|
|
Line 1,049: |
Line 1,049: |
| *If attached stays on for about 16 seconds | | *If attached stays on for about 16 seconds |
|
| |
|
| Of the two Lotus, B Lotus is much more commonly used. Rachel can safely set it up in combos, situations where someone techs in the air, or if far away to halt approaches on both the ground and air with Lotus's homing properties. It's a good option to use after making someone block a Lobelia. When it's attached, Rachel's 5D not only homes in, but is significantly stronger allowing combos like 5B > 5CDC to carry someone much farther than it would or after a level 3 j.2C to launch someone extremely high into the air. It can also be used to strengthen her zoning and space control, but it does not give Pumpkin new angles to attack. | | Of the two Lotus, B Lotus is much more commonly used. Rachel can safely set it up in combos, situations where someone techs in the air, or if far away to halt approaches on both the ground and air with Lotus's homing properties. It's a good option to use after making someone block a Lobelia. When it's attached, Rachel's 5D not only homes in, but is significantly stronger allowing combos like 5B > 5CDC to carry someone much farther than it normally would or after a level 3 j.2C to launch someone extremely high into the air. It can also be used to strengthen her zoning and space control, but it does not give Pumpkin new angles to attack. |
| }} | | }} |
| }} | | }} |
Overview
Head of the infamous Alucard vampire family, Rachel has spent countless years watching as the world repeated the same 100 years over and over. However, the world has finally broken free of the bonds that held it for so long, and Rachel is determined to put an end to Terumi with her own hands.
In the BlazBlue universe, Rachel is an extremely powerful individual, controlling wind and lightning. While she will rarely directly interfere with the events that surround Kagutsuchi, her primary goal is as an observer, and gently (or less so) nudges the pieces into their places. 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 werewolf, as well as one of the Six Heroes.
Health: 11,000
Play-style: Zoning, Trapping
Movement Options: 1 Double Jump/Airdash, Run-type Dash
Drive: Sylpheed
Rachel's Drive lets her summon wind in eight different directions. Wind affects all of Rachel's projectiles as well as her and her opponent's movement. The number of wind stocks available is indicated by a gauge at the bottom of the screen, above her meter bar, and each gust consumes one stock on a total of four available. The Sylpheed Gauge regenerates slowly and steadily for as long as Rachel is grounded. Since wind is used for various actions such as movement, mix-up, zoning and comboing, it plays a core part in Rachel's game plan and thus requires careful and judicious management.
Overdrive: Elf Lead
- Sylpheed gauge recovers faster.
- Distortion Drives gain additional animations and properties:
- Baden Baden Lily raw and minimum damage increased on body and poles.
- Tempest Dahlia summons additional projectiles.
Pros/Strengths:
- Great control over neutral; excellent zoning tools
- Very good pressure and lockdown
- Scary mix-up game
- Very strong okizeme
- Excellent anti-air options
Cons/Weaknesses:
- Poor defensive options on wake-up
- Difficult match-ups
- Extremely reliant on wind
- Thrives on momentum
- High skill ceiling
External References:
Move List
- See also: Rachel Full Frame Data
Normal Moves
5A
Auto 2-hit normal. Decent for pressure.
|
|
5B
Risky poke with high reward. Key move in Rachel's mix up and combos.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
550
|
SOJR
|
HL
|
8
|
6
|
19
|
-8
|
BP
|
-
|
Click!
|
5B Covers a decent amount of space which makes it decent in short-ranged poking. It's also one of Rachel's two primary starter for punish combos. It hits all the way to the ground, which make it useful for OTGing and hitting low-profile characters. It's projectile property is both a plus and a minus. You can use it to stop slow projectiles, but you can also easily be punished by characters who have projectile invulnerable attacks. The other main feature of 5B is that you can gatling into 2B up to two times per string. This makes it a very strong tool in Rachel's 50/50 mixups. Unlike attempting the IOH from 5A, IOH from 5B will be gapless.
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|
5C
5C is one of her Fatal Counter moves. Very limited use outside of combos.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
750
|
SOR
|
HL
|
17
|
4
|
32
|
-17
|
B
|
-
|
Click!
|
- Spin down on ground Fatal Counter
One of Rachel's two Fatal Counter moves. If 5C fatals on ground hit, it will cause a spin down effect which gives Rachel much more time to follow up with other attacks. 5C is typically used in combos, but is also an excellent starter for a punish combo. Because of it's relatively short range, wind is often used to push Rachel forward so it will combo.
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|
5CC
Great corner combo ender. Offers strong okizeme options in the corner.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
850
|
SOR
|
HL
|
9
|
8
|
24
|
-11
|
B
|
-
|
Click!
|
- Blows back on hit
- Wallsticks in the corner
- Same Move Prorate
Typically used in mid-screen combos to knock the opponent away for either an opportunity to summon or to send someone into the corner. In corner combos it is used to cause wall stick and extend the combo. Can also be used as an ender which offers strong okizeme options.
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|
2A
Good poke. Leaves you at neutral frame advantage.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
300
|
CSOR
|
all
|
7
|
4
|
8
|
0
|
F
|
-
|
Click!
|
A decent ranged and fast poke. Can chain into itself on whiff and has short recovery which makes it great for DP baiting and tick grabs. Because of Rachel's short crouching hitbox, it can also be used as a situational anti-air. When Rachel's opponent has a lot of moves that guard point or are invincible to projectiles, this is Rachel's go-to poke. Can also OTG characters, so it's a good tool for catching people attempting to late tech or roll.
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|
2B
Really good low. Gatlings from 5B.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
480
|
SOR
|
L
|
10
|
6
|
18
|
-10
|
FP
|
-
|
Click!
|
A fast low. Often used as part of Rachel's 5B 2B gatling strings. Like 5B, 2B is also a projectile so beware using it against characters that have moves that guard point or are invincible to projectiles. Also hits to the ground, but not used as much as 2A or 5B for OTGing.
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|
2C
Full body guard point for one hit. Really unsafe if whiffed or blocked.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
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Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1000
|
R
|
HL
|
23
|
13
|
42
|
-34
|
B
|
-
|
Click!
|
- 5-35 GP
- Cannot guard against throws and unblockable attacks
2C is used very situationally and is extremely risky. On one hand, it can be used to take advantage of characters who are reckless with their offense. On the otherhand, if baited, due to it's long recovery you will very likely be punished with a combo that will do a lot of damage. Because of this, it's best to not use it carelessly and to have a backup plan like pumpkin/george to make it safe or 50 meter to RC it. 2C is also used in a small handful of combos.
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|
6A
Main anti-air with Rachel.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
620
|
SOR
|
HL
|
13
|
5
|
17
|
-3
|
B
|
7-12GP(H)
|
Click!
|
Rachel's go-to anti-air. It has a great hitbox and can even hit behind Rachel. 6A no longer floats on hit, but will still launch characters if wind is used. 6A is used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into 4B for ground bounce. 6A has a lot of untechable time on counter hit which will allow Rachel to do a ground combo instead of an aircombo. On normal hit, you will likely have to spend wind with something like j.C 2D to bring the opponent to the ground. However, if you hit the opponent too high with 6A and it's not counter hit, following up can be difficult or even impossible.
|
|
6B
Really good poke. Wall bounces a grounded opponent on counter-hit.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
580
|
SOJR
|
HL
|
13
|
3
|
15
|
-1
|
B
|
-
|
Click!
|
- Blows back and wallbounces on Counter Hit
Rachel's longest poke. Great for bullying people who are reckless with approach or have slow moves. Will also blowback on CH and wallbounce the opponent. You can follow up with a combo or use that opportunity to summon. 6B is jump cancellable so it can also be used to extend combos/pressure if you are too far to hit the opponent with 5B. For example, 6B 3D jc j.A is a very sneaky overhead.
|
|
4B
Overhead. Slow, but can fatal counter.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
680
|
SOR
|
H
|
26
|
7
|
22
|
-9
|
B
|
-
|
Click!
|
- Fatal Counter
- Same Move Prorate
Unlike past iterations of Blazblue, 4B is no longer a viable overhead option. Though it has been sped up, you can only special cancel it which will instantly end your offense if you do not have George, pumpkin, or 50 meter to back you up. On block you can save yourself with 236A. On hit you can follow up with 5A. 4B is now primarily used to extend combos with ground bounce.
|
|
6C
Main corner carry normal when used with forward directional wind (D/6D).
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
89~464
|
SOR
|
all
|
13
|
3*N
|
13L
|
+4
|
H
|
-
|
Click!
|
- All successive hits after 1st hit will be multiplied by 1.11 from the last attack's damage value, max 464 (18 hits)
- Forces standing on hit
Rachel's only plus on block normal. On block you can gatling into j.2C or j.C, though j.C will whiff on crouching characters. On hit 6C can be used with wind to carry the opponent into the corner. 6C will continue for as long as Rachel is in the air, so you can use 6C to carry the opponent pretty far whether horizontally or vertically. 6C also puts Rachel airborne, which can be situationally useful.
|
|
3C
Low hit. Knockdown to safely summon frog or pumpkin.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
300*3
|
SOR
|
L
|
11
|
4,4,5
|
15
|
-1
|
F
|
-
|
Click!
|
- Possible to charge (will extend move into 3[C])
- Same Move Prorate
3C is primarily used for knock down, but can also extend combos by comboing someone into George, Sword Iris, or launching them with 8D. 3C is Rachel's only low that does not have projectile property. You can also use wind to make Rachel travel pretty fast while using 3C.
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|
3[C]
Mix up tool. Can also be used to extend combos.
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|
j.A
Instant overhead if used with 2D/3D wind.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
300
|
SOJR
|
HA
|
8
|
3
|
7
|
-
|
H
|
-
|
Click!
|
A fast aerial jab that hits overhead. Hitbox has been improved so it hits short characters better. j.A is a key part of Rachel's 50/50 mix up from 5B/5A as she can force the opponent to guess whether she'll do j.A or 2B. Has short recovery, so can also be used for safejumps.
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|
j.B
Used like j.A but it's a bit slower. Pretty good air-to-air uses.
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|
j.C
Catch opponents in the air directly above you.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
550
|
SOJR
|
all
|
8
|
6
|
20
|
-
|
H
|
-
|
Click!
|
- Possible to charge (causes Rachel to float, see j.[C])
Because of it's huge hitbox, j.C is great for using against characters who are directly above you. On counter hit, j.C has a long amount of untechable time which will allow you start a ground combo. Because j.C and j.[C] count as different moves, you can also repeat these moves in a combo (with 2D) to juggle the opponent.
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|
j.[C]
Can be used for mix up. Can also be used to stall for time.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
16L
|
-
|
-
|
-
|
Click!
|
- Can airdash after 10 frames
If you hold j.[C] Rachel will float and slowly fall to the ground. Because she can still wind herself while doing this move, she can use j.[C] as a viable run away tactic or as part of certain mix up setups.
|
|
j.2C
Has 3 levels. Level 2 and Level 3 are used to extend combos.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Level 1
|
680
|
SOR
|
all
|
13
|
till L
|
31L
|
-
|
H
|
-
|
Click!
|
Level 2
|
880
|
SOR
|
all
|
13
|
till L
|
31L
|
-
|
H
|
-
|
Click!
|
Level 3
|
1380
|
SOR
|
all
|
13
|
till L
|
31L
|
-
|
H
|
-
|
Click!
|
j.2C will have different effects on hit depending on it's level as an attack. The level is dependent on Rachel's momentum when she hits.
- Level 1- Knock someone to the ground on air hit
- Level 2- Ground bounce the opponent on air hit or ground hit
- Level 3- Even bigger ground bounce on air hit or ground hit. Very untechable. Forces Fatal Counter.
Due to an overall slower falling speed and combo path change, j.2C is no longer the main part of Rachel's BnBs. However, j.2C is still useful in certain combos, though Rachel may need assistance from B Lotus to make it combo. j.2C can special cancel on hit. It can also cancel it's ground recovery into a special or a normal on hit. If it whiffs, Rachel will bounce which has pretty long recovery, so be careful when using it.
|
|
Counter Assault
Same animation as 6B, decent counter assault.
|
|
Crush Trigger
Good combo material.
|
|
Throws
Forward Throw
Use with wind to follow-up with a combo.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
0,1200
|
--, SOR
|
T(70)
|
7
|
3
|
18
|
-
|
T
|
-
|
Click!
|
- 100% minimum damage (1200)
Rachel's throw range is relatively short, but it's fairly decent for tick grabs. Must use wind to combo off of it midscreen. Has wallbounce properties like 6B, but unless you're in or near the corner you'll likely need to use 9D to make use of it. 7D is used for the normal mid screen BnB.
If anyone techs Rachel's ground or air throw or if Rachel techs a ground or air throw, it counts as a hit so George, Pumpkin, and Lotus will all disappear.
|
|
Back Throw
Use with wind to follow-up with a combo.
|
|
Air Throw
Follow-up with a downward directional wind if too high to combo normally.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
0,1600
|
--, SOR
|
T(70)
|
7
|
3
|
18
|
-
|
T
|
-
|
Click!
|
- 100% minimum damage (1600)
Fairly good damage and range. However, despite it's animation, it reaches in front and above and not very far below. If you're low enough to the ground, you can follow up with microdash 5B to do a ground combo. If you're higher, you may need to use wind.
|
|
Specials
Tiny Lobelia 236A/B/C air OK
Her standard zoning tool.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Ground A
|
600
|
R
|
all
|
11
|
-
|
47T
|
-6
|
HBFP*
|
-
|
Click!
|
Ground B
|
600
|
R
|
all
|
20
|
-
|
58T
|
-8
|
HBFP*
|
-
|
Click!
|
Ground C
|
600
|
R
|
all
|
20
|
-
|
58T
|
-8
|
HBFP*
|
-
|
Click!
|
Air A
|
600
|
R
|
all
|
9
|
-
|
53T
|
-
|
HBFP*
|
-
|
Click!
|
Air B
|
600
|
R
|
all
|
22
|
-
|
55T
|
-
|
HBFP*
|
-
|
Click!
|
Air C
|
600
|
R
|
all
|
22
|
-
|
55T
|
-
|
HBFP*
|
-
|
Click!
|
- A Lobelia (ground version only) has Same Move Prorate
Rachel launches a football-shaped seed that flies in an arc and is completely active unless cancelled out by another projectile or hits the ground. Ground A-C Lobelia travel from shortest distance to longest. In the air, this order is backwards with A air Lobelia travelling the farthest. Rachel can extend the distance or change the trajectory of Lobelia by using wind. When Lobelia hits the ground, they will plant a rod where they land. Only three rods can exist at a time and rods will disappear and be replaced by order of oldest to newest. The rods can then be activated with either Sword Iris, Baden Baden Lily, or Lotus and will disappear after.
Unlike previous versions of the game, Tiny Lobelia no longer floats on hit. Air B and C Lobelia knock the opponent towards the ground while A air Lobelia will send them flying across the screen. Also unlike previous version of the game, Lobelia will wall bounce off the corner, allowing for easier setups into multiple rods for Baden Baden Lily. Rachel can also very situationally make use of a glitch. If crouching opponent is hit by a Lobelia and Rachel is no longer in recovery, she can activate Overdrive to extend the hitstun.
|
|
George the 13th 214A air OK
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Summon
|
-
|
-
|
-
|
25
|
540
|
49T[till L]
|
-
|
-
|
-
|
Click!
|
- Startup and active frames belong to George
- Values in [ ] refer to aerial version
- George disappears if: 1. active frames end; 2. George follows through attack; 3. George the 13th is summoned while another is out; 4. Rachel gets hit; 5. George receives at least 700 damage
|
Attack
|
150*8
|
-
|
all
|
27
|
3*8
|
-
|
-
|
HBFP*
|
-
|
Click!
|
- Startup occurs when George arrives at opponent's position
- George gauge will appear when George disappears for any of the above reasons except if another George is summoned or if George is killed; while gauge fills up (299F duration), cannot use George the 13th
- Floats on hit
While on screen, George will very slowly follow the opponent. If Rachel uses wind in towards the opponent, George will slide forward. If Rachel uses wind away from the opponent, George will walk in place. Overall, George is a great tool for Rachel. He provides her with ground control as opponents generally have to take a risk to deal with George or take to the air where Rachel can space control with Lobelia/Lotus/Sword Iris or stop air approaches with 6A. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one. When he activates, George covers a good amount of space. Another key use of George is to force an opponent to block him on the ground, which gives Rachel a lot of time to run different mix ups.
|
|
Impish Gypsophila 214B air OK
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Summon
|
-
|
-
|
-
|
27
|
300
|
46T[41T]
|
-
|
-
|
-
|
Click!
|
- Startup and active frames belong to Pumpkin
- Values in [] refer to aerial version
- Pumpkin disappears if: 1. active frames end; 2. after 180F of using most recent wind; 3. Pumpkin stops at any location except the ground three times; 4. Rachel gets hit; 5. Rachel blocks an attack
- Only possible to perform once in the air
|
Attack
|
300
|
-
|
all
|
5 after wind
|
20
|
-
|
-
|
HBFP*
|
-
|
Click!
|
Activates when Rachel uses wind. It flies in a straight line as a flying active hitbox in whatever direction Rachel uses wind. Pumpkin is Rachel's strongest tool in neutral and very strong for oki. Because Rachel can block while using wind, she can use Pumpkin to attack while blocking. Other uses are to make risky moves like 2C safe, extend pressure or combos, create a safe approach, and harass people pretty much anywhere on the screen. One interesting to note is that unlike Lobelia, Pumpkin does not gain new trajectory when used with B Lotus.
|
|
Sword Iris 214C air OK
Used to extend combos or to catch opponents on their approach.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Ground
|
600
|
-
|
all
|
19
|
8
|
42T
|
+2
|
HBFP*
|
-
|
Click!
|
Air
|
600
|
-
|
all
|
22
|
8
|
45+3LT
|
+24
|
HBFP*
|
-
|
Click!
|
- Frame advantage calculated off of shortest jump
- Floats on hit
When Rachel uses Tiny Lobelia, she plants various rods on the screen. These rods stay out until they are activated. As explained in the Tiny Lobelia notes, only three rods can be on the screen at any given time and if more Lobelia are thrown, the rods will be replaced from oldest to newest. When Rachel uses the Sword Iris command, a bolt of lighting will strike all the rods, creating a long vertical hitbox that extends to the top of the screen. Upon activation, all the rods on screen disappear and new ones must be set. When used appropriately, Sword Iris is very good for stopping approaches, especially from the air. It can also be used to extend combos or pressure. Because it still retains it's float on hit properties, Rachel can use it as a way to launch opponents without spending wind.
|
|
Beelze Lotus 22A air OK
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Ground
|
300
|
-
|
all
|
39
|
54
|
51T
|
+5
|
HBFP*
|
-
|
Click!
|
Air
|
300
|
-
|
all
|
39
|
54
|
till L+10
|
-
|
HBFP*
|
-
|
Click!
|
- Increases effect of 7D, 8D, 9D
- If not attached, will disappear on hit
- If attached stays on for about 16 seconds
Aside from activating rods with Sword Iris, Rachel also turn her rods into Lotus. When activated, the existing rods turn into helicopter bats and home in on the opponent. Both versions only travel a short distance, though A Lotus is able to travel slightly farther than B Lotus. However, the distance/speed travelled can also be enhanced greatly by wind. Lotus do a small amount of damage on hit, but will attach on hit or block. A Lotus is not really used much compared to B Lotus. However, when attached to opponents it can launch them extremely high and allow for new combo possibilities.
Air versions of both moves are pretty worthless due to their long recovery.
|
|
Barrel Lotus 22B air OK
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Ground
|
300
|
-
|
all
|
39
|
54
|
51T
|
+5
|
HBFP*
|
-
|
Click!
|
Air
|
300
|
-
|
all
|
39
|
54
|
till L+10
|
-
|
HBFP*
|
-
|
Click!
|
- Increases effect of 5D
- Causes Rachel's 5D to home in on the opponent
- If not attached, will disappear on hit
- If attached stays on for about 16 seconds
Of the two Lotus, B Lotus is much more commonly used. Rachel can safely set it up in combos, situations where someone techs in the air, or if far away to halt approaches on both the ground and air with Lotus's homing properties. It's a good option to use after making someone block a Lobelia. When it's attached, Rachel's 5D not only homes in, but is significantly stronger allowing combos like 5B > 5CDC to carry someone much farther than it normally would or after a level 3 j.2C to launch someone extremely high into the air. It can also be used to strengthen her zoning and space control, but it does not give Pumpkin new angles to attack.
|
|
Distortion Drives
Baden Baden Lily 632146C air OK
Primarily combo material.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Ground (Normal)
|
450*6
|
R
|
all
|
13+4
|
2*6
|
49T
|
+51
|
HBFP*(2)
|
13-22 All
|
Click!
|
Air (Normal)
|
450*6
|
R
|
all
|
29+2
|
2*6
|
till L + 8
|
+54
|
HBFP*(2)
|
29-36 All
|
Click!
|
Ground (OD)
|
450*6*2
|
R
|
all
|
13+4
|
2*18 (max 6 hits)
|
49T
|
+71
|
HBFP*(2)
|
13-22 All
|
Click!
|
Air (OD)
|
450*6*2
|
R
|
all
|
29+2
|
2*18 (max 6 hits)
|
till L + 8
|
+74
|
HBFP*(2)
|
13-22 All
|
Click!
|
- Normal versions have 20% minimum damage (540)
- OD versions have 15% minimum damage (810)
- 180F Heat Gauge Cooldown
- Invincibility starts during superflash
- Frame advantage for air versions calculated off of shortest jump
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Rod (Normal)
|
200*4
|
R
|
all
|
see note
|
2*4
|
-
|
+31
|
HBFP*(2)
|
-
|
Click!
|
Rod (OD)
|
300*4
|
R
|
all
|
see note
|
2*16 (max 4 hits)
|
-
|
+31
|
HBFP*(2)
|
-
|
Click!
|
- Normal Rods have 35% minimum damage (280)
- OD Rods have 40% minimum damage (480)
- Rods have 110% Bonus Proration
Because Rachel's game is much more dependent on corner carry, Baden Baden Lily is now primarily used in corner combos. Rachel's new combo paths and Lobelia's new wallbounce property also make it much easier to stack multiple rods in the corner. Baden Baden Lily does hit all the way to the top of the screen, so if for some reason someone is above you or far below you and hitting buttons for no reason, it's a potential option as a starter.
In Overdrive, stacked rods have bonus proration and a very high amount of minimum damage, making it worth to spend extra wind to get as many rods stacked before activating it.
|
|
Tempest Dahlia 632146B air OK
Used for mix-up and wind regeneration.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Level 1 (Normal)
|
200*7, 500
|
R
|
all
|
10+9
|
-
|
73T
|
+38
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 2 (Normal)
|
200*9, 950
|
R
|
all
|
10+1
|
-
|
73T
|
+49
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 3 (Normal)
|
200*7, 1550
|
R
|
all
|
10+0
|
-
|
73T
|
+49
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 4 (Normal)
|
200*5, 300*3, 800*3
|
R
|
all
|
10+0
|
-
|
73T
|
+81
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 5 (Normal)
|
300*8, 800*3
|
R
|
all
|
10+0
|
-
|
73T
|
+95
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 1 (OD)
|
200*10, 950
|
R
|
all
|
10+9
|
-
|
73T
|
+57
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 2 (OD)
|
200*9, 950*3
|
R
|
all
|
10+1
|
-
|
73T
|
+77
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 3 (OD)
|
200*7, 950*3, 1550
|
R
|
all
|
10+0
|
-
|
73T
|
+97
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 4 (OD)
|
200*5, 300*5, 1550, 800*3
|
R
|
all
|
10+0
|
-
|
73T
|
+105
|
HBFP*(2)
|
10-11 All
|
Click!
|
Level 5 (OD)
|
300*14, 1100*3
|
R
|
all
|
10+0
|
-
|
73T
|
+126
|
HBFP*(2)
|
10-11 All
|
Click!
|
- Minimum damage for Normal versions Lv1: 380 Lv2: 550 Lv3: 590 Lv4: 860 Lv5: 720
- Minimum damage for Overdrive versions Lv1: 590 Lv2: 740 Lv3: 1160 Lv4: 1290 Lv5: 1173
- 180F Heat Gauge Cooldown
- 10-11 All Invul
- Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
- Recovery for aerial version is until landing + 7F
- Attack levels per projectile: bat and cow = 3, pumpkin = 4, frog = 5
- Blockstun per projectile: bat and cow = 16, pumpkin = 18, frong = 20
Though in past games Tempest Dahlia's main uses were to regain wind, create a blind mix up, fairly safely cover a lot of vertical space, and stall for time, in BBCP Tempest Dahlia also sees a lot of use as a midscreen combo ender. Due to it being fairly difficult to get high damage off of Baden Baden Lily midscreen due to Rachel's new combo paths, it's very common for that 50 meter to instead be spent on Combo > 5CC > Tempest Dahlia to knock the opponent to the corner and allow for safe summons.
|
|
Astral Heat
Clownish Calendula 2363214C
Can be combo'd into for guaranteed win.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Death
|
-
|
all
|
1+10
|
40
|
26
|
-45
|
HBF
|
1-50GP(A)
|
Click!
|
- 180F Heat Gauge Cooldown
- 1-50 GP(A)
BBCP's version of Clownish Calendula is Rachel's first true reversal. Though it is no longer unblockable, it's instead very fast and guard points from frame 1 which makes it a decent reversal option and a good punish. Rachel can combo into it from pretty much anything which makes it very optimal to use compared to past games. Do note that even though it guard points for 50 fames, there is still only one active attack, so beware moves that will clash like DPs, other guard point moves, and super counters like Yukikaze and Hakumen's/Noel's Astral.
|
|
Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- summon = 214A or 214B, whichever you think is better for the situation
|
Midscreen
Notes:
- For combos with 4B 66 5B, you must hit them with 5B when they are at even height with Rachel or they'll be too high for the rest of the combo
- For combos with 5B 6A 236A 66 3C, the timing is different/more difficult on some characters. You may need to delay 236A.
- For combos with 4B 66 5CC, you may need to adjust the timing of 4B to cause a different ground bounce height so 5CC will connect.
5B Starter
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
5B Starter
5B > 6CD > j.2C > 5B > 6B > 5CDC 66 3C summmon (2284, 2 wind)
5BD > 6A > 4B 66 5B > 6A > 236A 66 3C > 214C 66 5CC > summon (2833, 1 wind, recovers 1 wind)
Corner Only