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Rachel Alucard is a zoner/rushdown hybrid in BBTag with an incredibly strong okizeme vortex both solo and with her partner. Her unique mechanic is called Sylpheed, which allows her to influence the direction of certain normal and projectiles, including herself, her opponent, and both their partners. Her zoning is oppressive and flexible due to the recovery on her 236A and the angles she can cover with wind; her vortex is just as strong due to j2A and 2A being an unreactable high/low mixup that’s only made better with layered assist pressure. The transition from zoning to her rushdown/vortex game plan is made much easier due to her winding herself with 214A and 214B. Her 5A, 5AA, and 2A are all capable of deleting projectiles, which allows her to act immediately after to set up her own zoning game or rushdown pressure immediately after. If you fall behind in momentum against Rachel, it can be incredibly difficult to regain your footing as she can control the pace in any way she chooses. She can also be slippery to pin down when you do try to catch her due to the insane movement capabilities Sylpheed gives her access to.
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Health |
17,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
Unique Movement Options |
Sylpheed |
Fastest Attack |
5A (8F) |
Reversals |
A+D (16F) 214B+C (14F) |
Pros | Cons |
|
|
Rachel brings her ability to control the wind into her gameplay, allowing her to manipulate herself and the objects she throws out with wind. After specific moves, input a direction to have her blow wind in that direction. She often uses this to blow wind after shooting a projectile, giving the projectile more range. She can also blow wind downwards after air normal attacks to reduce her jump height to perform fast overheads.
Normal Moves
4A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
4A | 1500 | All | 13 | 5 | 17 | -5 | B | 5~12 Guard H |
4AA | 1700 | All | 23 | 4 | 17 | -2 | B |
- Only 4A is jump cancelable
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.
Version | Level | P1 | P2 |
---|---|---|---|
4A | 3 | 90 | 70 |
4AA | 4 | 90 | 85 |
4A:
- On Guard Point, hitstop for Rachel is 0F. Opponent hitstop is unchanged
4AA:
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 8 | 6 | 15 | -4 | B | |
5AA | 1200 | All | 15 | 3 | 18 | -4 | B | |
5AAA | 180×N | All | 7 | 3×N | 22L | -8 | H | |
5AAAA | 1700 | All | 8 | 6 | Until L+9 | H |
- Good counter poke
- Jump Cancelable
Because 5A 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.
- 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.
- Great for corner carry
- Can use wind by inputting a direction as the move is coming out
Currently, the unwinded version of 5AAA 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.
- Knocks down
Mostly only used in the A smart combo. Requires assist to combo after, even at greater heights.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 3 | 100 | 80 |
5AAAA | 4 | 100 | 85 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 11 | 3 | 15 | -1 | B | |
5BB | 1500 | All | 13 | 8 | 22 | -13 | B |
- Great poke for intercepting ground approaches
- Jump Cancelable
- On air hit, blows back
Rachel's longest reaching ground poke is 5B. This button is best used to catch people off guard when they're chasing after you from the ground.
- Moves Rachel forward a good distance, allowing it to connect even from 5B's max range
5BB is mostly just used for combos.
- Crumples on hit, allowing combo extensions by doing microdash 5A on some characters
- Can use wind by inputting a direction as the move is coming out
5BBB is mostly used in combos.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 100 | 80 |
5BB | 3 | 100 | 80 |
5B:
5BB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | High | 22 | 3 | 24 | -10 | B |
- Universal overhead
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.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 10 | 6 | 18 | -10 | F |
- Main low mixup
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.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | 11 | 30 | 18 | -27 | B | 5~23 Guard HBFP |
- Has full body guardpoint (5-23f)
- Launches on hit
- Can be comboed into from 5BB
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.
Level | P1 | P2 |
---|---|---|
5 | 80 | 80 |
- On Guard Point, hitstop for Rachel is 0F. Opponent hitstop is unchanged
2C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
2C | 600×3 | Low | 10 | 4×2,2 | 17 | -2 | F | |
2[C] | 600×7 | Low | 10 | 4,4,4,4,4,4,2 | 17 | -2 | F |
- Good combo ender on the ground
- Can use wind by inputting a direction as the move is coming out
- Hold C to do more hits
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.
Version | Level | P1 | P2 |
---|---|---|---|
2C | 3 | 90 | 70 |
2[C] | 3 | 90 | 70 |
2C:
2[C]:
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1000 | High | 8 | 6 | 12 | H | ||
j.AA | 1000 | All | 6 | 6 | 12 | H |
- Great for overhead mixups
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.
j.AA is mostly just used in combos.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 2 | 100 | 75 |
j.AA | 2 | 100 | 75 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | 8 | 9 | 20 | H |
- 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.
Level | P1 | P2 |
---|---|---|
4 | 100 | 75 |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500/1700/2000 | All/High/All | 13 | Until L | 31L | -25/-25/-17 | H |
- Ground bounces
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.
Level | P1 | P2 |
---|---|---|
3/4/5 | 80 | 80/75/80 |
- Values in // are from slowest j.C, to fastest j.C. Use Downward wind to increase speed
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7-30 | 3 | 23 | T |
- Can combo by linking a 5A or 5B juggle.
Pretty standard throw. Launches the opponent fairly high up vertically but not very far horizontally.
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 |
- Minimum Damage 2000
Gerbera Lute
5A+D
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | Air Unblockable | 16 | 8 | 40 | -27 | B | 1~23 All |
- EXTREMELY large hitbox
- Air unblockable without meter
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.
Level | P1 | P2 |
---|---|---|
5 | 80 | 60 |
- Minimum Damage 100
Skills
Tiny Lobelia
236A/B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1230 | All | 11 | Until Hit | Total: 42 | -4 | P1 | |
236B | 1230 | All | 17 | Total: 44 | 0 | P1 | ||
j.236A | 1230 | All | 9 | Total: 53+9L | P1 | |||
j.236B | 1230 | All | 22 | Total: 55+9L | -6 | P |
- 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 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.
- Can use wind to manipulate the direction of the projectiles
- Active until it touches the ground
- Air A version 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.
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.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 80 |
236B | 3 | 80 | 80 |
j.236A | 3 | 80 | 80 |
j.236B | 3 | 80 | 80 |
236A:
236B:
- During the first 4 active frames, launches the opponent on ground hit and has untechable time 40F
- Minimum Damage 61
j.236A:
- Minimum Damage 61
j.236B:
- Minimum Damage 61
Barrel Lotus
214A (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 500, 1000 | All | 25 | 120 [(6)8] | Total: 36 | P1 | ||
j.214A | 500,1000 | All | 25 | 120 [(6)8] | Total: 36 | P1 |
- Great for space control
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 2, 1 | 80 | 100, 75 |
j.214A | 2, 1 | 80 | 100, 75 |
214A:
- Multiple bats do not scale the combo further
- Only does 2nd attack (the lightning) on hit/block. See values in []
- Minimum Damage 25, 50 (75)
j.214A:
- Multiple bats do not scale the combo further
- Only does 2nd attack (the lightning) on hit/block. See values in []
- Minimum Damage 25, 50 (75)
Sword Iris
214B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214B | 1000 | All | 17 | 8 | Total: 40 | P1 | ||
j.214B | 1000 | All | 22 | 8 | Total: 45 | P |
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
214B | 2 | 80 | 75 (Once) |
j.214B | 2 | 80 | 75 (Once) |
214B:
- Minimum Damage 50
j.214B:
- Minimum Damage 50
Extra Skills
EX Tiny Lobelia
236C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C | 1230×3 | All | 20 | P(5)P(5)P | Total: 57 | P1 | ||
j.236C | 1230×3 | All | 22 | P(2)P(2)P | Total: 55+9L | P1 |
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
236C | 3 | 80 | 80×3 |
j.236C | 3 | 80 | 80×3 |
236C:
- During the first 4 active frames of each shot, launches the opponent on ground hit and has untechable time 40F
- Each P in active frames represents a projectile spawned
- Minimum Damage 123×3 (369)
j.236C:
- Each P in active frames represents a projectile spawned
- Minimum Damage 123×3 (369)
George the 13th
214C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | 1500, 400×12 | All | 24 | Until L (in range+18) 3×12 | Total: 44 | P1 | ||
j.214C | 1500, 400×12 | All | 24 | Until L (in range+18) 3×12 | Total: 44 | P1 |
- Disappears if Rachel is hit
- 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
- Has a hitbox that's active immediately as he's being throw/when pushed by wind.
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, he will not eat all projectiles, such as Jin's 236BC. 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 also has a hitbox when's he's being thrown or pushed by wind, giving an ever present threat on the ground that the opponent must be wary of. George will always do a total 12 hits.
Version | Level | P1 | P2 |
---|---|---|---|
214C | 3 | 80 | 80 |
j.214C | 3 | 80 | 80 |
214C:
- Minimum Damage 150, 40×12 (630)
j.214C:
- Minimum Damage 150, 40×12 (630)
Partner Skills
5P
Enhanced 5AAA
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
400×8, 1700 | All | (18)+13 | 3×14 [(7)6] |
Until L+4 | H |
- Rachel's primary combo assist
- 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 the point character hard to pushblock when used in pressure.
Level | P1 | P2 |
---|---|---|
3×8, 4 | 70 | 80 |
- Goes into followup (values in []) when 8th hit hits opponent
- Minimum Damage 20×8, 85 (245)
6P
Tiny Lobelia
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1230×2 | All | (18)+19 | P(5)P | Total: (18)+42 | +8 | P |
- 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.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Each P in active frames represents a projectile spawned
- Minimum Damage 61×2 (122)
4P
Sword Iris
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | (18)+12 | 8 | Total: (18)+42 | -5 | P1 |
- 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.
Level | P1 | P2 |
---|---|---|
2 | 70 | 75 |
- Also detonates all rods on screen
- Each rod has same properties as 4P except P1=80
- Minimum Damage 50
Distortion Skills
Tempest Dahlia
236B+C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236BC | 400×8, 800×3, 1200×3 [400×11, 800×6, 1200×3] |
All | 10+(34 Flash)+17 | See notes | Total: 74 | P2 | 1~27 P | |
j.236BC | 400×8, 800×2, 1200×3 [400×11, 800×6, 1200×3] |
All | 10+(34 Flash)+17 | See notes | Total: 74 | P2 | 1~27 P |
- Deals a good amount of chip damage
- Very plus on block, allowing Rachel to approach
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.
Version | Level | P1 | P2 |
---|---|---|---|
236BC | 3×8, 4×3, 5×3 [3×11, 4×6, 5×3] |
80 | 60 |
j.236BC | 3×8, 4×2, 5×3 | 80 | 60 |
236BC:
- Values in [] are for Enhanced version
- Active frames are P(5)P(5)P(5)P(5)P(5)P(5)P(5)P(15)P [P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(5)P]
- Each P in active frames represents a projectile spawned
- Minimum damage 60×8, 120×2, 180×3 (1260)
- [Minimum damage 60×11, 120×6, 180×3 (1920)]
j.236BC:
- Values in [] are for Enhanced version
- Active frames are P(5)P(5)P(5)P(5)P(5)P(5)P(5)P(15)P [P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(5)P]
- Each P in active frames represents a projectile spawned
- Minimum damage 60×8, 120×2, 180×3 (1260)
- [Minimum damage 60×11, 120×6, 180×3 (1920)]
Baden Baden Lily
214B+C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214BC | 1100×8 [1370×8] | All | 10+(33 Flash)+4 | 2×28 | Total: 97+14L | -16 | P2 | 1~20 All |
j.214BC | 1100×8 [1370×8] | All | 10+(33 Flash)+4 | 2×28 | Total: Until L+8 | P2 | 1~20 All |
- Creates a large pillar of lighting around Rachel
- Detonates all lighting rods on the stage
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
214BC | 4 | 80 | 60 |
j.214BC | 4 | 80 | 60 |
214BC:
- 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)]
j.214BC:
- 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)]
Distortion Skill Duo
Baden Baden Lily
P during partner's distortion drive
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
250×8 [310×7, 330] | All | 1+(71 Flash)+1 | 2×28 | Total: 98+14L | -32 | P2 | 1~7 All |
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Clownish Calendula
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 6+(120 Flash)+10 | 40 | 25 | -44 | P2 | 1~55 Guard All |
- Infinite vertical reach
- STILL doesn't vaporize
- Combos off throw
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.
Level | P1 | P2 |
---|---|---|
5 |
Colors
