BBTag/Rachel Alucard: Difference between revisions

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{{CharData-BBTag|Rachel}}
{{#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=all/>
<br style="clear:both;"/>


===Drive: Sylpheed===
===Drive: Sylpheed===
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* Hitstop
* Hitstop
* While Rachel is airborne
* While Rachel is airborne
<br clear=all/>
<br style="clear:both;"/>
 
{{#lst:BBTag/Rachel Alucard/Data|Links}}
{{CharLinks-BBTag|Rachel}}
<br style="clear:both;"/>
<br clear=all/>


==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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup=6 |active= |recovery= |frameAdv=-2
{{AttackVersion|name=4A}}
|description=
{{#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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=5A}}
|startup=8 |active= |recovery= |frameAdv=-4
{{#lsth:BBTag/Rachel Alucard/Data|5A}}
|description=
{{!}}-
* 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.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Rachel Alucard/Data|5AA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-4
{{Description|7|text=* Jump Cancelable
|description=
* 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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Rachel Alucard/Data|5AAA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-17 (-8 w/ wind)
{{Description|7|text=* Great for corner carry
|description=
* 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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAAA}}
|version=5AAAA
{{#lsth:BBTag/Rachel Alucard/Data|5AAAA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-4 (-8 landing recovery)
{{Description|7|text=* Knocks down
|description=
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage= |guard=All
{{AttackVersion|name=5B}}
|startup=11 |active= |recovery= |frameAdv=-1
{{#lsth:BBTag/Rachel Alucard/Data|5B}}
|description=
{{!}}-
* 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.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BB}}
|version=5BB
{{#lsth:BBTag/Rachel Alucard/Data|5BB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-13
{{Description|7|text=* Moves Rachel forward a good distance, allowing it to connect even from 5B's max range
|description=
* 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.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBB}}
|version=5BBB
{{#lsth:BBTag/Rachel Alucard/Data|5BBB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-7
{{Description|7|text=* Crumples on hit, allowing combo extensions by doing microdash 5A
|description=
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=High
{{!}}-
|startup=22 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Rachel Alucard/Data|5C}}
|description=
{{!}}-
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Low
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Rachel Alucard/Data|2A}}
|description=
{{!}}-
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=17 |active= |recovery= |frameAdv=-21
{{#lsth:BBTag/Rachel Alucard/Data|2B}}
|description=
{{!}}-
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=2C
{{!}}-
|damage= |guard=Low/All
{{AttackVersion|name=2C}}
|startup=10 |active= |recovery= |frameAdv=-2
{{#lsth:BBTag/Rachel Alucard/Data|2C}}
|description=
{{!}}-
}}
{{AttackVersion|name=Charged}}
{{AttackData-BBTag
{{#lsth:BBTag/Rachel Alucard/Data|2[C]}}
|header=no
{{!}}-
|version=Charged
{{Description|7|text=* Good combo ender on the ground
|damage= |guard=Low/All
|startup=10 |active= |recovery= |frameAdv=-6
|description=
 
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.A
{{!}}-
|damage= |guard=High
{{AttackVersion|name=j.A}}
|startup=8 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Rachel Alucard/Data|j.A}}
|description=
{{!}}-
* 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.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.AA}}
|version=j.AA
{{#lsth:BBTag/Rachel Alucard/Data|j.AA}}
|damage= |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=Mostly just used in combos.  
|description=
Mostly just used in combos.  
  }}
  }}
}}
}}
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|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=8 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Rachel Alucard/Data|j.B}}
|description=
{{!}}-
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=
{{!}}-
|startup=13 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Rachel Alucard/Data|j.C}}
|description=
{{!}}-
* 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=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
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|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Throw
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Rachel Alucard/Data|BC}}
|description=
{{!}}-
* 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=Rachel with a DP. This game may have been a mistake.
|image=BBTag_Rachel_GerberaLute.png |caption=
|name=Gerbera Lute
|name=Gerbera Lute
|input=5A+D
|input=5A+D
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=16 |active= |recovery= |frameAdv=-48
{{#lsth:BBTag/Rachel Alucard/Data|AD}}
|description=
{{!}}-
* EXTREMELY large hitbox
{{Description|6|text=* EXTREMELY large hitbox
* Air unblockable without meter
* Air unblockable without meter


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<br style="clear:both;"/>


==Skills==
==Skills==
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|name=Tiny Lobelia
|name=Tiny Lobelia
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=A}}
|startup=11 |active= |recovery= |frameAdv=-4
{{#lsth:BBTag/Rachel Alucard/Data|236A}}
|description=
{{!}}-
* 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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  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=B}}
|version=B
{{#lsth:BBTag/Rachel Alucard/Data|236B}}
|damage= |guard=All
{{!}}-
|startup=17 |active= |recovery= |frameAdv=0
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles
|description=
* 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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  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=Air A}}
|version=Air A
{{#lsth:BBTag/Rachel Alucard/Data|j.236A}}
|damage= |guard=All
{{!}}-
|startup=9 |active= |recovery= 9+5 |frameAdv=
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles
|description=
* 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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  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=Air B}}
|version=Air B
{{#lsth:BBTag/Rachel Alucard/Data|j.236B}}
|damage= |guard=All
{{!}}-
|startup=22 |active= |recovery=9+5 |frameAdv=
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles
|description=
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=Ground}}
|description=
{{#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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup=17 |active= |recovery= |frameAdv=+2
{{AttackVersion|name=Ground}}
|description=
{{#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=all/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
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|name=EX Tiny Lobelia
|name=EX Tiny Lobelia
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup=20 (22 air) |active= |recovery=9(+5 landing recovery) |frameAdv=
{{AttackVersion|name=Ground}}
|description=
{{#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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup= |active=600 |recovery= |frameAdv=-
{{AttackVersion|name=Ground}}
|description=
{{#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.
  }}
  }}
}}
}}


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<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
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|name=5P  
|name=5P  
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=31 |active=N/A |recovery=N/A |frameAdv=+45
{{#lsth:BBTag/Rachel Alucard/Data|5P}}
|description=
{{!}}-
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=38 |active=N/A |recovery=N/A |frameAdv=+32
{{#lsth:BBTag/Rachel Alucard/Data|6P}}
|description=
{{!}}-
* 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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=40 |active=N/A |recovery=N/A |frameAdv=+25
{{#lsth:BBTag/Rachel Alucard/Data|4P}}
|description=
{{!}}-
* 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=all/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
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|name=Tempest Dahlia
|name=Tempest Dahlia
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup=10+17 |active= |recovery= |frameAdv=
{{AttackVersion|name=Ground}}
|description=
{{#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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup=13+4 (13+2 air) |active= |recovery=8(+5 landing recovery) |frameAdv=-16
{{AttackVersion|name=Ground}}
|description=
{{#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}}
{{!}}-
{{#lsth:BBTag/Rachel Alucard/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=* Important points go here
Detailed description of the usefulness of the move go here


  }}
  }}
}}
}}


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<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
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|name=Clownish Calendula
|name=Clownish Calendula
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=47880 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Rachel Alucard/Data|222BC}}
|description=
{{!}}-
* 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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  }}
  }}
}}
}}
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<br style="clear:both;"/>
----
==Roadmap==
{{CharLinks-BBTag|Rachel}}
<!--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.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[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
BBTag Rachel Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Zoner
Team role
Point, Support

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

Strengths Weaknesses
  • Very good range and space control
  • Utilizes Resonance Blaze very well
  • Extremely deadly solo mixup
  • Has unblockable setups using her DP with delayed or active assists like Hakumen 6P or Kanji 4P
  • Assists provide ranged options for characters that may have difficulty at range
  • Excellent solo pressure that's only made better with assists
  • Assists allow her to set up even if she's not on point
  • Poor average damage
  • Mediocre assists (depending on her partner)
  • Relies on system mechanics for reversal tools; struggles in pressure to an extent


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
BBTag Rachel 4A.png
BBTag Rachel 4AA.png
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 5 17 -5 B 5~12 Guard H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 30 Launch 44 11 +0 +2
On Guard Point, hitstop for Rachel is 0F. Opponent hitstop is unchanged
BBTag Rachel 4A.png
BBTAG Rachel 4A Hitbox.png
4AA


4AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 23 4 17 -2 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 53 + GBounce 24 68 + GBounce 12 +0 +5
BBTag Rachel 4AA.png
BBTAG Rachel 4AA Hitbox.png
  • 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
5A
BBTag Rachel 5A.png
BBTag Rachel 5AA.png
BBTag Rachel 5AAA.png
BBTag Rachel 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 8 6 15 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Rachel 5A.png
BBTAG Rachel 5A Hitbox.png
  • 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


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 All 15 3 18 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Rachel 5AA.png
BBTAG Rachel 5AA Hitbox.png
  • 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


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
180×N All 7 3×N 22L -8 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 Launch 31 2 +0 +2
BBTag Rachel 5AAA.png
BBTAG Rachel 5AAA Hitbox.png
  • 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. 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.

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 8 6 Until L+9 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
BBTag Rachel 5AAAA.png
BBTAG Rachel 5AAAA Hitbox.png
  • 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.

5B
5B
BBTag Rachel 5B.png
BBTag Rachel 5BB.png
BBTag Rachel 5BBB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 3 15 -1 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Rachel 5B.png
BBTAG Rachel 5B Hitbox.png
  • 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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 8 22 -13 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Rachel 5BB.png
BBTAG Rachel 5BB Hitbox.png
  • Moves Rachel forward a good distance, allowing it to connect even from 5B's max range

Mostly just used for combos.

5BBB


5BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 11 8 18 -7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Crumple 50 Crumple 65 12 +0 +5
Crumple Duration 50, Crumple Fall 28F
BBTag Rachel 5BBB.png
BBTAG Rachel 5BBB Hitbox.png
  • 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
5C
BBTag Rachel 5C.png
SWOLE NAGO
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Rachel 5C.png
BBTAG Rachel 5C Hitbox.png


  • 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.

2A
2A
BBTag Rachel 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 10 6 18 -10 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Rachel 2A.png
BBTAG Rachel 2A Hitbox.png


  • 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.

2B
2B
BBTag Rachel 2B.png
The Nago zap
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 11 30 18 -27 B 5~23 Guard HBFP - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 5 20 Launch 30 Launch 46 13 +0 +8
On Guard Point, hitstop for Rachel is 0F. Opponent hitstop is unchanged
BBTag Rachel 2B.png
BBTAG Rachel 2B Hitbox.png
  • Has full body guardpoint (5-23f)
  • Launches on hit
  • Can be comboed into from 5BB

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
BBTag Rachel 2C.png
Template:AttackDataHeader-BBTag
2C


2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×3 Low 10 4×2,2 17 -2 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 80 Launch 94 8 +0 +2
BBTag Rachel 2C.png
BBTAG Rachel 2C Hitbox.png
Charged


2[C]
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×7 Low 10 4,4,4,4,4,4,2 17 -2 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 80 Launch 94 8 +0 +2
BBTag Rachel 2C.png
BBTAG Rachel 2C Hitbox.png
  • Good combo ender on the ground
  • 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

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
j.A
BBTag Rachel jA.png
BBTag Rachel jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 8 6 12 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 17 17 21 29 10 +0 +1
BBTag Rachel jA.png
BBTAG Rachel JA Hitbox.png
  • 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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 6 12 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 17 17 21 29 10 +0 +1
BBTag Rachel jAA.png
"They weren't ready for the 4th overhead"
BBTAG Rachel JAA Hitbox.png

Mostly just used in combos.

j.B
j.B
BBTag Rachel jB.png
Something quite atrocious
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 8 9 20 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 24 Launch 39 12 +0 +5
BBTag Rachel jB.png
BBTAG Rachel JB Hitbox.png


  • 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
j.C
BBTag Rachel jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500/1700/2000 All/High/All 13 Until L 31L -25/-25/-17 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80/75/80 3/4/5 16 20 90 + GBounce 25 104 + GBounce 11 +0 +2
Values in // are from slowest j.C, to fastest j.C. Use Downward wind to increase speed
BBTag Rachel jC.png
BBTAG Rachel JC Hitbox.png


  • 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

Ground Throw
Ground Throw
5B+C
BBTag Rachel GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7-30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Launch 60 - - - 0, 12 - -
Minimum Damage 2000
BBTag Rachel GroundThrow.png
BBTAG Rachel Throw Hitbox.png


  • Can combo by linking a 5A or 5B juggle.

Pretty standard throw. Launches the opponent fairly high up vertically but not very far horizontally.

Gerbera Lute
Gerbera Lute
5A+D
BBTag Rachel GerberaLute.png
Template:AttackDataHeader-BBTag
AD
Gerbera Lute
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Air Unblockable 16 8 40 -27 B 1~23 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 60 Launch 76 3 +0 +0
Minimum Damage 100
BBTag Rachel GerberaLute.png
BBTAG Rachel RA Hitbox.png


  • EXTREMELY large hitbox
  • Air unblockable without meter

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)
BBTag Rachel TinyLobelia.png
BBTag Rachel TinyLobeliaAir.png
Template:AttackDataHeader-BBTag
A


236A
A Tiny Lobelia
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1230 All 11 Until Hit Total: 42 -4 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13
BBTag Rachel TinyLobelia.png
BBTAG Rachel 236A Hitbox.png
  • Can use wind to manipulate the direction of the projectiles
  • Active until it touches the ground

Rachel's lobelias are a key part in her neutral game. They remain active until they turn into poles, at which point they can be detonated or converted into Lotus bats. Wind manipulation can be used to either deter enemies from running directly at Rachel (236A~6 and 236A~9) or to prevent them approaching from the air (236A~8). Learning to manipulate Lobelias is extremely important to playing Rachel.

B


236B
B Tiny Lobelia
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1230 All 17 - Total: 44 0 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13
During the first 4 active frames, launches the opponent on ground hit and has untechable time 40F
Minimum Damage 61
BBTag Rachel TinyLobelia.png
BBTAG Rachel 236B Hitbox.png
  • Can use wind to manipulate the direction of the projectiles
  • Active until it touches the ground

Same notes as above, learning to use lobelias is important. B Lobelia has slightly more startup and recovery than A Lobelia, but throws the Lobelia higher and further without wind. 236B~8 is a key component in Rachel's midscreen BnBs and 236B~9 is key in her corner combos. 236B~2 can be used in reaction to run ins.

Air A


j.236A
Air A Tiny Lobelia
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1230 All 9 - Total: 53+9L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 30 Launch 44 0/+11 +11 +13
Minimum Damage 61
BBTag Rachel TinyLobeliaAir.png
BBTAG Rachel J236A Hitbox.png
  • Can use wind to manipulate the direction of the projectiles
  • Active until it touches the ground
  • Travels the furthest of the meterless Lobelias

Same notes as above, learning to use lobelias is important. A air Lobelia is mainly used at long distances to prevent opponents from approaching Rachel. It can be used to end an air string in a pinch, but you're better off trying to end with j.C.

Air B


j.236B
Air B Tiny Lobelia
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1230 All 22 - Total: 55+9L -6 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 30 Launch 44 0/+11 +11 +13
Minimum Damage 61
BBTag Rachel TinyLobeliaAir.png
BBTAG Rachel J236B Hitbox.png
  • Can use wind to manipulate the direction of the projectiles
  • Active until it touches the ground

Same notes as above, learning to use lobelias is important. Air B Lobelia is arguably the least useful of the Lobelias. It throws a Lobelia almost straight down from Rachel's hand, hitting opponents almost directly below Rachel. As of right now, it has no use in combos and sees little use in neutral.

Barrel Lotus
Barrel Lotus
214A (Air OK)
BBTag Rachel BarrelLotus.png
Template:AttackDataHeader-BBTag
Ground


214A
Barrel Lotus
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500, 1000 All 25 120 [(6)8] Total: 36 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 75 2, 1 13 14, Launch 14, 34 18, Launch 28, 45 0/+10, 0/+12 +10, +12 +11, +12
Multiple bats do not scale the combo further
Only does 2nd attack (the lightning) on hit/block. See values in []
Minimum Damage 25, 50 (75)
BBTag Rachel BarrelLotus.png
BBTAG Rachel 214A Hitbox.png
Air


j.214A
Air Barrel Lotus
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500,1000 All 25 120 [(6)8] Total: 36 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 75 2, 1 13 14, Launch 14, 34 18, Launch 28, 45 0/+10, 0/+12 +10, +12 +11, +12
Multiple bats do not scale the combo further
Only does 2nd attack (the lightning) on hit/block. See values in []
Minimum Damage 25, 50 (75)
BBTag Rachel BarrelLotus.png
BBTAG Rachel 214A Hitbox.png
  • Great for space control
  • On hit, lotus will automatically explode into Sword Iris
  • Travels very quickly and lasts a very long time
  • Disappears if Rachel gets hit or blocks an attack

Lotus lasts for a RIDICULOUS amount of time and travels significantly faster than in previous titles, but does not stick on block nor on hit. Instead, Lotus will automatically detonate on hit, allowing for a followup if you're swift since lightning no longer stuns the opponent. Lotus remains on swap, so throwing out Lotus to force your opponent to block while Rachel swaps out isn't a bad idea. This also allows Rachel ample time to approach, set up, drop George, etc. If the opponent blocks these in the air, Rachel can call an assist and throw out her DP for an easy unblockable.

Sword Iris
Sword Iris
214B (Air OK)
BBTag Rachel SwordIris.png
Template:AttackDataHeader-BBTag
Ground


214B
Sword Iris
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 17 8 Total: 40 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 (Once) 2 13 Launch 34 Launch 46 0/+12 +12 +13
Minimum Damage 50
BBTag Rachel SwordIris.png
BBTAG Rachel 214B Hitbox.png
Air


j.214B
Air Sword Iris
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 22 8 Total: 45 - P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 (Once) 2 13 Launch 34 Launch 46 0/+12 +12 +13
Minimum Damage 50
BBTag Rachel SwordIris.png
BBTAG Rachel 214B Hitbox.png
  • TK Sword Iris allows Rachel recover very fast and is very plus on block
  • Good for pressure resets

Sword Iris starts up significantly faster than in prior titles, allowing Rachel to punish random acts in her forest of rods significantly easier than before. However, since there's no stun from electric attacks in this game, converting off of rods is significantly more difficult than before, making Sword Iris much more of a zoning tool than anything else.


Extra Skills

EX Tiny Lobelia
EX Tiny Lobelia
236C (Air OK)
BBTag Rachel TinyLobeliaEX.png
Template:AttackDataHeader-BBTag
Ground


236C
EX Tiny Lobelia
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1230×3 All 20 P(5)P(5)P Total: 57 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×3 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13
During the first 4 active frames of each shot, launches the opponent on ground hit and has untechable time 40F
Each P in active frames represents a projectile spawned
Minimum Damage 123×3 (369)
BBTag Rachel TinyLobeliaEX.png
BBTAG Rachel 236C Hitbox.png
Air


j.236C
Air EX Tiny Lobelia
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1230×3 All 22 P(2)P(2)P Total: 55+9L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×3 3 16 Launch 30 Launch 44 0/+11 +11 +13
Each P in active frames represents a projectile spawned
Minimum Damage 123×3 (369)
BBTag Rachel TinyLobeliaEX.png
  • Can use wind to manipulate the direction of the projectiles
  • Active until they touch the ground

EX Lobelias acts exactly like Unlimited B Lobelia from CPEX. Rachel throws three lobelias at A, B, and C ranges from prior games. This is mainly used for instant setup and can coat the opponent in bats if Lotus is used immediately afterwards. Otherwise it makes the opponent second guess their approach, as Rachel can detonate or convert the rods at any time.

George the 13th
George the 13th
214C (Air OK)
BBTag Rachel GeorgeThe13th.png
Everyone's favorite living landmine!
Template:AttackDataHeader-BBTag
Ground


214C
George the 13th
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 400×12 All 24 Until L (in range+18) 3×12 Total: 44 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17, Launch×12 60, 35×12 22, Launch×12 74, 49×12 0/+11, 0/+2×12 +11, +2×12 +11, +4×12
Minimum Damage 150, 40×12 (630)
BBTag Rachel GeorgeThe13th.png
Everyone's favorite living landmine!
BBTAG Rachel 214C Hitbox.pngBBTAG Rachel 214C1 Hitbox.pngBBTAG Rachel 214C Wind Hitbox.pngBBTAG Rachel 214C2 Hitbox.png
Air


j.214C
Air George the 13th
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 400×12 All 24 Until L (in range+18) 3×12 Total: 44 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17, Launch×12 60, 35×12 22, Launch×12 74, 49×12 0/+11, 0/+2×12 +11, +2×12 +11, +4×12
Minimum Damage 150, 40×12 (630)
BBTag Rachel GeorgeThe13th.png
Everyone's favorite living landmine!
BBTAG Rachel 214C Hitbox.pngBBTAG Rachel 214C1 Hitbox.pngBBTAG Rachel 214C Wind Hitbox.pngBBTAG Rachel 214C2 Hitbox.png
  • 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
  • Does NOT disappear if Rachel swaps out and partner is hit
  • Lasts for 600 frames and has 2000 health

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.


Partner Skills

5P
5P
Enhanced 5AAA
BBTag Rachel 5AAA.png
Template:AttackDataHeader-BBTag
5P
Winded 6C
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
400×8, 1700 All (18)+13 3×14
[(7)6]
Until L+4 - H - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3×8, 4 16×8, 18 17×8, Launch 36×8, 40 + Down 33 - - 1 +0 -
Goes into followup (values in []) when 8th hit hits opponent
Minimum Damage 20×8, 85 (245)
BBTag Rachel 5AAA.png
BBTAG Rachel 5P Hitbox.png
  • Rachel's primary combo assis
  • Good to extend pressure and force the opponent into the corner

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
BBTag Rachel TinyLobeliaAssist.png
Template:AttackDataHeader-BBTag
6P
Tiny Lobelia
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1230×2 All (18)+19 P(5)P Total: (18)+42 +8 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch/ 17 30 - - 0/+11 +11 -
Each P in active frames represents a projectile spawned
Minimum Damage 61×2 (122)
BBTag Rachel TinyLobeliaAssist.png
BBTAG Rachel 6P Hitbox.png


  • 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.

4P
4P
Sword Iris
BBTag Rachel SwordIris.png
Template:AttackDataHeader-BBTag
4P
Sword Iris
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All (18)+12 8 Total: (18)+42 -5 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 Launch 34 Launch 46 0/+12 +12 +13
Also detonates all rods on screen
Each rod has same properties as 4P except P1=80
Minimum Damage 50
BBTag Rachel SwordIris.png
BBTAG Rachel 4P Hitbox.png


  • 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
  • Infinite vertical range

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)
BBTag Rachel TempestDahlia.png
Template:AttackDataHeader-BBTag
Ground


236BC
Tempest Dahlia
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
400×8, 800×3, 1200×3
[400×11, 800×6, 1200×3]
All 10+(34 Flash)+17 See notes Total: 74 - P2 1~27 P - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3×8, 4×3, 5×3
[3×11, 4×6, 5×3]
16×8, 18×3, 20×3
[16×11, 18×6, 20×3]
25×8, Launch×5
[25×11, Launch×9]
40×2, 50, 40×2, 50×3, 90×6
[40×2, 50, 40×2, 50, 40×2, 50×6, 90×3]
30×8, Launch×5
[30×11, Launch×9]
54×2, 64, 54×2, 65×3, 106×6
[54×2, 64, 54×2, 64, 54×2, 65×6, 106×3]
0/+11×8, 0/+3×2, 0/+11, 0/+3×2, 0/+20
[0/+11×11, 0/+3×2, 0/+11, 0/+3×2, 0/+11, 0/+3×2, 0/+20]
+11×8, +3×2, +11, +3×2, +20
[+11×11, +3×2, +11, +3×2, +11, +3×2, +20]
-
Values in [] are for Enhanced version
Active frames are P(5)P(5)P(5)P(5)P(5)P(5)P(5)P(15)P [P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(5)P]
Each P in active frames represents a projectile spawned
Minimum damage 60×8, 120×2, 180×3 (1260)
[Minimum damage 60×11, 120×6, 180×3 (1920)]
BBTag Rachel TempestDahlia.png
BBTAG Rachel 236BC Hitbox.png
Air


j.236BC
Air Tempest Dahlia
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
400×8, 800×2, 1200×3
[400×11, 800×6, 1200×3]
All 10+(34 Flash)+17 See notes Total: 74 - P2 1~27 P - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3×8, 4×2, 5×3 16×8, 18×3, 20×3
[16×11, 18×6, 20×3]
25×8, Launch×5
[25×11, Launch×9]
40×2, 50, 40×2, 50×3, 90×6
[40×2, 50, 40×2, 50, 40×2, 50×6, 90×3]
30×8, Launch×5
[30×11, Launch×9]
54×2, 64, 54×2, 65×3, 106×6
[54×2, 64, 54×2, 64, 54×2, 65×6, 106×3]
0/+11×8, 0/+3×2, 0/+11, 0/+3×2, 0/+20
[0/+11×11, 0/+3×2, 0/+11, 0/+3×2, 0/+11, 0/+3×2, 0/+20]
+11×8, +3×2, +11, +3×2, +20
[+11×11, +3×2, +11, +3×2, +11, +3×2, +20]
-
Values in [] are for Enhanced version
Active frames are P(5)P(5)P(5)P(5)P(5)P(5)P(5)P(15)P [P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(5)P]
Each P in active frames represents a projectile spawned
Minimum damage 60×8, 120×2, 180×3 (1260)
[Minimum damage 60×11, 120×6, 180×3 (1920)]
BBTag Rachel TempestDahlia.png
BBTAG Rachel 236BC Hitbox.png
  • Deals a good amount of chip damage
  • 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. Different animals do different damage.

Baden Baden Lily
Baden Baden Lily
214B+C (Air OK)
BBTag Rachel BadenBadenLily.png
This was plus in Blazblue?
Template:AttackDataHeader-BBTag
Ground


214BC
Baden Baden Lily
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×8 [1370×8] All 10+(33 Flash)+4 2×28 Total: 97+14L -16 P2 1~20 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 100 Launch 115 0/+6 +20 +25
Values in [] are for Enhanced version
After the opponent blocks or gets hit by 8 hits, remaining active frames disappear
Minimum damage 110×8 (880) [137×8 (1096)]
BBTag Rachel BadenBadenLily.png
Still asserting dominance, though in a totally different way.
BBTAG Rachel 214BC Hitbox.png
Air


j.214BC
Air Baden Baden Lily
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×8 [1370×8] All 10+(33 Flash)+4 2×28 Total: Until L+8 - P2 1~20 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 100 Launch 115 0/+6 +20 +25
Values in [] are for Enhanced version
After the opponent blocks or gets hit by 8 hits, remaining active frames disappear
Minimum damage 110×8 (880) [137×8 (1096)]
BBTag Rachel BadenBadenLily.png
Still asserting dominance, though in a totally different way.
BBTAG Rachel 214BC Hitbox.png
  • 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
  • NOT plus on block
  • Has invuln on startup
  • Can combo after it
  • If used in air, the pillar extends all the way down to the ground

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

Baden Baden Lily
P during partner's distortion drive
BBTag Rachel BadenBadenLily.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Baden Baden Lily
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
250×8 [310×7, 330] All 1+(71 Flash)+1 2×28 Total: 98+14L -32 P2 1~7 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 100 Launch 115 0/+6 +20 +25
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
BBTag Rachel BadenBadenLily.png
BBTAG Rachel DSD Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Clownish Calendula
222B+C
BBTag Rachel ClownishCalendula.png
Template:AttackDataHeader-BBTag
222BC
Clownish Calendula
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 6+(120 Flash)+10 40 25 -44 P2 1~55 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0 - -
BBTag Rachel ClownishCalendula.png
You would think the foe would at least look seared after the lighting strike
BBTAG Rachel 222BC Hitbox.png


  • Infinite vertical reach
  • 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.


Roadmap

Template:Roadmap

Navigation

To edit frame data, edit values in BBTag/Rachel Alucard/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.