BBCS/Rachel Alucard/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A cSJR 200x2 80 82 all 0 BH 5 2(6)3 11 -4 22 10 -
  • Counter-hit carries
  • single prorate
5B SJR 400 100 89 all 3 BH 8 6 19 -8 21 17 -
5C SR 450 100 85 all 5 BH 17 4 32 -15 40 21 -
  • Fatal Counter possible/Can transition into followup move between 21F~28F
5C(2) SR 550 100 85 all 5 BH 9 8 24 -11 28 50 -
  • Causes spinning fall on ground hit (40F standing, 41-72F down state)
  • Causes wall bounce on air hit
  • untechable
  • takes 1 guard primer on block
  • Repeat Proration of 50%
2A cSJR 150 85 82 all 0 F 7 4 8 -2 10 10 -
2B SR 360 70 84 L 1 F 10 6 18 -12 24 12 -
2C R 700 80 89 all 3 FB 23 13 42 -38 73 30 -
  • Full guard-point against strikes from 3F-35F
  • floats on hit
  • untechable
  • Removes 1 guard primer on block
6A SR 520 85 89 LH 3 BH 13 5 20 -8 24 26 -
  • Upper body guard-point against strikes from 7F-12F
  • float on hit
6B SR 540 85 90 all 3 BH 15 3 15 -1 23 17 -
  • Stagger on counter-hit against grounded opponent for 28F
4B R 600 90 89 H 3 BH 28 6 22 -11 39 17 -
  • Removes 1 guard primer on block
6C SR 234xn 85 98 all 1 BH 13 until landing 13F after landing -3 6F after landing 19 -
  • Airborne from 13F onward
  • Counter-hit carries
  • hit stop of 4F
  • attack power prorates by 90% per successive hit
3C SR 220x3 70 90 L 3 F 11 4,4,2 17 -2 20 40 -
  • floats on hit
  • counter-hit continuation
  • proration applies to first hit only
  • hit stop of 8 frames
  • hold button for 19 frames to transition into 3[C]
3[C] SRx2, -x5 220x7, 70 90x2 100x5 L 3 F 11 4x6, 2 17 -2 18 40 -
  • floats on hit
  • if first hit lands as a counter-hit, counter-hit continuation until second hit
  • if third hit lands as a counter-hit, counter-hit continuation until seventh hit
  • if first hit lands, 2nd hit's damage is 100
  • hit stop of 8F
jA SJR 300 90 84 all 1 H 8 3 7 - 13 12 -
jB SJR 360 80 86 H 2 H 9 6 12 - 20 14 -
jC SJR 500 90 80 all 3 H 8 6 20 - 23 32 -
  • transitions to j[C] if C is held for 23 frames
j[C] see notes - - - - - - - - - - - - -
  • after 10F, can cancel with aerial move, air dash
j2C (lv1) SR 800 80 94 H 5 H 13 until landing 31F after landing - 19F after landing 25 -
  • knockdown on air hit/can cancel into special moves only after landing on ground.
j2C (lv2) SR 1200 100 94 H 5 H 13 until landing 31F after landing - 19F after landing 60 -
  • ground bounce on hit
  • removes 1 guard primer on block
  • hit-stop of 20F
  • can cancel into special moves only after landing on the ground
j2C (lv3) SR 2000 100 94 H 5 H 13 until landing 31F after landing - 19F after landing 164 -
  • ground bounce on hit
  • forces fatal counter even on normal hit
  • removes 2 guard primer on block
  • hitstop of 30F
  • can cancel into special moves only after landing on the ground
forward throw R 0, 1000 100 100, 70 70000 0, 4 ground throw 7 3 18 - during animation 80 -
  • wall bounce on hit
  • 100% damage guaranteed
backward throw R 0, 1000 100 100, 70 70000 0, 4 ground throw 7 3 18 - during animation 80 -
  • wall bounce on hit
  • 100% damage guaranteed
air throw R 0, 1050 100 100, 70 80000 0, 4 air throw 7 3 24 - during animation 34 -
  • floor bounce on hit
  • untechable
  • 100% damage guaranteed
  • vertical throw range between 60000~160000
Counter Assault R 0 50 25 all 3 BH 15 3 30 -16 29 26 -
  • invincible from frames 1-20
  • causes blowback on hit

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Sylpheed - - - - - - - - - - - - - - -
  • Wind gague has 4 stocks max, each stock is 200
  • Wind guage recharge is suspended for 60F after using Silpheed or Tempest Dalia and while airborne
  • From frames 1-140 after recovery, wind recharge rate is 1 per frame
  • From frames 141 onward, wind recharge rate is 2 per frame
  • Time spent airborne does not add to 140 frame recovery time

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Tiny Lobelia
236A
R 450 80 92 all 4 BHP 11 26 45 total -2 27 19 -
  • disappears on hit
  • altitude limit exists
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
B Tiny Lobelia
236B
R 550 80 92 all 4 BHP 20 45 58 total -6 41 30 -
  • floats on hit
  • loses attack properties on hit
  • altitude limit exists
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
C Tiny Lobelia
236C
R 550 80 92 all 4 BHP 20 55 58 total -6 41 30 -
  • floats on hit
  • loses attack properties on hit
  • altitude limit exists
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
A Tiny Lobelia (air)
j236A
R 550 80 92 all 4 BHP 9 until seed lands 53 total - 32 19 -
  • loses attack properties on hit
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
B Tiny Lobelia (air)
j236B
R 550 80 92 all 4 BHP 22 until seed lands 55 total - during animation 19 -
  • loses attack properties on hit
  • falls backwards when counterbalanced (without attack properties)
  • spawns lightning rod when it lands on the ground (max 3)
C Tiny Lobelia (air)
j236C
R 550 80 92 all 4 BHP 22 until seed lands 55 total - during animation 19 -
  • loses attack properties on hit
  • falls backwards when counterbalanced (without attack properties)
  • spawns lightning rod when it lands on the ground (max 3)
George XIII (summon)
214A
- - - - - - - 25[24] 540 49 total [until landing] - during animation [until landing] - -
  • If the wind blows in the direction the frog is moving, it will propel him forward
  • If the frog's time expires OR Rachel is hit OR the frog takes 700 dmg, the frog disappears
  • When the frog disappears, the frog guage will appear. Rachel can't summon the frog until the guage is full (fills in 120F)
  • data on airborne version is blank or unknown
George XIII (active)
-
- 100x8 85 85 all 4 FBP 27F after enemy is close 3x8 43 - - 22 -
  • floats on hit
  • counter-hit carries
  • single prorate
  • loses attack properties when hit
  • hit stop of 6F
  • the above is the frog's data
Impish Gypsophilla (summon)
214B
- - - - - - - 29[21] 300 46[41] - during animation - -
  • If time expires OR Rachel is hit OR Rachel blocks a hit, the pumpkin disappears
  • aerial version can only be used once per jump
Impish Gypsophilla (active)
-
R 300 80 86 all 2 FBHP 5F after wind starts 20 - +5 - 20 -
  • projectile attack/

if the projectile takes a hit OR is guarded, it loses attack properties/ hit stop of 4F

  • can be used 3 times (however, redirecting it before it receives attack properties does not count towards the total)*
  • after it's launched 3 times OR 180F pass after it's winded OR it's counterbalanced, the pumpkin disappears. *tl-note: please double-check this for me. thanks.
Sword Iris
214C
- 800 80 86 all 2 FBHP 19 8 42 total +2 38 42 -
  • floats on hit
  • always starts after 13F
  • lighting descends on all lightning rods/tiny lobelia at the same time.
Sword Iris (air)
j214C
- 800 80 86 all 2 FBHP 22 8 45 total +24 40 42 -
  • floats on hit
  • guaranteed startup at 13F
  • 3F recovery after landing
  • lightning descends on all lightning rods/tiny lobelia at the same time
  • frame advantage listed assumes minimum altitude when used (27F startup)

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Baden-Baden Lily
632146C
R 320x6 80 85 all 2 FBHP 13+4 2x6 21 +63 during animation 100 -
  • Invincible from super freeze to 9F after
  • airborne from super freeze to 22F after
  • floats on hit
  • counter-hit carries
  • removes 1 guard primer on block
  • multiplier adjustment of exactly 1
  • guaranteed damage 20% (64x6)
  • guaranteed activation after super freeze
Baden-Baden Lily (air)
j632146C
R 320x6 80 85 all 2 FBHP 29+2 2x6 8F after landing - until after landing stiffness 100 -
  • Invincible from super freeze to 7 frames after
  • floats on hit
  • counter-hit continuation
  • removes 1 guard primer on block
  • multiplier adjustment of exactly one
  • 20% damage guaranteed(64 x 6)
  • guaranteed activation after super freeze
Baden-Baden-Lily (rod)
-
- 560x4 80 85 all 2 FBHP (13+4)+4 2x4 - +39 - 100 -
  • floats on hit
  • counter-hit carries
  • removes 1 guard primer on block
  • multiplier adjustment of exactly 1
  • damage guaranteed 20% (112 x 4)
  • launched from the rods/tiny lobelia separate from Rachel
  • one rod's startup time is 21F
  • one rod +39F frame advantage, 2 rods +43F, and 3 rods +47.
Tempest Dalia Lvl 1
632146B
R - - - - - BHP 13+0 - 87 total [93 total] -8 during animation - -
  • Shoots 8 bats
  • Invincible from super freeze til 1F after
  • airborne from 1F-80F
  • projectile attack
  • Once projectile is produced, its active frames must occur
  • recovery of 7F after landing
  • airborne version takes 93F total
  • Tempest Dalia's level is determined during superfreeze by # of stocks in wind guage
  • consumes one wind stock and blows a forward wind after superfreeze
  • Frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen.
Tempest Dalia Lvl 2
632146B
R - - - - - BHP 13+0 - 87 total [93 total] 8 during animation - -
  • Fires 7 bats, 1 cow
  • Invincible from super freeze til 1F after
  • airborne from 1F-80F
  • projectile attack
  • Once projectile is produced, its active frames must occur
  • recovery of 7F after landing
  • airborne version takes 93F total
  • Tempest Dalia's level is determined during superfreeze by # of stocks in wind guage
  • consumes one wind stock and blows a forward wind after superfreeze
  • Frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen.
Tempest Dalia Lvl 3
632146B
R - - - - - BHP 13+0 - 87 total [93 total] 19 during animation - -
  • Fires 4 bats, 2 cows, 1 Great Pumpkin
  • Invincible from super freeze til 1F after
  • airborne from 1F-80F
  • projectile attack
  • Once projectile is produced, its active frames must occur
  • recovery of 7F after landing
  • airborne version takes 93F total
  • Tempest Dalia's level is determined during superfreeze by # of stocks in wind guage
  • consumes one wind stock and blows a forward wind after superfreeze
  • Frame advantage difference is affected by the distances between Rachel, the opponent, and the edge of the screen.
Tempest Dalia Lvl 4
632146B
R - - - - - BHP 13+0 - 87 total [93 total] 19 during animation - -
  • Fires 3 cows, 1 Great Pumpkin, 1 King George
  • Invincible from super freeze til 1F after
  • airborne from 1F-80F
  • projectile attack
  • Once projectile is produced, its active frames must occur
  • recovery of 7F after landing
  • airborne version takes 93F total
  • Tempest Dalia's level is determined during superfreeze by # of stocks in wind guage
  • consumes one wind stock and blows a forward wind after superfreeze
  • Frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen.
Bat
-
- 308 70 91 all 3 BHP - - - - - 40 -
  • Guaranteed damage 20% (61)
Cow
-
- 506 70 91 all 3 BHP - - - - - 50 -
  • floats on hit
  • guaranteed 20% damage (101)
King Pumpkin
-
- 836 70 91 all 5 BHP - - - - - 90 -
  • floats on hit
  • takes 1 guard primer on block
  • guaranteed 20% damage (167)
  • hit stop of 12F
King George
-
- 1320 70 91 all 5 BHP - - - - - 60 -
  • floats on hit
  • removes 1 guard primer on block
  • guaranteed 20% damage (264)
  • hit stop of 20F

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Clownish Calendula
222B
- death - - Unblockable 5 HBF 51+80 40 26 - 175 - -
  • Guard point from super freeze through the 119 frames of red aura following the super freeze
  • Rachel has no hittable box during the entire move

Revolver Action

Ground Revolver Action Table
A B C Cancels
5A 5A, 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Jump, Throw, Special
2A 5A, 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
6A - 5B, 6B, 4B 2C, 6C, 3C Throw, Special
5B 6A 6B, 4B 5C, 2C, 6C, 3C Jump, Throw, Special
2B - 5B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
6B - - - Throw, Special
4B - 5B, 2B, 6B 5C, 2C, 6C Throw
5C - - 5CC, 3C, 6C Special
5C>C - - 3C Special
2C - - - -
6C - - j.C, j.2C Special
3C - - - Special
3[C] - - - -
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Jump, Throw, Special
j.B j.A - j.C Jump, Throw, Special
j.C - - j.2C Jump, Special
j.2C - - 2C Special*
Red = On Hit only
Special = Specials and Supers
Super = Supers only
* can only be Special canceled after landing


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