BBCP/Rachel Alucard/Frame Data 1.0

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System Data

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 23

Backdash Invincibility: 1-7

Movement Options: Wind, Double Jump, 1 Airdash, Dash type: Run

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F

Normal Moves

5A
300*2 CSOJR 100 77(once) S - all 1 B 6 2(6)3 11 -2 11 12 16 14 26 -
5B
550 SOJR 100 89 N - HL 3 BP 8 6 19 -8 16 17 22 17 31 -
5C
750 SOR 100 92 N - HL 4 B 17 4 32 -17 18 19 SpD 19 34 -
  • Fatal counter
5CC
850 SOR 100 94 N 3 HL 5 B 9 8 24 -11 20 SdWs50 (F35) SdWs84 (F35) SdWs50 (F35) SdWs84 (F35) -
2A
300 CSOR 100 77 S - all 1 F 7 4 8 0 11 12 16 14 26 -
2B
480 SOR 90 85 N - L 2 FP 10 6 18 -10 13 14 18 14 26 -
2C
1000 R 50 94 S - HL 5 B 23 13 42 -34 20 FD30 FD64 30 64 5-35GP
  • Cannot guard against throws and unblockable attacks
6A
620 SOR 80 89 N - HL 3 B 13 5 17 -3 16 17 22 30 52 7-12GP(H)
6B
580 SOJR 100 85 N - HL 3 B 13 3 15 -1 16 17 Wb*120 17 120 -
4B
680 SOR 85 92 N 2 H 4 B 26 7 22 -9 18 B53 B88 B53 88 -
  • Fatal counter
6C
89~464 SOR 80 95 N - all 4 H 13 3*N 13L +4 18 19 24 19 34 -
  • All successive hits after 1st hit will be multiplied by 1.11 from the last attack's damage value, max 464 (18 hits)
3C
300*3 SOR 90 92(once) N 2A L 4 F 11 4, 4, 5 15 -1 18 F80 F132 80 132 -
  • Possible to charge
3[C]
300*7 SOR*2, R*5 90 92(once)*3, 100*4 N 2A*2, 2*4 L 4 F 11 4*6, 5 15 -1 18 F80 F132 80 132 -
j.A
300 SOJR 80 77 S - HA 1 H 8 3 7 - 11 12 16 14 26 -
j.B
460 SOJR 90 85 N - HA 2 H 9 6 12 - 13 14 18 14 26 -
j.C
550 SOJR 90 89 N - all 3 H 8 6 20 - 16 17 22 32 55 -
  • Possible to charge
j.[C]
- - - - - - - - - - - 16L - - - - - - -
j.2C (Lv 1)
680 SOR 90 89 N - all 3 H 13 till L 31L - 16 17 22 25G 44G -
j.2C (Lv 2)
880 SOR 90 92 N - all 4 H 13 till L 31L - 18 B62 B103 B62 B103 -
j.2C (Lv 3)
1380 SOR 90 94 N - all 5 H 13 till L 31L - 20 - B164 - B164 -
  • Forces fatal counter
Counter Assault
0 R 50 92 VS - all 4 B 13 3 33 -17 18 F14 F26 14 26 1-20 All
  • 180F Heat Gauge Cooldown
Crush Trigger
1000 R 80 100 N 3 B 3 B 30~60 1 37 -8 28 S70 S140 BD60 BD100 -
  • Possible to charge
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

Drive Moves

Silpheed
- - - - - - - - - - - - - - - - - - -

Throws

Forward Throw
0, 1200 --, SOR 100 100, 60 S - T (70) 0, 4 T 7 3 18 - - --, Wb80 - - - -
  • 100% minimum damage (1200)
Back Throw
0, 1200 --, SOR 100 100, 60 S - T (70) 0, 4 T 7 3 18 - - --, Wb80 - - - -
  • 100% minimum damage (1200)
Air Throw
0, 1600 --, SOR 100 100, 60 S - T (70) 0, 4 T 7 3 24+3L - - - - --, GD34 - -
  • 100% minimum damage (1600)

Specials

Tiny Lobelia A
236A
600 R 80 89 N 2 all 4 HBFP* 11 - 47T -6 18 19 24 30 52 -
Tiny Lobelia B
236B
600 R 80 89 N - all 4 HBFP* 20 - 58T -8 18 19 24 30 52 -
Tiny Lobelia C
236C
600 R 80 89 N - all 4 HBFP* 20 - 58T -8 18 19 24 30 52 -
Tiny Lobelia A (air)
j.236A
600 R 80 89 N - all 4 HBFP* 9 - 53T - 18 19 24 30 52 -
Tiny Lobelia B (air)
j.236B
600 R 80 89 N - all 4 HBFP* 22 - 55T - 18 19 24 G30 52 -
Tiny Lobelia C (air)
j.236C
600 R 80 89 N - all 4 HBFP* 22 - 55T - 18 23 29 G30 52 -
George the 13th (summon)
214A / j.214A
- - - - - - - - - 25 540 49T [till L] - - - - - - -
  • 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 used while another is out; 4. Rachel gets hit; 5. frog receives at least 700 damage
George the 13th (attack)
150*8 - 80 92(once) N - all 3 HBFP* 27 3*8 - - 16 F22 F39 22 39 -
  • 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 was summoned; while gauge fills up (299F duration), cannot use George the 13th
Impish Gypsophila (summon)
214B / j.214B
- - - - - - - - - 27 300 46T [41T] - - - - - - -
  • startup and active frames belong to Pumpkin
  • 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
  • Values in [] refer to aerial version
  • Only possible to perform once in the air
Impish Gypsophila (attack)
300 - 80 92 S - all 2 HBFP* 5 after using wind 20 - - 13 20 26 20 36 -
Sword Iris
214C
600 - 80 82 N - all 2 HBFP* 19 8 42T +2 13 F42 F71 42 71 -
Sword Iris (air)
j.214C
600 - 80 82 N - all 2 HBFP* 22 8 45+3LT +24 13 F42 F71 42 71 -
  • Frame advantage calculated off of shortest jump
Beelze Lotus
22A
300 - 100 75 N - all 0 HBFP* 39 54 51T +5 9 10 14 12 23 -
Beelze Lotus (air)
j.22A
300 - 100 75 N - all 0 HBFP* 39 54 till L+10 - 9 10 14 12 23 -
Barrel Lotus
22B
300 - 100 75 N - all 0 HBFP* 39 54 51T +5 9 10 14 12 23 -
Barrel Lotus (air)
j.22B
300 - 100 75 N - all 0 HBFP* 39 54 till L+10 - 9 10 14 12 23 -

Distortion Drives

Baden Baden Lily
632146C
450*6 R 80 60(once) S - all 2 HBFP*(2) 13+4 2*6 49T +51 13 F100 F164 100 164 13-22 All
  • 20% minimum damage (540)
  • 180F Heat Gauge Cooldown
  • Also invincible during superflash
Baden Baden Lily (OD)
450*6*2 R 80 75(once) S - all 2 HBFP*(2) 13+4 2*18 (max 6 hits) 49T +71 13 F100 F164 100 164 13-22 All
  • 15% minimum damage (810)
  • 180F Heat Gauge Cooldown
  • Also invincible during superflash
  • Frame advantage also applies (as frame difference) when Rachel hits behind her
Baden Baden Lily (air)
j.632146C
450*6 R 80 60(once) S - all 2 HBFP*(2) 29+2 2*6 till L+8 +54 13 F100 F164 100 164 29-36 All
  • 20% minimum damage (540)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated off of shortest jump
Baden Baden Lily (OD) (air)
450*6*2 R 80 75(once) S - all 2 HBFP*(2) 29+2 2*18 (max 6 hits) till L+8 +74 13 F100 F164 100 164 13-22 All
  • 15% minimum damage (810)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated off of shortest jump
  • Frame advantage also applies (as frame difference) when Rachel hits behind her
Baden Baden Lily (rod)
200*4 R 70 100(once) S - all 2 HBFP*(2) refer to 1st note 2*4 - +31 13 F100 F164 100 164 -
  • After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance
  • 35% minimum damage (280)
  • 110% bonus proration
  • 180F Heat Gauge Cooldown
Baden Baden Lily (rod) (OD)
300*4 R 80 100(once) S - all 2 HBFP*(2) refer to 1st note 2*16 (max 4 hits) - +31 13 F100 F164 100 164 -
  • After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance
  • 40% minimum damage (480)
  • 110% bonus proration
  • 180F Heat Gauge Cooldown
Tempest Dahlia (Lv 1)
632146B / j.632146B
200*7, 500 R 100 90*7, 30 VS - all 3 HBFP*(2) 10+9 - 73T +38 16 17 22 40 68 10-11 All
  • 20% minimum damage (380)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack level per bat = 3
  • Launches eight bats
Tempest Dahlia (Lv 1) (OD)
200*10, 950 R 100 90*10, 30 VS - all 3 HBFP*(2) 10+9 - 73T +57 16 17 22 40 68 10-11 All
  • 20% minimum damage (590)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack level per bat = 3
  • Launches eleven bats
Tempest Dahlia (Lv 2)
200*9, 950 R 100 90*9, 30 VS - all 3 HBFP*(2) 10+1 - 73T +49 16 17 22 40 68 10-11 All
  • 20% minimum damage (550)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack level per bat = 3
  • Launches ten bats
Tempest Dahlia (Lv 2) (OD)
200*9, 950*3 R 100 90*9, 30*3 VS - all 3 HBFP*(2) 10+1 - 73T +77 16 17 22 40 68 10-11 All
  • 20% minimum damage (740)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack level per bat = 3
  • Launches twelve bats
Tempest Dahlia (Lv 3)
200*7, 1550 R 100 90*7, 30 VS - all 3 HBFP*(2) 10+0 - 73T +49 16 17*7, F50 22*7, F84 40*7, 50 68*7, 84 10-11 All
  • 20% minimum damage (590)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack level per bat and cow: 3
  • Blockstun per bat and cow: 16
  • Launches seven bats, one cow
Tempest Dahlia (Lv 3) (OD)
200*7, 950*3, 1550 R 100 90*7, 30*4 VS - all 3 HBFP*(2) 10+0 - 73T +97 16 17*10, F50 22*10, F84 40*10, 50 68*10, 84 10-11 All
  • 20% minimum damage (1160)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack level per bat and cow: 3
  • Blockstun per bat and cow: 16
  • Launches ten bats, one cow
Tempest Dahlia (Lv 4)
200*5, 300*3, 800*3 R 100 90*9, 30*3 VS - all 3*8, 4*3 HBFP*(2) 10+0 - 73T +81 16, 18 17*5, F50*3, F90*3 22*5, F84*3, F148*3 40*5, 50*3, 90*3 68*5, 84*3, 148*3 10-11 All
  • 20% minimum damage (860)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack levels per projectile: bat and cow = 3, pumpkin = 4
  • Blockstun per projectile: bat and cow = 16, pumpkin = 18
  • Launches five bats, three cows, one pumpkin (3 hits)
Tempest Dahlia (Lv 4) (OD)
200*5, 300*5, 1550, 800*3 R 100 90*10, 30*5 VS - all 3*11, 4 HBFP*(2) 10+0 - 73T +105 16, 18 17*5, F50*6, F90*3 22*5, F84*6, F148*3 40*5, 50*6, 90*3 68*5, 84*6, 148*3 10-11 All
  • 20% minimum damage (1290)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack levels per projectile: bat and cow = 3, pumpkin = 4
  • Blockstun per projectile: bat and cow = 16, pumpkin = 18
  • Launches five bats, three cows, one pumpkin (3 hits)
Tempest Dahlia (Lv 5)
300*8, 800*3 R 100 90*8, 30*3 VS - all 3*5, 4*3, 5*2 HBFP*(2) 10+0 - 73T +95 16, 18, 20 F50*5, F90*3, F60*3 F84*5, F148*3, F100*3 50*5, 90*3, 60*3 84*5, 148*3, 100*3 10-11 All
  • Attacks except frog have 20% minimum damage, frog has 10% minimum damage (720)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack levels per projectile: cow = 3, pumpkin = 4, frog = 5
  • Blockstun per projectile: cow = 16, pumpkin = 18, frog = 20
  • Contains: five cows, one pumpkin (3 hits), one frog (3 hits)
Tempest Dahlia (Lv 5) (OD)
300*14, 1100*3 R 100 90*14, 30*3 VS - all 3*5, 4*9, 5*2 HBFP*(2) 10+0 - 73T +126 16, 18, 20 F50*5, F90*9, F60*3 F84*5, F148*9, F100*3 50*5, 90*9, 60*3 84*5, 148*9, 100*3 10-11 All
  • Attacks except frog have 20% minimum damage, frog has 10% minimum damage (1173)
  • 180F Heat Gauge Cooldown
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is 7L
  • Attack levels per projectile: cow = 3, pumpkin = 4, frog = 5
  • Blockstun per projectile: cow = 16, pumpkin = 18, frog = 20
  • Contains: five cows, three pumpkins (3 hits each), one frog (3 hits)

Astral Heat

Clownish Calendula
2363214C
death - - - - - all 5 HBF 1+10 40 26 -45 20 - - - - 1-50GP(A)
  • 180F Heat Gauge Cooldown

Revolver Action Table

MAY REQUIRE CORRECTIONS

NOTE: 5A and 2A can each only be used up to 3 times in a single gatling string.

Ground Revolver Action Table
A B C Cancels
5A 5A up to 3 times, 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5B 6A 2B two times, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special
5C - - Followup, 6C, 3C Special
5CC - - 3C Special
2A 5A, 2A up to 3 times, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
2B - 5B two times, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
2C - - - -
6A - 5B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special
6B - - 5C, 6C, 3C Throw, Jump, Special
4B - - - -
6C - - j.C, j.2C Special
3C - - - Special on first 2 hits
Air Revolver Action Table
A B C Cancels
j.A j.A j.B j.C, j.2C Throw, Jump, Special
j.B j.A - j.C, j.2C Throw, Jump, Special
j.C - - j.2C Jump, Special
j.2C - - - Special on landing and hit
  • j.2C can cancel ground recovery into ground normals on landing


Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc