BBCS2/Rachel Alucard/Frame Data

From Dustloop Wiki

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 150x2 62 80 84(once) all 1 BH 6 2(6)3 11 -2 23 14 Click!
  • CH continuation
5B SJR 550 227 95 89 HL 3 BHP 8 6 19 -8 21 17 Click!
5C (1) SR 650 269 100 92 HL 4 BH 17 4 32 -17 40 19 Click!
  • fatal counter possible
  • can transition into followup move between 21F~28F
5C (2) SR 750 310 100 94* HL 5 BH 9 8 24 -11 28 50 Click!
  • hit cause slide
  • break 1 primer
  • 50% repeat proration
2A cSR 200 82 80 84 all 1 F 7 4 8 0 10 14 Click!
2B SR 400 165 80 86 L 2 FP 10 6 18 -10 24 14 Click!
2C R 1000 414 80 94 HL 5 FB 23 13 42 -34 73 30 Click!
  • full guard-point against strikes from 3F-35F
  • hit cause float
  • prevents quick tech
  • break 1 primer
6A SR 620 256 80 89 HL 3 BH 13 5 15 -3 21 26 Click!
  • upper body guard-point against strikes from 7F-12F
  • hit cause float
6B SJR 640 264 85 89 HL 3 BH 13 3 15 -1 21 17 Click!
  • CH cause slide
4B R 800 331 70 92 H 4 BH 28 6 22 -9 39 19 Click!
  • break 1 primer
6C SR 234* 96* 100 70(once)* all 4 BH 13 3xN* 13 after landing 4 6 after landing 19 Click!
  • CH continuation
  • 60% repeat proration
  • hitstop 4F
  • forces standing on hit
  • attack power and gauge gain prorates by 90% per hit (round down, after 37th hit dmg 0)
3C SR 220x3 91x3 90 92(once) L 4 F 11 4, 4 17 0 20 40 Click!
  • hit cause float
  • CH continuation, hitstop 8F
  • hold button on 19F to transition into 3[C]
3[C] SRx2, Rx5 220x7 91x7 90x2, 70x5 92(once)x2, 100x5 L 4 F 11 4x6, 2 17 0 36 40 Click!
  • hit cause float
  • if 1st hit lands as a CH
  • CH continuation until 2nd hit
  • if 3rd hit lands as a CH
  • CH continuation until 7th hit
  • if first hit lands
  • hitstop 8F
j.A SJR 300 124 70 84 HA 1 H 8 3 7 - 13 14 Click!
j.B SJR 360 149 80 86 HA 2 H 9 6 12 - 20 14 Click!
j.C SJR 650 269 90 89 HA 3 H 8 6 20 - 23 32 Click!
  • hold button on 23F to transition into j.[C]
j.[C] - - - - - - - - - - 16 after landing - - - [C.html Click!]
  • after 10F can cancel with attack or air dash
j.2C (lv1) SR* 680 281 90 94* all 5 H 13 until landing 31 after landing - 19 after landing 25 Click!
  • airhit cause knockdown
  • 80% repeat proration (lv1-3 are repeat)
  • can cancel into normal or special moves only after landing on ground
j.2C (lv2) SR* 1200 496 100 94* all 5 H 13 until landing 31 after landing - 19 after landing 60 Click!
  • hit cause ground bounce
  • break 1 primer
  • 80% repeat proration (lv1-3 are repeat)
  • hitstop 20F
  • can cancel into normal or special moves only after landing on ground
j.2C (lv3) SR* 2000 828 100 94* all 5 H 13 until landing 31 after landing - 19 after landing 164 Click!
  • hit cause ground bounce
  • forces fatal counter
  • break 2 primers
  • hitstop 30F
  • 80% repeat proration (lv1-3 are repeat)
  • can cancel into normal or special moves only after landing on ground
Forward Throw -, R 0, 1200 0, 496 90 100, 55 100 0, 4 ground throw 7 3 18 - 12, 80 Click!
  • 2rd hit cause wall bounce
  • 100% guaranteed dmg
Back Throw -, R 0, 1200 0, 496 90 100, 55 100 0, 4 ground throw 7 3 18 - 12, 80 Click!
  • 2rd hit cause wall bounce
  • 100% guaranteed dmg
Air Throw -, R 0, 1600 0, 662 100 100, 55 90 0, 4 air throw 7 3 24 - 12, 34 Click!
  • 2rd hit cause knockdown
  • prevents quick tech
  • 100% guaranteed dmg
  • vertical range 60-280
Counter Assault R 0 0 50 92 all 4 BH 12 3 33 -17 35 19 Click!
  • 1-20F invincible
  • has blow-away effect
  • cooldown 180F

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Sylpheed
  • wind gauge has 4 stocks max, each stock is 200
  • wind recovery after silpheed: 1-30F - 0; 30-180F: 20; after 180F - 160
  • wind gauge recharge is suspended while airborn, during flash, and during hitstop

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 500 207 80 92 all 4 BHP 11 26 47 total -4 27 19 Click!
  • loses attack properties on hit (rod will still spawn)
  • proj
  • 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 600 248 80 92 all 4 BHP 20 45 58 total -6 41 30 Click!
  • loses attack properties on hit (rod will still spawn)
  • proj
  • hit cause float
  • 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 600 248 80 92 all 4 BHP 20 55 58 total -6 41 30 Click!
  • loses attack properties on hit (rod will still spawn)
  • proj
  • hit cause float
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
A Tiny Lobelia (air)
j.236A
R 450 186 80 92 all 4 BHP 9 - 53 total - 32 19 Click!
  • loses attack properties on hit (rod will still spawn)
  • proj
  • height limitation
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
  • 3F recovery after landing
B Tiny Lobelia (air)
j.236B
R 550 227 80 92 all 4 BHP 22 - 55 total - during animation 19 Click!
  • loses attack properties on hit (rod will still spawn)
  • proj
  • height limitation
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
  • 3F recovery after landing
C Tiny Lobelia (air)
j.236C
R 550 227 80 92 all 4 BHP 22 - 55 total - during animation 19 Click!
  • loses attack properties on hit (rod will still spawn)
  • proj
  • height limitation
  • bounces backwards when touches a move with projectile properties
  • spawns lightning rod when it lands on the ground (max 3)
  • 3F recovery after landing
George XIII (summon)
214A/j.214A
- - - - - - - - 25[24] 540 49 total [until landing] - during animation - Click!
  • Wind will only propel George towards the opponent. If winded away from the opponent, George will walk in place.forward
  • George disappears if time expires, if he activates, or takes 700 dmg. He will also disappear if Rachel re-summons him, or if Rachel is hit.
  • Frog gauge only appears if George activates.
  • Rachel can't summon the frog until the gauge is full (fills in 120F)
  • [ ] data on airborne version
George XIII (active) - 145x8 60x8 85 85(once) all 4 FBP 65+31 3x8 - - - 22 Click!
  • hit cause float
  • CH continuation
  • loses attack properties when hit
  • hitstop 6F
  • activation near opponent 31F
  • proj
Impish Gypsophilla (summon)
214B/j.214B
- - - - - - - - 29[21] 300 46 total [41 total] - during animation - Click!
  • if time expires OR Rachel is hit OR Rachel blocks a hit, the pumpkin disappears
  • aerial version can only be used once per jump
  • [ ] data on airborne version
Impish Gypsophilla (active) R 300 124 80 86 all 2 FBHP 5F after wind starts 20 - +10* - 20 Click!
  • blockstun 20F
  • If the projectile hits or is guarded, it loses it's attack properties
  • hitstop 9F
  • proj
  • frame adv. listed is for ground version
  • 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
Sword Iris
214C
- 600 248 80 86 all 2 FBHP 19 8 42 total +2 38 42 Click!
  • hit cause float
  • guaranteed activation after 13F
  • lighting descends on all lightning rods and tiny lobelia at the same time
  • proj
Sword Iris (air)
j.214C
- 600 248 80 86 all 2 FBHP 22 8 45 total +24* 40 42 Click!
  • hit cause float
  • guaranteed activation after 16F
  • proj
  • 3F recovery after landing
  • lighting descends on all lightning rods and 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 500x6 (115x6) 80 85(once) all 2 FBHP 13+4 2x6 21 +63 during animation 100 Click!
  • invincible 1-9F after super freeze
  • airborne from super freeze to 22F after
  • hit cause float
  • CH continuation
  • break 1 primer
  • 20% guaranteed dmg
  • guaranteed activation after super freeze
  • 180F Heat Gauge Cooldown
  • proj lv2
Baden-Baden Lily (air)
j.632146C
R 500x6 (115x6) 80 85(once) all 2 FBHP 29+2 2x6 8 after landing - during animation 100 Click!
  • invincible from super freeze to 7F after
  • hit cause float
  • CH continuation
  • break 1 primer
  • 20% guaranteed dmg
  • guaranteed activation after super freeze
  • 180F Heat Gauge Cooldown
  • proj lv2
Baden-Baden Lily (rod) - 150x4 (34x4) 80 100 all 2 FBHP * 2x4 - +39 - 100 Click!
  • CH continuation
  • break 1 primer
  • launched from the rod or tiny lobelia closest to Rachel
  • 20% guaranteed dmg
  • hit cause float
  • startup 4F after Rachel or previous rod
  • ground version 1st rod 13+8F, 2nd - 13+12F, 3rd - 13+16F
  • proj lv2
Tempest Dalia (lv1)
632146B
R 200x7, 500 (46x7, 115) 100 90x7, 30 all 3 BHP 10+9 - 73 total +15* during animation 40 Click!
  • invincible from super freeze to 1F after
  • 20% guaranteed dmg
  • once projectile is produced, its active frames must occur
  • proj lv2
  • 7F recovery after landing
  • cooldown 180F
  • blows a forward wind before super freeze
  • level is determined during startup by # of stocks in wind gauge
  • frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen
Tempest Dalia (lv2)
632146B
R 200x9, 950 (46x9, 218) 100 90x9, 30 all 3 BHP 10+0 - 73 total +28* during animation 40 Click!
  • invincible from super freeze to 1F after
  • 20% guaranteed dmg
  • once projectile is produced, its active frames must occur
  • proj lv2
  • 7F recovery after landing
  • cooldown 180F
  • blows a forward wind before super freeze
  • level is determined during startup by # of stocks in wind gauge
  • frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen
Tempest Dalia (lv3)
632146B
R 200x7,1550 (46x7, 356) 100 90x7, 30 all 3 BHP 10+0 - 73 total +29* during animation 40x7, 50 Click!
  • invincible from super freeze to 1F after
  • 20% guaranteed dmg
  • once projectile is produced, its active frames must occur
  • proj lv2
  • 7F recovery after landing
  • cooldown 180F
  • blows a forward wind before super freeze
  • 8th hit cause float
  • level is determined during startup by # of stocks in wind gauge
  • frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen
Tempest Dalia (lv4)
632146B
R 200/300/1600 (46/69/368) 100 90x8, 30 all 3x8, 4 BHP 10+0 - 73 total +43* during animation 40/50/90 Click!
  • invincible from super freeze to 1F after
  • 20% guaranteed dmg
  • once projectile is produced, its active frames must occur
  • proj lv2
  • 7F recovery after landing
  • cooldown 180F
  • blows a forward wind before super freeze
  • 8th hit cause float
  • 9th hit break 1 primer
  • 9th hit hitstop 12F
  • level is determined during startup by # of stocks in wind gauge
  • frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen
Tempest Dalia (lv5)
632146B
R 300x5, 400, 1800 (69x5, 92, 414) 100 90x6, 30 all 3x5, 4, 5 BHP 10+0 - 73 total +51* during animation 50x5, 90, 60 Click!
  • invincible from super freeze to 1F after
  • 20% guaranteed dmg
  • once projectile is produced, its active frames must occur
  • proj lv2
  • 7F recovery after landing
  • cooldown 180F
  • blows a forward wind before super freeze
  • hit cause float
  • 6th and 7th hits each break 1 primer
  • 6th hit hitstop 12F
  • 7th hit hitstop 20F
  • level is determined during startup by # of stocks in wind gauge
  • frame advantage is affected by the distances between Rachel, the opponent, and the edge of the screen
Clownish Calendula
222B
- Death 0 - - Unblockable 5 FBH 51+80 40 196 - 175 - Click!
  • 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
  • cooldown 180


Revolver Action Table

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

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