BBCS2/Rachel Alucard

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Rachel Alucard


Overview[edit]

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.

Health: 11,000
Guard Primers: 4
Play-style: Zoning, Trapping
Movement Options: 1 Double Jump/Airdash, Run-type Dash

Drive: Slypheed

You press D to make wind blow across the screen. You may put in a directional command to make the wind blow eight different ways. Wind affects Rachel, her projectiles, and her opponent.

Rachel has a gauge that indicates how much she can use Sylpheed. Her gauge has a max of four stocks that slowly regenerate as long as Rachel is on the ground. The longer she regenerates, the faster the rate of regeneration is.

This is the core of Rachel's game play. You manipulate the wind to combo, pressure, approach, run away, and be a general annoyance to your opponent.

Move List[edit]

Normal Moves[edit]

5A

Auto 2-hit normal. Decent for pressure.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
150x2
80
84
All
1
6
2(6)3
11
-2
14
Click!

A standard jab. Nago slaps the opponent twice. You can gatling from the first hit or the second hit. Jump cancellable.


5B

Decent poke. Has limited anti-air uses.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
550
95
89
HL
3
8
6
19
-8
17
Click!

Rachel summons a small gust of wind to hit the opponent. Has projectile and physical property. Jump cancellable. Air unblockable. 5B > 2B gatling is very useful.


5BB

Same as 6B. Chains from 5B.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
640
85
89
HL
3
13
3
15
-1
17
Click!

This is the same as 6B.


5C

5C is one of her two Fatal Counter moves.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
100
92
HL
4
17
4
32
-17
19
Click!

Rachel transforms her umbrella into a sword and stabs the opponent, the follow up attack opens the umbrella and blows back the opponent. Rachel may gatling from the first hit or the follow up.


5CC

Great corner combo ender. Offers strong okizeme options.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
750
100
94
HL
5
9
8
24
-11
50
Click!

Air unblockable. Breaks one Guard Primer. 5C on CH is a Fatal Counter. It can be used in a corner loop, but has a repeat proration of 50%.


2A

Good poke. Leaves you at neutral frame advantage.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
200
80
84
All
1
7
4
8
±0
14
Click!

Nago stabs at you with his tail. Decent range as far as Rachel's attacks go.


2B

Really good low. Gatlings from 5B.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
400
80
86
L
2
10
6
18
-10
14
Click!

Similar to 5B, except Rachel is crouching. Also has projectile and physical property. Is a low.


2C

Ridiculous damage if you get the counter-hit. Really unsafe if whiffed.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1000
80
94
HL
5
23
13
42
-34
30
Click!

Nago turns into a chair and Rachel sits on him. Nago electrocutes himself (and the opponent if he hits the opponent). You can only do full combos from this on CH. Does not require wind to combo, but the most damaging combos are done if you use wind. If opponent blocks or this whiffs, you've just given your opponent a free ticket to do whatever. However, if it hits, it is one of Rachel's most damaging starters. Has a fully body guard point that can eat one hit. Air unblockable. Takes off one Guard Primer.


6A

Main anti-air with Rachel.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
620
80
89
HL
3
13
5
15
-3
26
Click!

Nago becomes a buff pirate and uppercuts the opponent while Rachel curtsies. It's a very strong anti-air that leads into good damage if it connects. Has an upper body guard point that can eat one hit. Air unblockable.


6B

Really good poke. Blows back the opponent on counter-hit.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
640
85
89
HL
3
13
3
15
-1
17
Click!

Blows back the opponent on counter hit and allows you to get a free summon or combo if you have a conveniently placed rod. 6B is Rachel's longest-ranged normal and a very respectable poke. It is also good for mix up during block strings. Jump cancellable. Air unblockable.


6C

Main corner carry normal when used with forward directional wind (D/6D).
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
234
100
70
All
4
13
3xN
13 after landing
4
19
Click!

Rachel twirls in the air and stabs her opponent with the over-skirt of her dress. Very good for corner carry combos and you can loop 5B 6CD jC to carry them all the way to the corner. The attack continues as long as Rachel is in the air, so people have used it to stall for time by using 6C 8D to carry the opponent with you up into the air. Also +4 on block.


4B

Overhead. Try hiding your attempts in mix ups.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800
70
92
H
4
28
6
22
-9
19
Click!

Rachel turns around and her over-skirt becomes a large curved spike that stabs the opponent. Very slow overhead. Air unblockable. Takes off one Guard Primer.


3C

Low hit. Knockdown to safely summon frog or pumpkin.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
220x3
90
92
L
4
11
4, 4
17
0
40
Click!

Rachel spins on the ground with her over-skirt turning into a circular chair-like object with large spikes. Must be blocked low.


3[C]

Mix up tool. Can also be used to extend combos.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
220x3
90
92
L
4
11
4, 4
17
0
40
Click!

You can hold down 3C to extend the attack up to 7 hits. Used for mix up (usually off of 5B or 6B) or to extend combos. Must be blocked low.


j.A

Instant overhead if used with 2D/3D wind. Whiffs on some crouching characters such as Litchi.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300
70
84
HA
1
8
3
7
--
14
Click!

Nago jabs a paw at the opponent. An extremely fast and sneaky overhead. Can chain into itself on whiff, hit, or block. Requires 2D or 3D to hit most crouching characters.


j.B

Used like j.A but it's a bit slower. Pretty good air-to-air uses.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
360
80
86
HA
2
9
6
12
--
14
Click!

Rachel stabs the opponent with her over-skirt. A little slower than j.A, but still good as an overhead. Also needs 2D or 3D to hit most crouching characters. Also decent as an air to air or as a jump in.


j.C

Catch opponents in the air directly above you.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650
90
89
All
3
8
6
20
--
32
Click!

Rachel opens up Nago who turns into a spiky umbrella. Good for catching opponents who are in the air above you as the active hitbox is pretty huge. It's very untechable on counter hit and gives Rachel enough time to land and catch the opponent in an air combo.


j.[C]

Can be used for mix up. Can also be used to stall for time.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
--
--
--
--
--
--
--
--
--
--
Click!

Hold down the C button and Rachel will keep the umbrella open and float in the air. You can move her around with wind. A common time out tactic is to super jump with up wind and do j.[C] to make her slowly float to the ground. The higher Rachel is though, the faster she will fall.


j.2C j.2C Level 1

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
680
90
94
All
5
13
until landing
31 after landing
--
25
Click!

j.2C Level 2

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1200
100
94
All
5
13
until landing
31 after landing
--
60
Click!

j.2C Level 3

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
2000
100
94
All
5
13
until landing
31 after landing
--
164
Click!
Has 3 levels. Level 2 and Level 3 are used to extend combos.

Gii turns into a platform with a drill while Rachel sits on him and reads books. It's her only air normal that's not an overhead, but she can chain into normals or specials on landing. There are three levels of this move. The level of the move depends on Rachel's momentum along with the amount of time she spends in the air. The higher the level, the more damage and untechable time it gives you. Level 2 will bounce the opponent off the ground. Level 3 will Fatal Counter even on normal hit and bounce the opponent very high in the air. Level 2 takes off one Guard Primer and level 3 takes off two Guard Primers.



Throws[edit]

Forward Throw

Use with wind to follow-up with a combo.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1200
90
100, 55
100*
0, 4
7
3
18
--
12, 80
Click!


*throw range


Back Throw

Use with wind to follow-up with a combo
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1200
90
100, 55
100*
0, 4
7
3
18
--
12, 80
Click!


*throw range


Air Throw

Follow-up with a downward directional wind if too high to combo normally.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1600
100
100, 55
90*
0, 4
7
3
24
--
12, 34
Click!


*throw range


Special Moves[edit]

Tiny Lobelia (236A/B/C or j.236A/B/C)
Rachel's most basic zoning tool. Rachel shoots a football shaped seed with a lighting rod printed on it. This projectile is active from appearance until it lands on the ground. When it lands, a lighting rod spawns. She can also shoot them in the air. She has three ranges where she can shoot the projectile- short, medium, long (A, B, C on the ground and C, B, A in the air). Also, after the seeds are shot, Rachel can alter their direction by using wind.

A maximum of three rods can be out at any given time. When Rachel shoots more than three rods, the new rod will replace the oldest rod.


Tiny Lobelia 236A

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
500
80
92
All
4
11
26
47 total
-4
19
Click!

Tiny Lobelia j.236A

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
450
80
92
All
4
9
--
53 total
--
19
Click!

Tiny Lobelia 236B

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
80
92
All
4
20
45
58 total
-6
30
Click!

Tiny Lobelia j.236B

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
550
80
92
All
4
22
--
55 total
--
19
Click!

Tiny Lobelia 236C

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
80
92
All
4
20
45
58 total
-6
30
Click!

Tiny Lobelia j.236C

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
550
80
92
All
4
22
--
55 total
--
19
Click!



George the XIII (214A / j.214A)

File:Rachel214A.png
Stays out even on block.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
--
--
--
--
--
25[24]
540
49 total [until landing]
--
--
Click!
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
145x8
85
85
All
4
65+31
3x8
--
--
22
Click!

Rachel sets down a frog which will walk towards the opponent. Rachel may wind the frog towards the opponent (frog will only slide towards the opponent, if winded away the frog will walk in place). When the frog is near the opponent, it'll activate by setting off an electrical shock. She may also summon him in the air.

The frog itself has an HP of 700 and, unlike the pumpkin, the opponent can hit George when he is not active. George will also remain out even if Rachel blocks an attack, but will still disappear if she is hit or if she is grabbed/opponent techs Rachel's grab. George also disappears on his own after a set amount of time and he will also disappear after activating.

If George disappears after activating (whether killed, finishing his attack, or Rachel is hit/techs a grab/opponent techs Rachel's grab), a cool down meter will appear for Rachel. This meter lasts approximately 2 seconds and during this time, Rachel may not summon the frog.

George is good as both a offensive and defensive tool. On offense, George is used to continue pressure and lengthen combos. Lengthening combos with George is ideal in situations when you want to regain wind. On defense, George is used to trap opponents and by standing near him, most opponents will be cautious when approaching Rachel. If an opponent is forced to block George, Rachel gets a free mix up opportunity.


Impish Gypsophilla (214B / j.214B)

File:Rachel214B.png
Respect the pumpkin.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
--
--
--
--
--
29[21]
300
46 total[41 total]
--
--
Click!
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300
80
86
All
2
5F after wind starts
20
--
+10
20
Click!

Rachel twirls around and summons a pumpkin. Rachel can wind this pumpkin in any direction as many times as she wants, but it can only hit the opponent three times before disappearing. It will also disappear on its own after a certain amount of time. She may also summon it in the air.

The pumpkin only has a hitbox when it is active and therefore opponents cannot hit it while it is not active (opponents may only hit it with another projectile to make it disappear). However, an opponent can cause the pumpkin to disappear by hitting Rachel, making her block an attack, or grabbing her/teching her grab.

Pumpkin is the best of Rachel's zoning tools and being able to keep it out is vital to her game play. While pumpkin is out, Rachel is able to safely approach the opponent, zone, keep the opponent in pressure, and extend combos. Pumpkin travels very fast and with Rachel's ability to make it go pretty much any direction she wants it to, it can prove to be an extremely annoying obstacle for your opponent.


Sword Iris (214C / j.214C)

File:Rachel214C.png
Used to extend combos or to catch opponents on their approach.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
80
86
All
2
19
8
42 total
+2
42
Click!
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600
80
86
All
2
22
8
45 total
+24
42
Click!

When rods are planted by Tiny Lobelia, Rachel may do a command to activate the rods. When she does this, a pillar of lighting will appear where ever the rods are and shock the opponent. She can also do this in the air. All rods will disappear after activation.

Sword Iris is generally used to extend combos and to make opponents think twice about rushing in on Rachel. Another common use is to run away and activate Sword Iris as your opponent chases you down. Also, as stated in the description for Tiny Lobelia, it's great for catching people during air dashes. The air version gives frame advantage when done as low as possible.


Distortion Drives[edit]

Baden-Baden Lily (632146C)

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
500x6
80
85
All
2
13+4
2x6
21
+63
100
Click!

Air Baden-Baden Lily (j.632146C)

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
500x6
80
85
All
2
29+2
2x6
8 after landing
--
100
Click!

Rods during Baden-Baden Lily

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
150x4
80
100
All
2
*
2x4
--
+39
100
Click!

Rachel floats in the air and does a bigger version of Sword Iris, except lighting will also appear where Rachel is. She may also do this in the air.

File:Rachel632146C.png
Mainly used for combos.

Baden Baden Lily is mostly used in combos, but may also be used in pressure if you want to Guard Crush your opponent. Each rod and Rachel take off a primer, totaling up to four primers. This makes it really good for potential Guard Crush setups. Outside of that, Baden Baden Lily is used for combos.


Tempest Dahlia (632146B / j.632146B)

Tempest Dahlia Level 1

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
200x7, 500
100
90x7, 30
All
3
10+9
--
73 total
+15
40
Click!

Tempest Dahlia Level 2

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
200x9, 950
100
90x9, 30
All
3
10+0
--
73 total
+28
40
Click!

Tempest Dahlia Level 3

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
200x7, 1550
100
90x7, 30
All
3
10+0
--
73 total
+29
40x7, 50
Click!

Tempest Dahlia Level 4

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
200/300/1600
100
90x8, 30
All
3x8, 4
10+0
--
73 total
+43
40/50/90
Click!

Tempest Dahlia Level 5

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
300x5, 400, 1800
100
90x6, 30
All
3x5, 4, 5
10+0
--
73 total
+51
50x5, 90, 60
Click!
File:Rachel632146B.png
Used for mix-up, regenerate wind, or to guard crush.

Rachel puts on a Nago cloak while Gii puffs up into a giant and blows out a huge gust of wind. Depending on the number of wind stocks Rachel has, different projectiles will shoot out. There are a total of five different levels. Only level 4 and 5 break guard primers (4 breaks 1 and 5 breaks 2).

Tempest Dahlia is used for defensive purposes. It's not very good in combos because the proration of the last projectile is 30%, severely limiting the combo potential of this move. The good news is all version are plus on block. Also, due to the lengthy time of this super, it can be used to stall for time or (more importantly) regain a lot of wind stock. Even during the level 1 version, Rachel can regain 2-3 stocks, making Tempest Dahlia a pretty decent super.

One thing to keep in mind- The closer Rachel's back is to the corner, the faster the projectiles will appear on screen. Also, once a projectile appears, it's active frames are guaranteed.

Another thing to note is that Rachel can move before Tempest Dahlia is completely done. This is especially useful during the level 4 and 5 version where Rachel can get a free mix up while both she and the opponent are obscured by King George or King Pumpkin.


Astral Heat[edit]

Clownish Calendula(222B)

File:Rachel222B.png
Can be used in certain setups to guarantee a win.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
Death
--
--
Unblockable
5
51+80
40
196
--
--
Click!

Rachel sets her umbrella into the ground and a glowing red pillar of light appears around her. After the umbrella is set into the ground, Rachel is completely invulnerable and cannot be hit or grabbed until she goes into recovery. The red pillar is unblockable. If the opponent touches the red pillar, the attack activates and they are killed. Rachel may also manipulate wind (and therefore any projectiles she has out) during this attack.

Like most Astrals, this attack is very rarely used. The start up on the attack is extremely long, it costs 100 meter and a burst, and in pretty much every situation there is something better you can do with those resources.

Rachel can combo into it (although it is difficult to do), but in cases where she can it is easier to use Baden Baden Lily to kill the opponent. There are some corner setups involving George and pumpkin that trap the opponent and force them to get hit, but these are also rarely used.

The only other positive thing to say about this attack is if the opponent for some reason air dashes or is somewhat at close range, you can wind them in or use pumpkin to knock them into the attack.


Strategy[edit]

Offense[edit]

Defense[edit]

Combos[edit]

Midscreen[edit]

Corner[edit]

TODO: Fill out missing sections.

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Throw, Jump, Special
5B 6A 2B two times 5C, 2C, 6C, 3C Throw, Jump, Special
5C - - Followup, 6C, 3C Special
5CC - - - Special
2A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Throw, Special
2B - 5B two times, 6B 5C, 2C, 6C, 3C Throw, Special
2C - - - -
6A - 5B, 6B 5C, 2C, 6C, 3C Throw, Special
6B - - 5C, 6C, 3C Throw, Jump, Special
4B - 5B, 2B, 6B 5C, 2C, 6C Throw
6C - - j.C, j.2C Special
3C - - - Special on first 2 hits
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Throw, Jump, Special
j.B j.A - j.C, j.2C Throw, Jump, Special
j.C - - j.2C Jump, Special
j.2C - - - Special on landing
  • j.2C can cancel ground recovery into ground normals on landing


Red = On Hit only
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift IIe

System Explanations

HUDControlsFrame Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc