"Devote all your best effort, or prepare to be disciplined"
Lore:
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.
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
Playstyle
Rachel Alucard 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.
Pros
Cons
Very good range and space control
Utilizes Resonance Blaze very well
Extremely deadly solo mixup
Has unblockable setups using her DP
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
4P is one of the best disruption assists in the game
Below average damage
Situational assists (depending on her partner)
Relies on system mechanics for reversal tools; struggles in pressure to an extent
Complex neutral game / win condition that takes time to learn and even longer to master
Very volatile and unstable matchup spread and gameplan
Her anti-air, one of the better anti-airs in the game. Guard point comes out frame 5, and on counter hit the hitstun lasts until ground tech. Hits crossup and is jump cancellable on block. 4AA is a mid and isn't a true blockstring so it can be mashed out of with a reversal.
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
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
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
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.
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.
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 opposed to before 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 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.
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.
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.
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.
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.
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.
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
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.