(→5C) |
(→4A) |
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{{ | {{#lsth:BBTag/Rachel Alucard/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
;Playstyle | |||
:Zoner | |||
;Team role | |||
:Point, Support | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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|- | |- | ||
|} | |} | ||
<br clear | <br style="clear:both;"/> | ||
===Drive: Sylpheed=== | ===Drive: Sylpheed=== | ||
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* Hitstop | * Hitstop | ||
* While Rachel is airborne | * While Rachel is airborne | ||
<br clear | <br style="clear:both;"/> | ||
{{#lst:BBTag/Rachel Alucard/Data|Links}} | |||
{{ | <br style="clear:both;"/> | ||
<br clear | |||
==Normal Moves== | ==Normal Moves== | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Rachel_4A.png |caption= | |image=BBTag_Rachel_4A.png |caption= | ||
|image2=BBTag_Rachel_4AA.png |caption2= | |||
|name=4A | |name=4A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=4A}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|4A}} | |||
* Both hits are jump cancelable | {{!}}- | ||
{{AttackVersion|name=4AA}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|4AA}} | |||
{{!}}- | |||
{{Description|7|text=* 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. | 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. | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|5A}} | |||
{{!}}- | |||
* Good counter poke | {{Description|7|text=* Good counter poke | ||
* Jump Cancelable | * Jump Cancelable | ||
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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. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text=* Jump Cancelable | |||
* Jump Cancelable | |||
Similar to 5A, 5AA is jump cancelable and is another good opportunity to go for an instant overhead j.A mixup. | Similar to 5A, 5AA is jump cancelable and is another good opportunity to go for an instant overhead j.A mixup. | ||
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5AA also vacuums the opponent towards you, allowing you to pull them out of the corner to cross up. | 5AA also vacuums the opponent towards you, allowing you to pull them out of the corner to cross up. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|5AAA}} | |||
{{!}}- | |||
{{Description|7|text=* Great for corner carry | |||
* Great for corner carry | |||
* Can use wind by inputting a direction as the move is coming out | * 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. It's important to note this attack lasts as long as Rachel is in the air or A is hit again, meaning if you wind her in an upward direction, the hitbox will remain active until she touches the ground. | 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. It's important to note this attack lasts as long as Rachel is in the air or A is hit again, meaning if you wind her in an upward direction, the hitbox will remain active until she touches the ground. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|7|text=* Knocks down | |||
* Knocks down | |||
Rachel's old air throw now an attack. Mostly only used in the A smart combo. Requires assist to combo after, even at greater heights. | Rachel's old air throw now an attack. Mostly only used in the A smart combo. Requires assist to combo after, even at greater heights. | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|5B}} | |||
{{!}}- | |||
* Great poke for intercepting ground approaches | {{Description|7|text=* Great poke for intercepting ground approaches | ||
* Jump Cancelable | * Jump Cancelable | ||
* On air hit, blows back | * On air hit, blows back | ||
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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. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BB}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text=* Moves Rachel forward a good distance, allowing it to connect even from 5B's max range | |||
* Moves Rachel forward a good distance, allowing it to connect even from 5B's max range | |||
Mostly just used for combos. | Mostly just used for combos. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BBB}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|5BBB}} | |||
{{!}}- | |||
{{Description|7|text=* Crumples on hit, allowing combo extensions by doing microdash 5A | |||
* Crumples on hit, allowing combo extensions by doing microdash 5A | |||
* Can use wind by inputting a direction as the move is coming out | * Can use wind by inputting a direction as the move is coming out | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|5C}} | |||
{{!}}- | |||
* Universal overhead | {{Description|6|text=* Universal overhead | ||
Not much to say about this one, your standard 5C. Comes out relatively quickly, but is extremely easy to see coming thanks to Nago's dramatic transformation. | Not much to say about this one, your standard 5C. Comes out relatively quickly, but is extremely easy to see coming thanks to Nago's dramatic transformation. | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|2A}} | |||
{{!}}- | |||
* Main low mixup | {{Description|6|text=* 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. Can be used twice in a blockstring as supposed to prior where it could be only used once. This coupled with her previously mentioned instant overhead gives Rachel incredibly deadly mixup game in close quarters. | 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. Can be used twice in a blockstring as supposed to prior where it could be only used once. This coupled with her previously mentioned instant overhead gives Rachel incredibly deadly mixup game in close quarters. | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|2B}} | |||
{{!}}- | |||
* Has full body guardpoint (5-23f) | {{Description|6|text=* Has full body guardpoint (5-23f) | ||
* Launches on hit | * Launches on hit | ||
* Can be comboed into from 5BB | * Can be comboed into from 5BB | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=2C}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|2C}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|2[C]}} | |||
{{!}}- | |||
{{Description|7|text=* Good combo ender on the ground | |||
* Good combo ender on the ground | |||
* Can use wind by inputting a direction as the move is coming out | * Can use wind by inputting a direction as the move is coming out | ||
* Hold C to do more hits but lose the ability to special cancel | * Hold C to do more hits but lose the ability to special cancel | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.A}} | |||
{{!}}- | |||
* Great for overhead mixups | {{Description|7|text=* 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. | 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. | ||
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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. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=j.AA}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.AA}} | |||
{{!}}- | |||
{{Description|7|text=Mostly just used in combos. | |||
Mostly just used in combos. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Rachel_jB.png |caption= | |image=BBTag_Rachel_jB.png |caption=Something quite atrocious | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.B}} | |||
{{!}}- | |||
* Good for dealing with opponents directly above Rachel | {{Description|6|text=* 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. | 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. | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.C}} | |||
{{!}}- | |||
* Ground bounces | {{Description|6|text=* 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. | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|BC}} | |||
{{!}}- | |||
* Can combo by linking a 5A or 5B juggle. | {{Description|6|text=* Can combo by linking a 5A or 5B juggle. | ||
Pretty standard throw. Launches the opponent fairly high up vertically but not very far horizontally. | Pretty standard throw. Launches the opponent fairly high up vertically but not very far horizontally. | ||
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====== <font style="visibility:hidden" size="0">Gerbera Lute</font> ====== | ====== <font style="visibility:hidden" size="0">Gerbera Lute</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Rachel_GerberaLute.png |caption= | |image=BBTag_Rachel_GerberaLute.png |caption= | ||
|name=Gerbera Lute | |name=Gerbera Lute | ||
|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|AD}} | |||
{{!}}- | |||
* EXTREMELY large hitbox | {{Description|6|text=* EXTREMELY large hitbox | ||
* Air unblockable without meter | * Air unblockable without meter | ||
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<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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|name=Tiny Lobelia | |name=Tiny Lobelia | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|236A}} | |||
{{!}}- | |||
* Can use wind to manipulate the direction of the projectiles | {{Description|7|text=* Can use wind to manipulate the direction of the projectiles | ||
* Active until it touches the ground | * Active until it touches the ground | ||
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}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|236B}} | |||
{{!}}- | |||
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles | |||
* Can use wind to manipulate the direction of the projectiles | |||
* Active until it touches the ground | * Active until it touches the ground | ||
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}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air A}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.236A}} | |||
{{!}}- | |||
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles | |||
* Can use wind to manipulate the direction of the projectiles | |||
* Active until it touches the ground | * Active until it touches the ground | ||
* Travels the furthest of the meterless Lobelias | * Travels the furthest of the meterless Lobelias | ||
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}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air B}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.236B}} | |||
{{!}}- | |||
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles | |||
* Can use wind to manipulate the direction of the projectiles | |||
* Active until it touches the ground | * Active until it touches the ground | ||
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|name=Barrel Lotus | |name=Barrel Lotus | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|214A}} | |||
* Great for space control | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.214A}} | |||
{{!}}- | |||
{{Description|7|text=* Great for space control | |||
* On hit, lotus will automatically explode into Sword Iris | * On hit, lotus will automatically explode into Sword Iris | ||
* Travels very quickly and lasts a very long time | * Travels very quickly and lasts a very long time | ||
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|name=Sword Iris | |name=Sword Iris | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|214B}} | |||
* TK Sword Iris allows Rachel recover very fast and is very plus on block | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.214B}} | |||
{{!}}- | |||
{{Description|7|text=* TK Sword Iris allows Rachel recover very fast and is very plus on block | |||
* Good for pressure resets | * Good for pressure resets | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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|name=EX Tiny Lobelia | |name=EX Tiny Lobelia | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|236C}} | |||
* Can use wind to manipulate the direction of the projectiles | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.236C}} | |||
{{!}}- | |||
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles | |||
* Active until they touch the ground | * Active until they touch the ground | ||
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|name=George the 13th | |name=George the 13th | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|214C}} | |||
* Disappears if Rachel is hit | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.214C}} | |||
{{!}}- | |||
{{Description|7|text=* Disappears if Rachel is hit | |||
* Can be destroyed by taking a certain amount of damage from strike attacks | * Can be destroyed by taking a certain amount of damage from strike attacks | ||
* Immune to projectiles | * Immune to projectiles | ||
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George is more powerful than he ever has been. Since he's immune to projectiles, he can act as a shield against characters with projectiles that travel along the ground, such as Es's waves. This does include supers, however, Jin's Touga still goes through George, but does not destroy him. George is useful if set as oki, but is easily pushblocked. However, two pushblocks are required to keep Rachel out in the corner and can be avoided entirely with an active swap, though swapping can be risky and gives Rachel's partner less time to mix up the opponent. | George is more powerful than he ever has been. Since he's immune to projectiles, he can act as a shield against characters with projectiles that travel along the ground, such as Es's waves. This does include supers, however, Jin's Touga still goes through George, but does not destroy him. George is useful if set as oki, but is easily pushblocked. However, two pushblocks are required to keep Rachel out in the corner and can be avoided entirely with an active swap, though swapping can be risky and gives Rachel's partner less time to mix up the opponent. | ||
George will always do a total 12 hits. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
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|name=5P | |name=5P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|5P}} | |||
{{!}}- | |||
* Rachel's primary combo assis | {{Description|6|text=* Rachel's primary combo assis | ||
* Good to extend pressure and force the opponent into the corner | * Good to extend pressure and force the opponent into the corner | ||
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|name=6P | |name=6P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|6P}} | |||
{{!}}- | |||
* Good for controlling air space and covering an approach on opponents hanging back | {{Description|6|text=* 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 Rachel to approach. | 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 Rachel to approach. | ||
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|name=4P | |name=4P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Rachel Alucard/Data|4P}} | |||
{{!}}- | |||
* Will ignite any Tiny Lobelia poles on the screen if there are any, in addition to the poleless one it usually does | {{Description|6|text=* 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 | * Has some tracking when done as an active partner call | ||
* Infinite vertical range | * Infinite vertical range | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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|name=Tempest Dahlia | |name=Tempest Dahlia | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|236BC}} | |||
* Deals a good amount of chip damage | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.236BC}} | |||
{{!}}- | |||
{{Description|7|text=* Deals a good amount of chip damage | |||
* Very plus on block, allowing Rachel to approach | * Very plus on block, allowing Rachel to approach | ||
Unlike prior titles, Tempest is not affected by Rachel's wind levels, nor does it replenish her wind. However, it remains extremely plus, making it a difficult-to-avoid super that locks down the opponent wherever they may be, unless they are directly below and behind an airborne Rachel. Most useful in the air since supers like Black Hawk Stinger, Yang's Black Hawk Stinger, and Carnage Scissosr exist. | Unlike prior titles, Tempest is not affected by Rachel's wind levels, nor does it replenish her wind. However, it remains extremely plus, making it a difficult-to-avoid super that locks down the opponent wherever they may be, unless they are directly below and behind an airborne Rachel. Most useful in the air since supers like Black Hawk Stinger, Yang's Black Hawk Stinger, and Carnage Scissosr exist. | ||
Different animals do different damage. | |||
}} | }} | ||
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|name=Baden Baden Lily | |name=Baden Baden Lily | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|214BC}} | |||
* Creates a large pillar of lighting around Rachel | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Rachel Alucard/Data|j.214BC}} | |||
{{!}}- | |||
{{Description|7|text=* Creates a large pillar of lighting around Rachel | |||
* Detonates all lighting rods on the stage | * Detonates all lighting rods on the stage | ||
* The lighting pillar will remain even if Rachel is hit during the super | * The lighting pillar will remain even if Rachel is hit during the super | ||
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Rachel's primary combo super. Detonates poles as well, allowing for increased damage with proper setplay. The vertical distance covered can make it an interesting Distortion Skill Duo followup to some Distortions that knock opponents into the air. | Rachel's primary combo super. Detonates poles as well, allowing for increased damage with proper setplay. The vertical distance covered can make it an interesting Distortion Skill Duo followup to some Distortions that knock opponents into the air. | ||
On whiff lighting can only hit once. | |||
}} | |||
}} | |||
==Distortion Skill Duo== | |||
{{MoveData | |||
|image=BBTag_Rachel_BadenBadenLily.png |caption= | |||
|input=P during partner's distortion drive | |||
|name=Baden Baden Lily | |||
|data= | |||
{{AttackDataHeader-BBTag}} | |||
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Detailed description of the usefulness of the move go here | |||
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* Infinite vertical reach | {{Description|6|text=* Infinite vertical reach | ||
* STILL doesn't vaporize | * STILL doesn't vaporize | ||
* Combos off throw | |||
Rachel's Astral. Has guardpoint through most of the duration and infinite vertical reach, making it both an excellent reversal tool as well as being easy to combo into. | Rachel's Astral. Has guardpoint through most of the duration and infinite vertical reach, making it both an excellent reversal tool as well as being easy to combo into. | ||
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---- | ==Roadmap== | ||
{{ | <!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--> | ||
{{Roadmap}} | |||
==Navigation== | |||
{{#lsth:BBTag/Rachel Alucard/Data|Links}} | |||
{{notice|To edit frame data, edit values in [[BBTag/Rachel Alucard/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
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[[Category:Rachel Alucard]] | [[Category:Rachel Alucard]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 17:32, 21 November 2019
Rachel Alucard |
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Overview
"Devote all your best effort, or prepare to be disciplined"
Backstory
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
Rachel is traditionally a setplay/pressure/mixup character and has certainly maintained those properties, but her zoning has been buffed significantly from the core Blazblue titles, allowing her to fill a more "true" zoner role like Nu-13 or Yukiko. However, this does not mean her mixup or setplay have been taken down a notch at all, as Rachel remains one of the deadliest characters up close should she be leading during the dance. Spacing, using the appropriate specials at the appropriate time, and knowing when to switch from a defensive style to an offensive style are all key in playing Rachel. Rachel's a complicated and extremely rewarding character, but she's also punished heavily for anything less than perfection.
Strengths/Weaknesses
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Drive: Sylpheed
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
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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Not much to say about this one, your standard 5C. Comes out relatively quickly, but is extremely easy to see coming thanks to Nago's dramatic transformation. |
2A
2A |
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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. Can be used twice in a blockstring as supposed to prior where it could be only used once. This coupled with her previously mentioned instant overhead gives Rachel incredibly deadly mixup game in close quarters. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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Rachel's infamous cat chair, despite it being a poor reversal tool both in previous titles and in this game. Guardpoint is active on frame five, meaning that if meated properly, mashing 2B will just get Rachel counterhit. Intended as an anti-air, this attack starts up fairly quickly, has good vertical reach, and has decent untech time, meaning that on counterhit combos are possible without an assist. However, converting off of a counterhit 2B on airborne foes is more difficult than on grounded foes. |
2C
2C | Template:AttackDataHeader-BBTag |
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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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
j.C |
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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
Ground Throw
Ground Throw 5B+C |
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Pretty standard throw. Launches the opponent fairly high up vertically but not very far horizontally. |
Gerbera Lute
Gerbera Lute 5A+D |
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Rachel's DP. Looks as if it has infinite vertical reach, when in reality it only reaches just above the top of the screen, meaning it can theoretically be jumped over, though it's unlikely this will occur. Main component in her corner unblockable resets using lotus and a delayed assist. |
Skills
Tiny Lobelia
Tiny Lobelia 236A/B (Air OK) |
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Barrel Lotus
Barrel Lotus 214A (Air OK) |
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Sword Iris
Sword Iris 214B (Air OK) |
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Extra Skills
EX Tiny Lobelia
EX Tiny Lobelia 236C (Air OK) |
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George the 13th
George the 13th 214C (Air OK) |
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Partner Skills
5P
5P Enhanced 5AAA |
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5P sends Rachel flying forward, similar to 5AAA~6. Does a surprising amount of damage and pushes airborne opponents slightly upwards. Hits quite a few times, making it easy to pushblock the point character out. |
6P
6P Tiny Lobelia |
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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 Rachel to approach. |
4P
4P Sword Iris |
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The fact this detonates rods is amazing, allowing fullscreen punishes from point characters that don't normally have ranged options, such as Kanji or Waldstein. Mostly used to control space, though it can be used in combos where 5P would push the opponent too far away or would whiff. |
Distortion Skills
Tempest Dahlia
Tempest Dahlia 236B+C (Air OK) |
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Baden Baden Lily
Baden Baden Lily 214B+C (Air OK) |
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Distortion Skill Duo
Baden Baden Lily P during partner's distortion drive |
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Detailed description of the usefulness of the move go here |
Astral Heat
Clownish Calendula 222B+C |
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Rachel's Astral. Has guardpoint through most of the duration and infinite vertical reach, making it both an excellent reversal tool as well as being easy to combo into. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •