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Revision as of 20:18, 1 August 2015
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.
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:
- Japanese Name: レイチェル=アルカード
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
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 |
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5B
5B |
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5C
5C |
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5CC
5CC |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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4B
4B |
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6C
6C |
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3C
3C |
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3[C]
3[C] |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.[C]
j.[C] |
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j.2C
j.2C |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Specials
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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Impish Gypsophila
Impish Gypsophila 214B air OK |
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Sword Iris
Sword Iris 214C air OK |
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Beelze Lotus
Beelze Lotus 22A air OK |
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Barrel Lotus
Barrel Lotus 22B air OK |
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Baden Baden Lily
Baden Baden Lily 632146C air OK |
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Tempest Dahlia
Tempest Dahlia 632146B air OK |
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Astral Heat
Clownish Calendula 2363214C |
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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: |
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Midscreen
Notes:
5B Starter
Throw Starter
Midscreen to Corner
5B Starter