Rachel Frame Data (BBCSE)

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System Data[edit]

Health: 11000

Combo Rate: 75%

Guard Primers: 4

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

Jump Startup: 4

Backdash Time: 23

Backdash Startup Invincibility: 7

Normals[edit]

TODO "Correct frame data"

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300*2 124*2 80 84 (once) all 1 HB 6 2(6)3 11 -2 23 14 Click!
  • Counter Carries
5B SJR 550 227 95 89 HL 3 HBP 8 6 19 -8 21 17 Click!
5C SR 750 310 100 92 HL 4 HB 17 4 32 -17 40 19 Click!
  • Fatal Counter possible
  • 21F~ able to cancel into followup
2A CSR 300 124 80 84 LA 1 F 7 4 8 ±0 10 14 Click!
2B SR 420 198 80 86 L 2 FP 10 6 18 -10 24 14 Click!
2C R 1000 414 50 94 HL 5 BF 23 13 42 -34 73 30 Click!
  • 5~35F full body guardpoint against head, body, and foot attacks
  • floats opponent on hit
  • Cannot clash
  • Cannot emergency tech
6A SR 620 256 80 89 HL 3 HB 13 5 15 -3 21 26 Click!
  • 7~12F Head attribute guard point
  • floats opponent on hit
6B SR 640 264 75 89 HL 3 HB 13 3 15 -1 21 17 Click!
  • Causes opponent to slide on CH
  • Wallbounces in corner on hit
6C SR 241 99 100 60(once) all 4 H 13 3*N til landing +13 +4 til landing +6 19 Click!
  • 13F~ in the air
  • Counter carries
  • Damage and heat gain decrease by 93% per hit (rounded down, 37th attack will do 0 damage)
  • Active frames continue until landing
4B R 800 331 70 92 H 4 HB 28 6 22 -9 39 19 Click!
  • Breaks 1 Guard Primer
5C > C SR 850 351 100 94 HL 5 HB 9 8 24 -11 28 50 Click!
  • Opponent slide on hit
  • 50% repeat proration
3C SRx3 300x3 124x3 90 92(once) L 4 F 11 4, 4, 2 17 ±0 20 40 Click!
  • Floats opponent on hit
  • Counter Carries
  • 19F able to change to 3C(hold) by having button held down
j.A SJR 300 124 70 84 HA 1 H 8 3 7 - 13 14 Click!
j.B SJR 460 190 80 86 HA 2 H 9 6 12 - 20 14 Click!
j.C SJR 650 269 90 89 all 3 H 8 6 20 - 23 32 Click!
  • 23F able to change to j.[C] by holding down button
j.[C] -- -- -- -- -- -- -- -- -- -- 16F after landing -- -- -- Click!
  • 10F~ can cancel into air normals or airdash
  • If cancel was performed, no landing recovery
j.2C (Lv 1) SR 680 281 90 94 all 5 H 13 until landing 31F after landing -- 19F after landing 25 Click!
  • ground bounces opponent on air hit
  • 80% repeat proration
j.2C (Lv 2) SR 1200 496 100 94 all 5 H 13 until landing 31F after landing -- 19F after landing 60 Click!
  • ground bounces opponent on hit
  • 80% repeat proration
j.2C (Lv 3) SR 2000 828 100 94 all 5 H 13 until landing 31F after landing -- 19F after landing 164 Click!
  • ground bounces opponent on hit
  • 80% repeat proration
  • breaks 1 guard primer
  • forces fatal counter on normal hit
  • untechable time is based off CH
Forward Throw -, R 0, 1200 0, 496 90 100, 55 100 0, 4 ground throw 7 3 18 - during move 12, 80 Click!
  • 2nd attack wallbounces opponent
  • 100% minimum damage
Back Throw -, R 0, 1200 0, 496 90 100, 55 100 0, 4 ground throw 7 3 24 - during move 12, 80 Click!
  • 2nd attack wallbounces opponent
  • 100% minimum damage
Air Throw -, R 0, 1600 0, 662 100 100, 55 90 0, 4 air throw 7 3 24 - during move 12, 34 Click!
  • 2nd attack grounds opponent
  • cannot emergency tech
  • 100% minimum damage
  • vertical throw range: -60~280
Counter Assault R 0 0 50 92 all 4 HB 12 3 33 -20 35 19 Click!
  • 1~20F fully invincible
  • blows back opponent on hit
  • 180F Heat gain cooldown

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Silpheed
  • Silpheed Gauge has 4 stocks, each stock is 10,000 points.
  • gauge recovery rates (per frame): 1~30F after Silpheed usage = 0; 31~180F after Silpheed usage = 20; 180F~ after Silpheed usage = 160
  • gauge does not recover, when Rachel is airborne, during superflash, or hitstop. (Timer for recovery rates will still continue)

Specials[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Tiny Lobelia
236A
R 500 207 70 92 all 4 HBP 11 -- total 47F -4 27 19 Click!
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
B Tiny Lobelia
236B
R 600 248 80 92 all 4 HBP 20 -- total 58F -6 41 30 Click!
  • floats opponent on hit
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
C Tiny Lobelia
236B
R 600 248 80 92 all 4 HBP 20 -- total 58F -6 41 30 Click!
  • floats opponent on hit
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
A Tiny Lobelia (air)
j.236A
R 450 186 80 92 all 4 HBP 9 -- total 53F -- 32 19 Click!
  • has a minimum height
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
  • 9F landing recovery
B Tiny Lobelia (air)
j.236B
R 550 227 80 92 all 4 HBP 22 -- total 55F -- during move 19 Click!
  • has a minimum height
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
  • 9F landing recovery
C Tiny Lobelia (air)
j.236C
R 550 227 80 92 all 4 HBP 22 -- total 55F -- during move 19 Click!
  • has a minimum height
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
  • 9F landing recovery
George the XIII (summon)
214A / j.214A
-- -- -- -- -- -- -- -- 25 [24] 540 49 total [until landing] -- during move -- Click!
  • George seeks and and walks towards opponent
  • Can change Gorge's speed by using Silpheed
  • values in [ ] refer to the aerial version of the attack
  • George disappears if: 1. timer on George expires; 2. George initiates attack; 3. George is summoned again; 4. Rachel is hit or thrown when George is out; 5. George gets hit by an attack that does 700 damage
George XIII (frog) -- 145x8 60x8 85 85 (once) all 4 HBP 31 3x8 -- -- -- 22 Click!
  • floats opponent on hit
  • projectile Lv 1
  • Counter carries
  • attack stops if Rachel is hit
  • 6F hitstop
  • George takes 31F to startup when near opponent
  • Frog gauge appears when frog disppears; George XIII (summon) cannot be used until gauge fills (duration 120F)
Impish Gypsophilla (summon)
214B / j.214B
-- -- -- -- -- -- -- -- 29 300 46 total [41 total] -- during move -- Click!
  • Pumpkin disappears either if timer on pumpkin expires or Rachel gets hit, thrown, or blocks an attack
  • Values in [ ] refer to aerial version
  • Using aerial version consumes 1 jump/airdash
Impish Gypsophilla (pumpkin) R 300 124 80 86 all 2 HBFP using wind + 5 20 -- -- -- 20 Click!
  • 13F blockstun
  • Projectile Lv 1
  • Attack disappears if Rach blocks or gets hit
  • 9F hitstop
  • Can only be used 3 times (won't count if wind was used while pumpkin was on its active frames)
  • Pumpkin disappears if: used 3 times (see previous note); 180F after Silpheed use; or a clash occurs
Sword Iris
214C
-- 600 248 80 86 all 2 HBFP 19 8 42 total +2 38 42 Click!
  • floats opponent on hit
  • Projectile Lv ??
  • Guaranteed to come out after 13F
  • Spawns lightning on all lightning rods and Tiny Lobelias
Sword Iris (air)
j.214C
-- 600 248 80 86 all 2 HBFP 19 8 45 total +25* 40 42 Click!
  • floats opponent on hit
  • Projectile Lv ??
  • Guaranteed to come out after 16F
  • 3F landing recovery
  • Spawns lightning on all lightning rods and Tiny Lobelias
  • Frame advantage is from when move is done immediately off of jump (startup 27F)

Distortion Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Baden Baden Lily
632146C
500x6 R 0 80 85 (once) all 2 HBFP 13+4 2x6 21 +63 during move 100 Click!
  • superflash~9F after superflash fully invincible
  • superflash~22F after superflash airborne
  • projectile Lv 2
  • projectile guaranteed to activate after startup
  • floats opponent on hit
  • counter carries
  • 20% minimum damage
  • 200F Heat Gauge Cooldown
Baden Baden Lily (air)
j.632146C
500x6 R 0 80 85 (once) all 2 HBFP 29+2 2x6 8F after landing +66 during move 100 Click!
  • superflash~7F after superflash fully invincible
  • projectile Lv 2
  • projectile guaranteed to activate after startup
  • floats opponent on hit
  • counter carries
  • 20% minimum damage
  • 200F Heat Gauge Cooldown
  • Frame advantage listed is when move is done immediately off jump (27F)
Baden Baden Lily (rod) 150x4 -- 0 80 100 (once) all 2 HBFP refer to notes 2x4 -- +39 -- 100 Click!
  • projectile Lv 2
  • floats opponent on hit
  • breaks 1 guard primer
  • counter carries
  • 20% minimum damage
  • 200F Heat Gauge Cooldown
  • Spawns lightning on all lightning rods and Tiny Lobelias
  • order of spawning is from Rachel first, then from oldest to newest rod/Lobelia in 4F intervals
  • Ground version startups: 1 rod = 13+8F; rods = 13+12F; 3 rods = 13+16F
Tempest Dahlia (Lv 1) 200x7, 500 R 0 100 90x7, 30 all 3 HBP 10+9 -- 73 total +15 during move 40 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 2) 200x9, 950 R 0 100 90x9, 30 all 3 HBP 10+0 -- 73 total +28 during move 40 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 3) 200x7, 1550 R 0 100 90x7, 30 all 3 HBP 10+0 -- 73 total +29 during move 40x7, 50 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • 8th attack floats opponent on hit
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 4) 200x5, 300x3, 1600 R 0 100 90x8, 30 all 3x8, 4 HBP 10+0 -- 73 total +43 during move 40 / 50 / 90 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • Cow floats opponent on hit
  • Pumpkin breaks 1 guard primer
  • Attacks 1,2,4,5 and 7 are bats; Attacks 3, 6, and 8 are cows; 9th attack is a pumpkin
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 5) 300x5, 400, 1800 R 0 100 90x6, 30 all 3x5, 4, 5 HBP 10+0 -- 73 total +51 during move 50x5, 90, 60 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • floats opponent on hit
  • 6th and 7th attacks break 1 guard primer (total 2)

6th attack has 18F histop, 7th attack has 20F hitstop

  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5

Astral[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Clownish Calendula
222B
- death 0 - - unblockable 5 HBP 51+80 40 26 -- 175 -- Click!
  • 1~119F after superflash guard point on red aura
  • can pass through opponent during move
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

MAY REQUIRE CORRECTIONS

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, Special
4B - 5B, 2B, 6B 5C, 2C, 6C Throw
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: Continuum Shift Extend
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc