BBCF/Rachel Alucard

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Overview[edit]
Overview

Rachel is a mix between strong zoning/screen control in neutral and strong mixup/setplay on offense. Her drive is a unique wind mechanic that can influence not only Rachel's movement and momentum, but her projectiles and even her opponent to a degree. Rachel's kit is quite well rounded with good buttons to poke, anti air, air to airs, and great projectiles that can cover almost any space when paired with wind and the infamous George XIII. Her main gameplan revolves around keeping and controlling space in neutral until she finds a hit that lets her get in, knock the opponent down and run her insane mix.

Wind management is crucial to playing Rachel well. It also makes her one of the harder characters to pick up and master. Rachel's damage tends to be a bit on the lower side unless the player is willing to blow extra resources, in which case her damage can sky rocket to absurd numbers, usually with the help of one her specials, Ivy Blossom.


Lore: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 of the story, 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.

Amusingly, Rachel herself never actually blocks or gets hit when in battle. The spritework always shows Nago (when being hit) or Gii (When blocking) taking the hit instead, so her health bar is probably better described as Nago's health bar.
Playstyle
BBCF Rachel Alucard Icon.png Rachel Alucard uses her Drive to shift between strong screen control and amazing mixup potential
Pros Cons
  • Great control over neutral; excellent zoning tools
  • Very good pressure and pressure resets
  • Scary mix-up game
  • Very strong okizeme
  • Excellent anti-air options
  • Flexible routes, allowing for some creativity and breathing room in her combos if you have the technical knowhow
  • Poor defensive options on wake-up
  • Extremely reliant on wind
  • Lots of recovery on Lobelias, making them punishable on hit in extreme cases
  • Relies on meter for both damage and defensive options, meaning one must often be sacrificed for the other
Drive: Sylpheed
Rachel's Drive lets her summon wind in eight different directions. Wind affects all of Rachel's projectiles, movement, and her opponent's position during combos. The number of wind stocks available is indicated by a gauge above her meter bar, and each gust consumes one stock on a total of four available. The Sylpheed Gauge regenerates moderately fast while Rachel is on the ground, but much more slowly while Rachel is in the air. The gauge will also rapidly increase if she stays completely still for a few seconds, though she can still attack and receive this bonus burst of wind. Since wind is used for various actions such as movement, mix-up, zoning and combos, it plays a core part in Rachel's game plan and thus requires careful and judicious management.
Overdrive: Elfried
Rachel's Overdrive Sylpheed gauge recovers faster.
  • Distortion Drives gain additional animations and properties:
    • Baden Baden Lily raw and minimum damage increased on body and poles.
    • Baden Baden Lily poles do bonus prorate.
    • Tempest Dahlia summons additional projectiles.

Normal Moves[edit]

5A[edit]

5B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 Mid 8 6 15 -7 BP -

[edit]

  • Destroys single hit level one projectiles
  • Extremely good neutral poke that's jump cancelable on hit or block


5B Covers a decent amount of space which makes it decent in short-ranged poking. It's also one of Rachel's two primary starters for punish combos. It hits all the way to the ground, which make it useful for OTGing and hitting low-profile characters. This normal is a strike projectile, meaning that projectile invuln moves will NOT go through it. 5B can only gatling into 2B once, requiring you to jump or stop your current blockstring in order to go low again. 5B is a level 2 move, so 5B jc j.2D j.A is NOT gapless on IB.

5C[edit]

5CC[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
850 Mid 9 8 24 -11 B -

[edit]

  • Blows back on hit and causes sliding knockdown midscreen
  • Wallsticks in the corner

Typically used in mid-screen combos to knock the opponent away for either an opportunity to setup or to send someone into the corner. In corner combos it causes wall stick, allowing Rachel to extend the combo. This is commonly seen in Rachel's 5CC loops. Can also be used as an ender which offers strong okizeme options since it can be special canceled.

2A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 7 4 9 -1 F -

[edit]

  • Chains into itself 3 times

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.

2B[edit]


2C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1200 Low 23 13 42 -34 B 5~(End of Active) Guard HBFP

[edit]

  • 5-35 GP
  • Cannot guard against throws and unblockable attacks
  • Launches high in the air on CH


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, but on the other hand, its long recovery will likely be punished with a fatal. Because of this, it's best to not use it carelessly and to have a backup plan like having 50 meter to RC it. 2C is also used in a small handful of combos due to its huge damage and excellent proration values (94% P2 with 110% bonus on the first use).

6A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700 Mid 13 5 17 -5 B 7~12 Guard H

[edit]

  • Floats on ground hit
  • 7-12 guard point (Head)


An absolutely absurd anti-air with guardpoint instead of head invuln, locking the opponent into whatever jump-in they're taking, meaning this move will more often counterhit than not. It has a great hitbox and can even hit slightly behind Rachel. Its size and quick recovery should not be understated, as this anti-air is extremely easy to use and leads to a ton of damage and easy conversions.
6A is used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into 4B to continue combos. 6A has a lot of untech time on counter hit, allowing Rachel to perform a ground combo instead of an air combo. On normal hit, Rachel will likely have to spend wind with something like j.C 2D to bring the opponent to the ground.

6B / 5BB[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700 Mid 11 3 15 -1 B -

[edit]

  • Causes a stagger effect on ground Counter Hit
  • Blows back and wallbounces on air Counter Hit

Rachel's longest poke. Great for bullying people who are reckless with approach, have slow moves or have comparable reach with their pokes. On CH, 6B only blows back and wall bounces on air Counter Hit. Converting counterhit 6B into a full combo at max range is tricky but in general, you convert grounded CH into a full combo by linking micro dash 6B > jc j.3DB > j.C > etc.

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 jc j.3D delay j.A is a risky overhead that can allow Rachel to extend her pressure further.

4B[edit]

6C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
83-711 All 13 3*N 13L +4 H -

[edit]

  • 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
  • Leaves Rachel airborne


Rachel's only plus on block normal. On block she can gatling into j.2C or j.C, though j.C will whiff on crouching opponents. 6C will continue for as long as Rachel is in the air or until she cancels the move into another. The only real practical use for 6C is 6C(1) j.236C in the corner for corner combos.
DO NOT USE THIS MOVE IN YOUR PRESSURE. 6C is Rachel's only plus on block normal, but is only +1 if she spends wind that could have been spent on a mixup. Additionally, if the opponent instant blocks this move, the gain roughly 30 meter and leave Rachel minus, meaning her pressure ends AND she gives them a ton of meter. Don't be that guy.

3C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
400*3 Low 10 4*3 15 -2 F -

[edit]

  • Corner combo ender
  • Nice low mixup when combined with wind in some situations.
  • Can be held (3[C])
  • Vacuums on hit
  • Prorates only once
  • Punishable on being instant blocked


3C is a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do 236B9D in the corner. Can be used to extend combos by comboing into George, Sword Iris, or launching them with 8D. 3C is Rachel's only low outside of 2B. Rachel can also move a fair distance with 3C and wind, which can be useful in some aggressive setups after a 5CC, since 5CC can gatling into 3C.

In pressure, sometimes doing a winded 3C can be a good low option when Rachel has been pushed farther out to compliment her other overhead option for getting back in (jc j.2DA). This will leave Rachel unpunishable, but will end her pressure should it be blocked, as well as potentially leading to her being punished if the opponent IBs and has a fast enough jab. Linking a 2C after 3C on block is a risky frametrap, but works well if your opponent knows Rachel's pressure ends with 3C. Use this VERY sparingly or only when you have meter to RC the 2C. Even with meter, 2C will often whiff, only hitting if the opponent is extremely close to Rachel or pushed a button to extend their hurtbox.

3[C][edit]

j.A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 High/Air 8 3 12 - H -

[edit]

The input for Rachel's instant overhead is j.2DA, wherein j.2D and j.A are pressed at the same time.

A fast aerial jab that hits overhead. 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.A2D or 2B. Has short recovery, so can also be used for safejumps. Performing this instant overhead is most easily done from a blocked 5B. To practice this, set the opponent to block everything but to not switch block, then set them as crouching.

j.B[edit]

j.C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 All 8 6 20 - H -

[edit]

  • Can be held (j.[C])
  • EXTREMELY useful in matchups against opponents that like to be airborne

Because of its huge hitbox, j.C is great for using against opponents above and to either side Rachel in the air. j.C has a ton of untech time on counterhit, allowing Rachel to bring them back to the ground with j.[C] j.[C] j.C 6A. j.C j.2D djc j.C can be used to drag the opponent to the ground without a counterhit. Even if this move is blocked, the blockstun is great enough that Rachel can often drag them back to the floor with wind to mix them up. Ending an air blockstring with this move will often leave the opponent on the ground, still in blockstun.

j.[C][edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 16L - - -

[edit]

  • Used in some air juggle routes to minimize wind usage
  • Can airdash after 10 frames
  • Retains some aerial momentum

Rachel slowly floats to the ground. j.[C] can be canceled into other moves more quickly than j.C, allowing Rachel to continue combos she otherwise would not be able to continue with j.C. It can also be used as a stalling mechanic, allowing Rachel to freely wind herself in as many directions as she wishes, but keep in mind she cannot block during this attack's animation. Rachel falls more quickly for a period of time if she's winded too high, often making it more optimal to simply use wind to push Rachel upwards instead of using j.[C] with it.

j.2C[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Level 1 800 High/Air 13 Until L 20L - H -
Level 2 1200 All 13 Until L 20L - H -
Level 3 1800 All 13 Until L 20L - H -

[edit]

j.2C will have different effects on hit depending on its 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, overhead
  • Level 2- Ground bounce the opponent on air hit or ground hit, NOT an overhead
  • Level 3- Even bigger ground bounce on air hit or ground hit. Very untechable, forces Fatal Counter, 110% Bonus Proration, NOT an overhead


j.2C can be special canceled on hit, but not on block. Can cancel its ground recovery into a special or a normal on hit. On whiffs, Rachel will bounce, leaving her vulnerable. Level 3 is untechable, but due to the combo timer it becomes techable eight seconds into any combo. Using this attack in neutral is a death sentence since the hurtbox extends below the hitbox, making it easy to anti-air even with attacks that are not head invuln. Most of the time when you see this normal, it will be a botched j.236C input.


Universal Mechanics[edit]

Forward Throw[edit]

5B+C

Back Throw[edit]

4B+C

Air Throw[edit]

j.B+C

Counter Assault[edit]

When blocking 6A+B

Crush Trigger[edit]

5A+B (Chargeable)


Special Moves[edit]

Tiny Lobelia[edit]

236A/B/C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground A 850 All 11 - Total 47 -9 P1 -
Ground B 850 All 20 - Total 52 -5 P1 -
Ground C 850 All 20 - Total 52 -5 P1 -
Air A 850 All 9 - Total 53+9L - P1 -
Air B 850 All 22 - Total 53+9L - P1 -
Air C 850 All 22 - Total 53+9L - P1 -

[edit]

  • Maximum 3 Rods on screen at any time
  • A Lobelia (ground version only) has Same Move Prorate
  • When a Lobelia hits the corner, the active frames will refresh, allowing it to hit up to two times
  • Lobelias can be detonated even when airborne, allowing for quick vertical zoning off of Lobelias that remain in the air longer, like 236B and 236C

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.

With both B and C Lobelia, Rachel will be able to take another action while the projectile is still airborne, allowing for her to place Lotus in creative places or throw out multiple Lobelias at once. This means that Rachel gains the ability to create a difficult to pass barrier for the opponent to advance as well as gives Rachel the opportunity to convert the Lobeila into Lotus mid flight.

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 Lily, or Lotus, disappearing after one of these actions is taken.

Lobelias do not float on hit. Air B and C Lobelia knock the opponent towards the ground while A air Lobelia will send them flying across the screen. Lobelias can bounce off the corner, which refreshes their active frames, allowing for easier setups into multiple rods for Baden Baden Lily. This means Lobelias hit twice when used right in the corner, making them crucial for combo extension or oki in the corner.

George the 13th[edit]

214A (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground Summon - - 25 540 Total: 49 - - -
Air Summon - - 25 540 Total: 82 - - -
Attack 250*6 All 27 2*6 - - P1 -

[edit]

  • George has 800 Health
    • All attacks on George deal unscaled damage
  • Projectiles push George away but deal no damage
  • Decent oki tool
  • Good for controlling ground space and convincing the opponent to move the way you want to
  • Good for covering an approach to start pressure on block
  • Startup occurs when George arrives at opponent's position
  • Floats on hit


While on screen, George will very slowly follow the opponent. If Rachel uses wind towards the opponent, George will slide forward. If Rachel uses wind away from the opponent, George will walk in place. George provides Rachel with ground control, forcing opponents to take a risk to deal with George or take to the air where Rachel can control the space with Lobelias/Lotus/Sword Iris or stop air approaches with 6A or j.C. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one.


Another key use of George is to force an opponent to block him on the ground, which gives Rachel time to run different mix ups. George doesn't last very long, but can keep the opponent blocking long enough for Rachel to move closer or give her more time to set up her more important tools: Lobelias and/or Lotus.

Ivy Blossom[edit]

214B air OK

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground - - 61 - Total 32 - - -
Air - - 61 - Total 30 - - -

[edit]

  • Key summon for Rachel's big damage corner combo routes
  • Bats won't kill
  • [] = Air version's values
  • Damage is unscaled
  • Damage can be avoided if the opponent uses barrier

Rachel twirls and places a coffin at her feet, which opens instantly upon touching the ground. It's important to note that this coffin is affected by wind before it touches the ground. Ivy has no hitbox, but instead deals 500 unscaled damage over time as long as the opponent remains in the cloud. Using wind causes them to fly in the direction of wind used and deal damage at a greatly increased rate, allowing Rachel to use multiple Ivies per combo. The winded bats will slowly drift back towards their source afterwards. Ivy is not active for very long and will disappear if Rachel is hit.

Ivy's most common use is in combos, especially after Baden Lily, though it is occasionally used midscreen and in neutral to reduce the opponent to one-touch-kill, though this is usually used in conjunction with lobelias, Lotus, and/or George.

Sword Iris[edit]

214C air OK

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 900 All 19 8 Total 42 +2 P1 -
Air 900 All 22 8 Total: 45+3L +24 P1 -

[edit]

  • Frame advantage calculated off of shortest jump
  • Floats on hit
  • Will ignite both rods planted by Tiny Lobelia and bats attached via Barrel Lotus


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 floats on hit, Rachel can use it as a way to launch opponents without spending wind.

Barrel Lotus[edit]

22A air OK

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 per bat All - 54 Total: 36 - P1 -

[edit]

  • Best oki tool in the corner
  • Good at controlling space in neutral
  • Increases effect of wind when attached
  • Makes 5D wind home in on the opponent when attached
  • If not attached, will disappear if Rachel is hit
  • If attached stays on for about 7 seconds

Aside from activating rods with Sword Iris, Rachel also can turn her rods into Lotus. When activated, the existing rods turn into helicopter bats and home in on the opponent. The bats only travel a short distance. 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.

When Lotus are attached, they can also be activated into lightning with Sword Iris while tracking the opponent as well as when they are attached to the opponent, at which point they're essentially homing rods. This makes them extremely useful for punishing someone attempting to out-zone Rachel.

Lotus has both quick startup and little recovery. As a result, it's become a strong tool to use in neutral and as oki. In neutral, it's a low risk space control tool with relatively high reward. For oki, Lotus perform a similar provides a hitbox independent of Rachel, meaning Rachel can block while Lotus is active, allowing her to easily bait reversals and command respect on her knockdown.


Distortion Drives[edit]

Baden Baden Lily[edit]

632146C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Attack 450*6 [350*12] All 13+(30 Flash)+4 2*6 [2*12] - +51 P2 13~(End of Active) All
Rod 250*4 All - 2*4 - - P2 -

[edit]

  • 15% minimum damage
  • 180F Heat Gauge Cooldown
  • Invincibility starts during superflash
  • Frame advantage for air versions calculated off of shortest jump
  • Sets off any nearby rods set by Tiny Lobelia for additional damage
    • Normal Rods have 15% minimum damage


Because Rachel's game is heavily dependent on corner carry, Baden Lily is primarily used in corner combos. Baden Lily hits all the way to the top and bottom of the screen, so if for some reason someone is above you or far below Rachel 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 it to spend extra wind to get as many rods stacked before activating it.

Tempest Dahlia[edit]

632146B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Level 0 300*8 [300*12] all 10+(34 Flash)+?? - Total 81 +15 [+28] P2 1~27 P
10 All
Level 1 300*10
[300*14, 400]
All 10+(34 Flash)+?? - Total 81 +20 [+40] P2 1~27 P
10~10 All
Level 2 300*11, 400
[300*14 400]
All 10+(34 Flash)+?? - Total 81 +42 [+50] P2 1~27 P
10~10 All
Level 3 (300*2, 400)*3, 500*3
[(300*2, 400*2)*3, 400*2, 500*3]
All 10+(34 Flash)+?? - Total 81 +48 [+68] P2 1~27 P
10~10 All
Level 4 400*6, 500*3, 600*3
[400*6, 500*6, 600*6]
All 10+(34 Flash)+?? - Total 81 +58 [+76] P2 1~27 P
10 All

[edit]

  • Great for regenerating wind. Will regen 2 stocks by the end of the Distortion
  • 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
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Aerial versions have an additional 7F landing recovery
  • Attack levels per projectile: bat and cow = 3, pumpkin = 4, frog = 5
  • Blockstun per projectile: bat and cow = 16+11, pumpkin = 18+3, frog = 20+3


Tempest's objects start to arc and fall down to the ground shortly after passing by Rachel. However, Tempest's main use is its ability to regenerate 2 stocks of wind, making it great to get back wind when Rachel's running low. Best used with super jump back > 632146B. It creates an wall of objects that are difficult to pass. Should the opponent pass them, however, Rachel can still perform actions on falling. The projectiles can also be manipulated using wind, allowing Rachel to blow them downwards to cover herself.

Be VERY cautious when using this move on the ground, as some opponents with projectile invuln or full invuln charges will gladly take the opportunity to smack you out of Tempest, resulting in you losing neutral, not gaining wind, and losing 50 meter. Examples would be Tager's B Sledge, Ragna's Carnage Scissors, and Azrael's Black Hawk Stinger.


Exceed Accel[edit]

Gerbera Lute[edit]

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 1000, 1400
[600, 1000, 4200]
All 20 [10] 3 34 -10 B 1~(End of Active) All

[edit]

  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Wind refills during the animation at normal rate
  • Behaves like all other Exceed Accels

Grants hard knockdown approximately round start distance from Rachel, leaving the opponent at a less-than-ideal range. Lacks strong pushback, but it's likely that Rachel's wind will refill during the animation, especially the Active Flow version. The hitbox is also deceptively short.


Astral Heat[edit]

Clownish Calendula[edit]

2363214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
34200 all 1+(120 Flash)+10 40 26 -45 HBFP 1~(End of Active) Guard All

[edit]

  • 180F Heat Gauge Cooldown
  • 1-50 Guard Point against all attacks


One of the fastest, easiest Astrals to combo into in the game. It has guard point from frame 1, making it a decent reversal option. Rachel can combo into it from anything except 5C, 2A, and 5CC midscreen, which makes it easy to use to seal a game. Do note that even though it guard points for 50 frames, 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. It can also be RC'd off of since it's guard point, allowing the opponent to block before it becomes active.


External References[edit]


Roadmap[edit]

75% complete
Page Status %
Overview Complete. 20/20
Combos 10/10
Strategy 20/20
Frame Data Needs to be checked for accuracy. 25/50

Click here for the scoring criteria to assess character page completion.


Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Rachel Alucard/Data.