BBTag/Rachel Alucard/Frame Data

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System Data[edit]

Health: 17,000
Prejump: 4F
Backdash Time 46F / Invul: 1-7F All

*Backdash can cancel into all actions except back walk 26F onward

Wind Gauge


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1500 - 90 70 B All 13 5 17 -5 3 16 Launch 30 11 5-12 Guard H -
4AA 1700 - 90 85 B All 23 4 17 -2 4 18 - 53 + GBounce 12 - -
5A 1500 - 100 80 B All 8 6 15 -4 3 16 17 17 11 - -
5AA 1200 - 100 80 B All 15 3 18 -4 3 16 17 17 11 - -
5AAA 180*N - 100 80 (once) H All 7 3*N 22L -8 3 16 17 17 2 - -
5AAAA 1700 - 100 85 H All 8 6 ??+9L - 4 18 19 40 12 - -
2A 1000 - 90 75 F Low 10 6 18 -10 2 13 14 14 10 - -
5B 1500 - 100 80 B All 11 3 15 -1 3 16 17 17 11 - -
5BB 1500 - 100 80 B All 13 8 22 -13 3 16 17 17 11 - -
5BBB 1700 - 100 85 B All 11 8 18 -7 4 18 19 50 12 - -
2B 2000 - 80 80 B All 11 30 18 -27 5 20 21 30 13 5-23 Guard HBFP -
5C 800 - 100 100 B All 22 3 24 -10 3 16 - - 11 - -
2C 600*3 - 90 70 (once) F Low 10 4*2,2 17 -2 3 16 Launch 80 8 - -
2[C] 600*7 - 90 70 (once) F Low 10 4,4,4,4,4,4,2 17 -2 3 16 Launch 80 8 - -
j.A 1000 - 100 75 H High 8 6 12 - 2 13 17 17 10 - -
j.AA 1000 - 100 75 H All 6 6 12 - 2 13 17 17 10 - -
j.B 1700 - 100 75 H All 5 9 20 - 4 18 19 24 12 - -
j.C 1500/1700/2000 - 80 80/75/80 H All/High/All 13 Until L - - 3/4/5 16/18/20 20 90 + GBounce 20 - -
  • Values in // are from slowest j.C, to fastest j.C. Use Downward wind to increase speed

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0, 2000 - 100 50 (once) T Throw 7-30 3 23 - 0, 4 - Launch 60 0, 12 - -
  • Minimum Damage 100% (2000)
Gerbera Lute
Reversal Action
2000 - 80 60 B Air Unblockable 16 8 40 -27 5 20 Launch 60 3 1-23 All -
Cross Burst Attack 1000 - - - - All - - - - - - - - - - -

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Tiny Lobelia
236A
1230 - 80 80 P All 11 - Total: 42 -4 3 16 17 30 0/+11 - -
  • During the first 4 active frames, launches the opponent on ground hit and has untechable time 40F
B Tiny Lobelia
236B
1230 - 80 80 P All 17 - Total: 44 0 3 16 17 30 0/+11 - -
  • During the first 4 active frames, launches the opponent on ground hit and has untechable time 40F
Air A Tiny Lobelia
j.236A
1230 - 80 80 P All 9 - Total: 53+9L - 3 16 Launch 30 0/+11 - -
Air B Tiny Lobelia
j.236B
1230 - 80 80 P All 22 - Total: 55+9L -6 3 16 Launch 30 0/+11 - -
Barrel Lotus
214A
500,1000 - 80 100, 75 (once) P All 25 120 Total: 36 - 2, 1 13 14, Launch 14, 34 0/+10, 0/+12 - -
  • Multiple bats do not scale the combo further
  • Only does 2nd attack (the lightning) on hit. Startup 13F, Active 8F
Air Barrel Lotus
j.214A
500,1000 - 80 100, 75 (once) P All 25 120 Total: 36 - 2 13 14, Launch 14, 34 0/+10, 0/+12 - -
  • Multiple bats do not scale the combo further
  • Only does 2nd attack (the lightning) on hit. Startup 13F, Active 8F
Sword Iris
214B
1000 - 80 75 (once) P All 17 8 Total: 40 +2 2 13 Launch 34 0/+12 - -
Air Sword Iris
j.214B
1000 - 80 75 (once) P All 22 8 Total: 45 - 2 13 Launch 34 0/+12 - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
EX Tiny Lobelia
236C
1230*3 - 80 80 (once) P All 20 X(5)X(5)X Total: 57 - 3 16 17 17 0/+11 - -
  • During the first 4 active frames of each shot, launches the opponent on ground hit and has untechable time 40F
Air EX Tiny Lobelia
j.236C
1230x3 - 80 80 (once) - All 22 - Until Landing+5 - - 16 Launch 17 11 - -
George the 13th
214C
1500, 400*12 - 80 80 (once) P All 24 Until L (in range+18) 3*12 Total: 44 - 3 16 Launch 60, 35*12 0/+11, 0/+2/+5 - -
Air George the 13th
j.214C
1500, 400*12 - 80 80 (once) P All 24 Until L (in range+18) 3*12 Total: 44 - 3 16 Launch 60, 35*12 0/+11, 0/+2/+5 - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Winded 6C
400*8, 1700 - 70 80 (once) H All (18)+13 3*N
[3*N(7)6]
Until L+4 - 3*8, 4 16 17*N, Launch 36*N, 40 + Down 34 1*8, - -
6P
Tiny Lobelia
1230*2 - 80 80 (once) P All (18)+19 X(5)X Total: (18)+42 +8 3 16 17 30 0/+11 - -
4P
Sword Iris
1000 - 70 80 (once) P All (18)+12 8 Total: (18)+42 -5 2 13 Launch 34 0/+12 - -
  • Also detonates all rods on screen. Those rods deal 1000 damage, P1 80, and P2 75

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Tempest Dahlia
236B+C
400*8, 800*2, 1200*3
[400*11, 800*6, 1200*3]
- 80 60 (once) P2 All 10+17 See notes Total: 74 - 3*8, 4*2, 5*3 16*8, 18*2, 20*3
[16*11, 18*6, 20*3]
25*8, Launch*5
[25*11, Launch*9]
40*2, 50, 40*2, 50*3, 90*5
[40*2, 50, 40*2, 50, 40*2, 50*3, 90*9]
0/+11*10, 0/+3, 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]
1-30 All -
  • Values in [] are for Enhanced version
  • Active frames are X(5)X(5)X(5)X(5)X(5)X(5)X(5)X(15)X [X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(5)X(5)X(5)X(5)X]
  • Minimum damage 60*8, 120*2, 180*3 (1260)
  • [Minimum damage 60*11, 120*6, 180*3 (1920)]
Air Tempest Dahlia
j.236B+C
400*8, 800*2, 1200*3
[400*11, 800*6, 1200*3]
- 80 60 (once) P2 All 10+17 See notes Total: 74 - 3*8, 4*2, 5*3 16*8, 18*2, 20*3
[16*11, 18*6, 20*3]
25*8, Launch*5
[25*11, Launch*9]
40*2, 50, 40*2, 50*3, 90*5
[40*2, 50, 40*2, 50, 40*2, 50*3, 90*9]
0/+11*10, 0/+3, 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]
1-30 All -
  • Values in [] are for Enhanced version
  • Active frames are X(5)X(5)X(5)X(5)X(5)X(5)X(5)X(15)X [X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(4)X(5)X(5)X(5)X(5)X]
  • Minimum damage 60*8, 120*2, 180*3 (1260)
  • [Minimum damage 60*11, 120*6, 180*3 (1920)]
Baden Baden Lily
214B+C
1100*8 [1370*8] - 80 60 (once) P2 All 10+4 2*28 Total: 97+14L -16 4 18 Launch 100 0/+6/+20 1-20 All -
  • 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)]
Air Baden Baden Lily
j.214B+C
1100*8 [1375*8] - 80 60 (once) P2 All 13+2 2*28 Total: Until L+8 - 4 18 Launch 100 0/+6/+20 1-20 All -
  • 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)]
Baden Baden Lily Rods 500*4 - 80 100 P2 All 10+8 2*4 - - 2 13 Launch 100 0/+6/+20 1-20 All -
  • Rods detonate in 4F intervals
  • Minimum damage 50*4 (200)
Baden Baden Lily
Distortion Skill Duo
250*8 [310*7, 330] - 100 100 P2 All 1+1 2*28 Total: 98+14L -32 4 16 Launch 100 0/+6/+20 1-7 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Clownish Calendula
222B+C
- - - - P All 6+10 40 25 -44 5 20 Launch 5000 0 1-55 Guard All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - - Wind[+], Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB, 2B 5C, 2C Special, Super
5BBB - 2B 5C, 2C Wind[+], Special, Super
2B - - - -
5C - - - -
2C and 2[C] - - - Wind[+], Special, Super
Air Revolver Action Table
A B C Cancel
j.A[2] j.AA j.B j.C Wind[+], Jump, Special, Super
j.AA[2] j.A j.B j.C Wind[+], Jump, Special, Super
j.B - - j.C Wind[+], Jump, Special, Super
j.C - - - Wind[+], Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Wind = Hold direction during move to use Wind, each move can only Wind in certain directions
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Navigation[edit]


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