BBTag/Rachel Alucard

From Dustloop Wiki
Jump to: navigation, search
Rachel Alucard
BBTag Rachel Portrait.png

Health: 16,000

Jump Startup:

Backdash Time / Invul:

Partner Skill Cooldown:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
  

Overview[edit]

"Devote all your best effort, or prepare to be disciplined"

Backstory[edit]

Head of the infamous Alucard vampire family, Rachel is an extremely powerful individual, controlling wind and lightning. She primarily acts as an observer during the events of Blazblue, and she will rarely directly interfere with the world-altering phenomena that surround the Hierarchical City of Kagutsuchi. However, Rachel may occasionally gently nudge pieces into their places when she views it necessary for the benefit of the world, such as when she saved Ragna by giving him the Azure Grimoire, or when she saves a time-displaced Jin by granting him the Susano'o Unit. Rachel main goal in doing this, however, is to one day break the century-long time loop that has affected the BlazBlue universe since time immemorial. 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 powerful werewolf and one of the Six Heroes, a legendary group of warriors that defeated the Black Beast.

Playstyle[edit]

Strengths/Weaknesses[edit]

Drive: Sylpheed[edit]

Rachel brings her ability to control the wind into her gameplay, allowing her to manipulate herself and the objects she throws out with wind. This feature was a very core part of her gameplay in the Blazblue series and makes it's return in Blazblue Cross Tag Battle. However, her wind mechanic works differently in Blazblue Cross Tag Battle. Instead of having 4 stocks of wind that regenerate over time, Rachel's wind functions on a cooldown system. After using her wind, there will be a short period of time where you won't be able to use wind again. You can tell whether or not Rachel's wind is on cooldown by looking at the rose symbol in the bottom corner of your HUD next to your meter

Additionally, the usage of wind is restricted to specific moves. Inputting a directional input during these moves will use a wind in the inputted direction. The moves that Rachel can use wind during are as follows:

  • Auto Combo 1 - 3rd Move (5AAA)
  • Auto Combo 2 - 3rd Move (5BBB)
  • 2C
  • All jump normals
  • Tiny Lobelia
  • George the 13th

Additionally keep in mind that Rachel's Sylpheed drive will not regenerate during the following:

  • Hitstop
  • While Rachel is airborne


Normal Moves[edit]

4A[edit]
4A
BBCS Rachel 5A.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Both hits are jump cancelable

A two hitting standing jab. This normal is mostly only used in pressure. Since both hits are jump cancelable, it gives you two different points to go for an instant overhead j.A mixup.


5A[edit]
5A
BBCS Rachel 5B.png
BBCS Rachel 6C.png
BBCS Rachel AThrow.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A - All - - - -
  • Good counter poke
  • Jump Cancelable

Because it can be jump canceled, this normal is another good opportunity to go for an instant overhead j.A in your pressure.

In neutral, the wind portion of this normal has no hurtbox while having decent range of its own. This allows Rachel to use it as a counter poke to pokes with hurtboxes that extend forward a good amount.

5AA - All - - - -
  • Jump Cancelable

Similar to 5A, 5AA is jump cancelable and is another good opportunity to go for an instant overhead j.A mixup.

Outside of this, 5AA is mostly used in combos. However, it should be noted that at 5A's maximum spacing, 5AA will whiff. In these cases, you should cancel into 5B instead to avoid dropping the combo.

5AA also vacuums the opponent towards you, allowing you to pull them out of the corner to cross up.

5AAA - All - - - -
  • Great for corner carry
  • Can use wind by inputting a direction as the move is coming out

Currently, the unwinded version of this normal doesn't see too much use outside of doing the A smart combo. If you apply a 6 wind to it, it can be great for corner, especially if you extend the combo with an assist afterwards.

5AAAA - All - - - -
  • Knocks down

Mostly only used in the A smart combo.


5B[edit]
5B
BBCS Rachel 6B.png
BBCS Rachel 5C.png
BBCS Rachel 5CC.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B - All - - - -
  • Great poke for intercepting ground approaches
  • Jump Cancelable
  • On air hit, blows back

Rachel's longest reaching ground poke. This button is best used to catch people off guard when they're chasing after you from the ground.

5BB - All - - - -
  • Moves Rachel forward a good distance, allowing it to connect even from 5B's max range

Mostly just used for combos.

5BBB - All - - - -
  • Crumples on hit, allowing combo extensions by doing microdash 5A
  • Can use wind by inputting a direction as the move is coming out

Mostly used in combos. It has an effect similar to a crumple on hit that allows you to extend your combos by doing microdash 5A on some characters.


5C[edit]
5C
BBCP Rachel CT.png
Damage Guard Startup Active Recovery Frame Adv.
- High - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


2A[edit]
2A
BBCS Rachel 2B.png
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Main Low Mixup

Rachel's main low mixup and the second half of her 50/50 mixup game. At most points where you can go for an instant overhead j.A mixup, you can go for a 2A low mixup.


2B[edit]
2B
BBCS Rachel 2C.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Auto Guards against all strikes
  • Launches on hit
  • Very limited reach

Rachel's old cat chair. It still auto guards against all strikes so it can still be used as a defensive option. However, it still also has its old limited reach, making it vulnerable to being outspaced by normals that are lacking a hurtbox at their end. It's best used closer up or defensively against normals with an extended hurtbox.

On hit, you can't use wind but you can use assists instead to convert it into a combo. On Counter Hit, you can link microdash 5A or 5B to convert it into a combo.


2C[edit]
2C
BBCS Rachel 3C.png
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Good combo ender on the ground
  • Chargeable, hold to do more hits but lose the ability to special cancel
  • Can use wind by inputting a direction as the move is coming out

Rachel's sweep. It's good for knocking an opponent off their feet so you can start air juggling an opponent in a combo by following it up with 236A/B~8. It's also good for ending your combos when you're on the ground since it'll knockdown and you can special cancel it into Lotus or George for oki if you have a nearby lobelia pole or Skill Gauge to spend.


j.A[edit]
j.A
BBCS Rachel jA.png
BBCS Rachel jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A - High - - - -
  • Great for overhead mixups

A very strong mixup tool. When combined with a 2 input to use wind, it allows for a very fast overhead option that leads to a full combo.

It can also be used as a jump in normal when combined with a 3 wind input. However, j.A doesn't have a lot of reach and can be beaten by most of anti-airs. When you use it as a jump in, it should mostly be used to catch an opponent by surprise as they're chasing after you by doing stuff like jump back > air dash j.3A.

j.AA - High - - - -

Mostly just used in combos.


j.B[edit]
j.B
BBCS Rachel jC.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Good for dealing with opponents directly above Rachel

Because this move hits directly above Rachel, this move can be very good at dealing with opponents in the air that are directly above you or higher up in the air than you are.


j.C[edit]
j.C
BBCS Rachel j2C.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Ground bounces

Mostly used at the end of air combos. j.C will bring an opponent all the way back down to the ground and the ground bounce is big enough that you can do 2C afterwards to end your combo in a knockdown.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCS Rachel FThrow.png
Damage Guard Startup Active Recovery Frame Adv.
- Throw - - - -
  • Can combo by linking a 5A or 5B juggle.

Detailed description of the usefulness of the move go here


Gerbera Lute[edit]
Gerbera Lute
5A+D
BBCF Rachel ExceedAccel.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here



Skills[edit]

Tiny Lobelia[edit]
Tiny Lobelia
236A/B (Air OK)
Version Damage Guard Startup Active Recovery Frame Adv.
A - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

B - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

Air A - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

Air B - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Barrel Lotus[edit]
Barrel Lotus
214A (Air OK)
BBCP Rachel BeelzeLotus.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Great for space control
  • On hit, lotus will automatically explode into Sword Iris, allowing easy combos.
  • Travels about half the screen before it vanishes
  • They will disappear if Rachel gets hit or blocks an attack.

Detailed description of the usefulness of the move go here


Sword Iris[edit]
Sword Iris
214B (Air OK)
BBCS Rachel SwordIris.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Tiger knee sword iris lets Rachel recover very fast and is very plus on block.
  • Important points go here

Detailed description of the usefulness of the move go here


Extra Skills[edit]

EX Tiny Lobelia[edit]
EX Tiny Lobelia
236C (Air OK)
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


George the 13th[edit]
George the 13th
214C (Air OK)
BBCS Rachel GeorgeXIII.png
Beware the frog...
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Disappears if Rachel is hit
  • Can be destroyed by taking a certain amount of damage from strike attacks
  • Immune to projectiles
  • Will trigger only in proximity to the opponent and not partners

Detailed description of the usefulness of the move go here



Partner Skills[edit]

5P[edit]
Winded 5AAA
5P
BBCS Rachel 6C.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


6P[edit]
Tiny Lobelia
6P
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Good for controlling air space and covering an approach on opponents hanging back

Rachel throws out the equivalent of her B and C lobelias from Blazblue at the same time. On their way up, they control a lot of air space and make it hard for the opponent to approach by air. If the opponent is in the area that the lobelias come down in, the lobelias will limit their options and allow you to approach.


4P[edit]
Sword Iris
4P
BBCS Rachel SwordIris.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Will ignite any Tiny Lobelia poles on the screen if there are any, in addition to the poleless one it usually does
  • Has some tracking when done as an active partner call

Detailed description of the usefulness of the move go here



Distortion Skills[edit]

Tempest Dahlia[edit]
Tempest Dahlia
236B+C (Air OK)
BBCS Rachel TempestDahlia.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Baden Baden Lily[edit]
Baden Baden Lily
214B+C (Air OK)
BBCS Rachel BadenBadenLily.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Creates a large pillar of lighting around Rachel
  • Detonates all lighting rods on the stage
  • The lighting pillar will remain even if Rachel is hit during the super.
  • Important points go here

Detailed description of the usefulness of the move go here



Astral Heat[edit]

Clownish Calendula
222B+C
BBCS Rachel ClownishCalendula.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here



BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc