 -8 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Specials

Tiny Lobelia
Tiny Lobelia
236A/B/C air OK
BBCS Rachel TinyLobeliaA.png
Her standard zoning tool.
BBCS Rachel TinyLobeliaB.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground A 600 R all 11 - 47T -6 HBFP* -
Ground B 600 R all 20 - 58T -8 HBFP* -
Ground C 600 R all 20 - 58T -8 HBFP* -
Air A 600 R all 9 - 53T - HBFP* -
Air B 600 R all 22 - 55T - HBFP* -
Air C 600 R all 22 - 55T - HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

George the 13th
George the 13th
214A air OK
BBCS Rachel GeorgeXIII.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Summon - - - 25 540 49T[till L] - - -
Attack 150*8 - all 27 3*8 - - HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Impish Gypsophila
Impish Gypsophila
214B air OK
BBCS Rachel Pumpkin.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Summon - - - 27 300 46T[41T] - - -
Attack 300 - all 5 after wind 20 - - HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Sword Iris
Sword Iris
214C air OK
BBCS Rachel SwordIris.png
Used to extend combos or to catch opponents on their approach.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 600 - all 19 8 42T +2 HBFP* -
Air 600 - all 22 8 45+3LT +24 HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Beelze Lotus
Beelze Lotus
22A air OK
BBCP Rachel BeelzeLotus.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 300 - all 39 54 51T +5 HBFP* -
Air 300 - all 39 54 till L+10 - HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Barrel Lotus
Barrel Lotus
22B air OK
BBCP Rachel BarrelLotus.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 300 - all 39 54 51T +5 HBFP* -
Air 300 - all 39 54 till L+10 - HBFP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Distortion Drives

Baden Baden Lily
Baden Baden Lily
632146C air OK
BBCS Rachel BadenBadenLily.png
Primarily combo material.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground (Normal) 450*6 R all 13+4 2*6 49T +51 HBFP*(2) 13-22 All
Air (Normal) 450*6 R all 29+2 2*6 till L + 8 +54 HBFP*(2) 29-36 All
Ground (OD) 450*6*2 R all 13+4 2*18 (max 6 hits) 49T +71 HBFP*(2) 13-22 All
Air (OD) 450*6*2 R all 29+2 2*18 (max 6 hits) till L + 8 +74 HBFP*(2) 13-22 All
Rod (Normal) 200*4 R all see note 2*4 - +31 HBFP*(2) -
Rod (OD) 300*4 R all see note 2*16 (max 4 hits) - +31 HBFP*(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Tempest Dahlia
Tempest Dahlia
632146B air OK
BBCS Rachel TempestDahlia.png
Used for mix-up and wind regeneration.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 (Normal) 200*7, 500 R all 10+9 - 73T +38 HBFP*(2) 10-11 All
Level 2 (Normal) 200*9, 950 R all 10+1 - 73T +49 HBFP*(2) 10-11 All
Level 3 (Normal) 200*7, 1550 R all 10+0 - 73T +49 HBFP*(2) 10-11 All
Level 4 (Normal) 200*5, 300*3, 800*3 R all 10+0 - 73T +81 HBFP*(2) 10-11 All
Level 5 (Normal) 300*8, 800*3 R all 10+0 - 73T +95 HBFP*(2) 10-11 All
Level 1 (OD) 200*10, 950 R all 10+9 - 73T +57 HBFP*(2) 10-11 All
Level 2 (OD) 200*9, 950*3 R all 10+1 - 73T +77 HBFP*(2) 10-11 All
Level 3 (OD) 200*7, 950*3, 1550 R all 10+0 - 73T +97 HBFP*(2) 10-11 All
Level 4 (OD) 200*5, 300*5, 1550, 800*3 R all 10+0 - 73T +105 HBFP*(2) 10-11 All
Level 5 (OD) 300*14, 1100*3 R all 10+0 - 73T +126 HBFP*(2) 10-11 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Astral Heat

Clownish Calendula
2363214C
BBCS Rachel ClownishCalendula.png
Can be combo'd into for guaranteed win.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 1+10 40 26 -45 HBF 1-50GP(A)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

Offense

Compared to other characters with very straight-forward offensive tools, Rachel can seem pretty daunting or even confusing. Her normals aside from 6A and j.C do not cover a lot of space, so spacing them properly during offense is extremely important. The method does vary depending on what character you're facing, but generally the gameplan is to safely throw out George/Pumpkin/Lobelia/Lotus to create a safe approach or control space for an opportunity to combo into knockdown which will let you summon again and attempt to repeat the process. Against most characters the emphasis is on using Rachel's projectiles and normals to control space and create bad situations, but characters with stronger neutral tools can either make this extremely difficult or shut Rachel down so you have to be more creative to find methods to summon safely.


Once you get knock down, Rachel's primary goal is to run her 50/50 with IOH j.A, but she can also do frametraps by staggering her normals/properly spacing her projectiles, and she also has easy access to fuzzyguards. Once you get a hit, you go for corner carry or 3C knockdown then repeat the process. Her offense is extremely strong in the corner where she can have multiple projectiles out to lock down a character which gives you a lot more time/opportunities to 50/50 them into another knockdown and repeat the situation.


Because a lot of her stronger offensive tools require wind, it's very important to properly manage your wind meter. For this reason, Rachel prefers combos that keep her on the ground which will allow her wind meter to recharge during her combos. Depending on the situation, you may even intentionally throw away a chance for a more damaging combo path to regain extra wind. Corner carry is also a huge priority for her, so it is also advisable to save wind for chances to knock someone into the corner with 5CC or 5CC > 632146B (Tempest Dahlia) if you have 50 meter.


Another thing to note is Rachel's damage off of random hits is not very high, so it is important to make sure to capitalize on the hits you get as much as possible. Most characters you will need to hit at least 5-6 times to kill, which is much higher than a lot of the cast. Most of your confirms will likely be off of starters like 5A/2A, occasionally 5B if you punish or space properly, 2B/3C or j.A/j.B, 6A CH, and j.B and j.C in the air. Other commons starters are Pumpkin, George, and Sword Iris.


Rachel doesn't have much of a throw game as her ground throw range is very short and she does not have a way to kara it to extend the range, but she can do tricks like airdash full screen with wind and air throw someone out of their move, or tick throw with 2A/5A and pumpkin. Air throw is also useful for people who like to jump out of the corner. The downside to her throw game is that if her throw is teched, it counts as Rachel being hit and Pumpkin/George/Lotus will disappear.


Defense

One of Rachel's main weaknesses is that she's limited in defensive options. However, she does have defensive options that are pretty unique to her character thanks to her wind mechanic. For example, when she's knocked down, she can tech over crouching characters or away from the character attacking her if she uses wind. She can also use wind while backdashing which can help her backdash away from things she would not normally be able to escape or even backdash forward and through things to make a move whiff so she can punish. Both of these options are also enhanced greatly if B Lotus is attached. Her other options are jumping/running out with wind, and normal defensive options of IB/barrier/IB Barrier/Counter Assault, etc.


If a character is being reckless or careless with their offense, you can also use 2C to guardpoint and potentially counter hit them for a combo. The weaknesses to this move, however, are pretty big so it's a risky option that should be used with care. It's very negative on block and it can be grabbed, many characters also have safe jump setups against it. Rachel can make it safe with George, Pumpkin, or 50 meter to RC. If they're being reckless with their jump ins, 6A CH is also a sizable threat. And if you read an airdash, a defensive Tempest Dahlia is a viable tool against many characters if your back is to the corner.


Another neat thing Rachel can do is if George is already out, you can wind during the gaps of the attacking character's blockstring to move him towards you. However, keep in mind that many characters will simply jump cancel their moves to jump over George or gatling into throw to make him go away.


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
sjc = super jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
summon = 214A or 214B, whichever you think is better for the situation

Midscreen

Notes:
5B Starter

Throw Starter

Midscreen to Corner

5B Starter

Corner Only


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc