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|summary= uses her Drive to shift between strong screen control and amazing mixup potential | |summary= uses her Drive to shift between strong screen control and amazing mixup potential | ||
|pros= | |pros= | ||
*'''Exceptional Offense at All Ranges:''' The combination of Rachel's lobelias with wind and {{clr| | *'''Exceptional Offense at All Ranges:''' The combination of Rachel's lobelias with wind and {{clr|1|22A}} provides an extensive zoning toolbox for every situation. {{clr|1|6A}} is also an amazing anti-air to deter IAD approaches. Up close, Rachel can threaten with {{clr|4|2D}} > {{clr|1|j.A}} to perform an instant overhead which leads into multiple 50/50 opportunities and high damage on hit. | ||
*'''Outstanding Mobility:''' Thanks to wind, Rachel can quickly move around the stage and jump in with {{clr|2|j.B}}/{{clr|3|j.C}} or escape the corner. | *'''Outstanding Mobility:''' Thanks to wind, Rachel can quickly move around the stage and jump in with {{clr|2|j.B}}/{{clr|3|j.C}} or escape the corner. | ||
*'''Strong Okizeme:''' With multiple lingering projectiles, Rachel boasts one of the strongest corner okizeme in the game. | *'''Strong Okizeme:''' With multiple lingering projectiles, Rachel boasts one of the strongest corner okizeme in the game. | ||
*'''High Damage Ceiling: ''' {{clr|2|214B}} deals poison damage, is unaffected by proration, and can be repeated several times in the corner. This gives Rachel access to high damage combos even with {{clr| | *'''High Damage Ceiling: ''' {{clr|2|214B}} deals poison damage, is unaffected by proration, and can be repeated several times in the corner. This gives Rachel access to high damage combos even with {{clr|1|2A}}/{{clr|1|j.A}} starters. | ||
*'''Flexible: ''' Wind helps adjusting confirms that would be difficult for most characters (i.e high air confirms). Contrary to other resource-based characters, Rachel's bnb are also very efficient and sometime even wind positive. | *'''Flexible: ''' Wind helps adjusting confirms that would be difficult for most characters (i.e high air confirms). Contrary to other resource-based characters, Rachel's bnb are also very efficient and sometime even wind positive. | ||
*'''High corner carry: ''' Rachel has access to multiple practical high corner carry and sideswap combos. This allows her to reach the corner with ease and enables the strongest aspects of her toolkit. | *'''High corner carry: ''' Rachel has access to multiple practical high corner carry and sideswap combos. This allows her to reach the corner with ease and enables the strongest aspects of her toolkit. | ||
|cons= | |cons= | ||
*''' | *'''No invincible reversal:''' Rachel is one of the few characters that lacks a fully invincible reversal, meterless or not. Her Astral is her closest option aside from universal mechanics. | ||
*'''Wind Reliant:''' Without wind, Rachel's neutral and combo games take a massive toll. It is recommended to always keep 1 wind in stock in case of a dire situation. | |||
*'''Wind Reliant:''' Without wind, Rachel's neutral and combo games take a massive toll | |||
|footnote= | |||
Even though Rachel is wind dependant, her wind regeneration is excellent. Regardless, it can still be a bit tricky to manage in some match-ups and mid/low level players tend to spend more wind than necessary. Proper wind management requires extensive match-up knowledge, optimizing her combo routes and understanding how her zoning works. | |||
|unique_mechanic1_name= Drive: Sylpheed | |unique_mechanic1_name= Drive: Sylpheed | ||
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==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr| | ===<big>{{clr|1|5A}}</big>=== | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
*Chains into itself 3 times | *Chains into itself 3 times | ||
Two hit jab that hits crouchers. Slow on whiff. Can gatling/special/jump cancel the first or second hit. {{clr| | Two hit jab that hits crouchers. Slow on whiff. Can gatling/special/jump cancel the first or second hit. {{clr|1|5A}} is primarily used to extend blockstrings or combos. The two hits are jump cancellable and both can be cancelled into {{clr|2|2B}}. This enables scary mix-ups with {{clr|1|5A(1~2)}} > {{clr|4|j.2D}}~{{clr|1|j.A}} or {{clr|2|2B}} . | ||
</div> | </div> | ||
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*Extremely good neutral poke that's jump cancelable on hit or block | *Extremely good neutral poke that's jump cancelable on hit or block | ||
<br/> | <br/> | ||
{{clr|2|5B}} covers a decent amount of space which makes it decent in short-ranged poking and as a counterpoke. 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 invulnerable moves will NOT go through it. {{clr|2|5B}} can only gatling into {{clr|2|2B}} once, requiring you to jump or stop your current blockstring in order to go low again. {{clr|2|5B}} is a level 2 move, so {{clr|2|5B}} > 9jc > {{clr| | {{clr|2|5B}} covers a decent amount of space which makes it decent in short-ranged poking and as a counterpoke. 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 invulnerable moves will NOT go through it. {{clr|2|5B}} can only gatling into {{clr|2|2B}} once, requiring you to jump or stop your current blockstring in order to go low again. {{clr|2|5B}} is a level 2 move, so {{clr|2|5B}} > 9jc > {{clr|4|j.2D}} > {{clr|1|j.A}} is not gapless on IB. | ||
</div> | </div> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
*Go-to fatal tool (cancel into {{clr| | *Go-to fatal tool (cancel into {{clr|1|214A}} {{clr|2|665B}} {{clr|2|214B}} for conversions) | ||
*Causes spin on CH | *Causes spin on CH | ||
{{clr|3|5C}} is typically used in combos, but is also an excellent starter to punish reversals. {{clr| | {{clr|3|5C}} is typically used in combos, but is also an excellent starter to punish reversals. {{clr|4|5D}} is commonly used between both his of {{clr|3|5C}} to make combos more consistent. Keep in mind this button is minus on normal hit if not chained into {{clr|3|5CC}}. You should never throw just this button out except on a fatal. | ||
</div> | </div> | ||
</div> | </div> | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|1|2A}}</big>=== | ||
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==== ==== | ==== ==== | ||
A fast low. Often used as part of Rachel's {{clr|2|5B}} > {{clr|2|2B}} gatling strings. Like {{clr|2|5B}}, {{clr|2|2B}} is also a projectile so beware using it against characters that have moves that guard point or are invincible to projectiles. Also hits to the ground, but not used as much as {{clr| | A fast low. Often used as part of Rachel's {{clr|2|5B}} > {{clr|2|2B}} gatling strings. Like {{clr|2|5B}}, {{clr|2|2B}} is also a projectile so beware using it against characters that have moves that guard point or are invincible to projectiles. Also hits to the ground, but not used as much as {{clr|1|2A}} or {{clr|2|5B}} for OTGing. | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
*5 | *Has guardpoint against most attacks from frame 5 to frame 35 | ||
*Cannot guard against throws and unblockable attacks | *Cannot guard against throws and unblockable attacks | ||
*110% bonus proration | |||
*Launches high in the air on CH | *Launches high in the air on CH | ||
<br/> | <br/> | ||
A high risk, high reward move. On one hand, its guardpoint allows Rachel to interrupt your opponent and possibly combo out of it. However, it also comes with several flaws: the guardpoint is not frame 1 and will lose to any meaty, the startup is quite slow, it has poor horizontal range, and is extremely unsafe both on whiff and on block. {{clr|3|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). | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|1|6A}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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An absolutely absurd anti-air with guardpoint instead of head invulnerability. It locks 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 behind Rachel. Its size and fast recovery should not be understated, as this anti-air is extremely easy to use and leads to a ton of damage and easy conversions. | An absolutely absurd anti-air with guardpoint instead of head invulnerability. It locks 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 behind Rachel. Its size and fast recovery should not be understated, as this anti-air is extremely easy to use and leads to a ton of damage and easy conversions. | ||
<br/> | <br/> | ||
{{clr| | {{clr|1|6A}} is used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into {{clr|2|4B}} to continue combos. {{clr|1|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, the most common extender is ({{clr|2|5B}}) > {{clr|3|j.C}} > {{clr|4|2D}} > 9jc > {{clr|3|j.C}} > {{clr|1|6A}}. It's very stable and works at most heights. A more advanced version is ({{clr|2|5B}}) > {{clr|3|j.[C]}} > {{clr|3|j.[C]}} > {{clr|3|j.C}} > {{clr|1|6A}} it doesn't require any wind but doesn't work if the opponent is too high. | ||
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Rachel's longest poke. Great for dealing with people who are reckless with approach, have slow moves or have comparable reach with their pokes. On CH, {{clr|2|6B}} only blows back and wall bounces on air Counter Hit. Converting counterhit {{clr|2|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 {{clr|2|6B}} > jc j.3DB > {{clr|3|j.C}} > etc. | Rachel's longest poke. Great for dealing with people who are reckless with approach, have slow moves or have comparable reach with their pokes. On CH, {{clr|2|6B}} only blows back and wall bounces on air Counter Hit. Converting counterhit {{clr|2|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 {{clr|2|6B}} > jc j.3DB > {{clr|3|j.C}} > etc. | ||
{{clr|2|6B}} is jump cancellable so it can also be used to extend combos/pressure if you are too far to hit the opponent with {{clr|2|5B}}. For example, {{clr|2|6B}} > (9jc > {{clr| | {{clr|2|6B}} is jump cancellable so it can also be used to extend combos/pressure if you are too far to hit the opponent with {{clr|2|5B}}. For example, {{clr|2|6B}} > (9jc > {{clr|4|j.2D or j.3D}}~{{clr|1|j.A}}) or {{clr|4|5D}}~{{clr|3|3C}} is a 50/50 mix-up. | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Rachel_4B.png |Overhead. Slow, but can fatal counter. Hardly ever used because of IOH {{clr| | BBCS_Rachel_4B.png |Overhead. Slow, but can fatal counter. Hardly ever used because of IOH {{clr|1|j.A}}. | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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*Fatal Counter | *Fatal Counter | ||
*Hits crouching characters on frame 26 (frame advantage based on this frame) | *Hits crouching characters on frame 26 (frame advantage based on this frame) | ||
{{clr|2|4B}} is most commonly used to drag the opponent back to the ground after {{clr| | {{clr|2|4B}} is most commonly used to drag the opponent back to the ground after {{clr|1|6A}}, allowing for Rachel to followup with either {{clr|3|5CC}} or a microdashed {{clr|2|5B}} > {{clr|1|6A}} if used earlier in combos. Generally used when a Rachel player doesn't feel confident in doing the more optimal {{clr|1|6A}} > {{clr|1|236A}} > {{clr|3|663C}}(1) > {{clr|3|214C}} route. | ||
</div> | </div> | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Rachel_6C.png | BBCS_Rachel_6C.png | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
* | *Continues hitting until Rachel lands | ||
*Each hit that connects, including the first, applies a stacking multiplier of 1.04x (up to 20 times) to {{clr|3|6C}}'s base damage of 80; damage starts at 83 and increases with each hit up to the 20th, to a maximum of 175 | |||
*Applies damage proration on each hit | |||
*Forces standing on hit | *Forces standing on hit | ||
Rachel's only plus on block normal. On block she can gatling into {{clr|3|j.2C}} or {{clr|3|j.C}}, though {{clr|3|j.C}} will whiff on crouching opponents. {{clr|3|6C}} will continue for as long as Rachel is in the air or until she cancels the move into another. | |||
Rachel's only plus on block normal. On block she can gatling into {{clr|3|j.2C}} or {{clr|3|j.C}}, though {{clr|3|j.C}} will whiff on crouching opponents. {{clr|3|6C}} will continue for as long as Rachel is in the air or until she cancels the move into another | |||
This move's recovery can be avoided by cancelling into {{clr|3|j.C}} just before landing, allowing Rachel to be extremely plus on hit/block (into double-digit frame advantage) with proper timing, though wind is required to keep {{clr|3|6C}} on top of the opponent for its whole duration. Said wind could also instead be used for other mixups that don't potentially give the opponent over 10 meter from instant blocking, so overall {{clr|3|6C}}'s usage as a pressure tool is fairly limited despite being plus on block. | |||
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*Prorates only once | *Prorates only once | ||
<br/> | <br/> | ||
{{clr|3|3C}} is a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do {{clr|2|236B}}~{{clr| | {{clr|3|3C}} is a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do {{clr|2|236B}}~{{clr|4|9D}} in the corner. Can be used to extend combos by comboing into George, Sword Iris, or launching them with {{clr|4|8D}}. {{clr|3|3C}} is Rachel's only low outside of {{clr|2|2B}}. Rachel can also move a fair distance with {{clr|3|3C}} and wind, which can be useful in some aggressive setups after a {{clr|2|6B}}. | ||
In pressure, sometimes doing a winded {{clr|3|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 > {{clr| | In pressure, sometimes doing a winded {{clr|3|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 > {{clr|4|j.2D}}~{{clr|1|j.A}}). Please note that this move is -2 and thus can be punished by 5f jabs on IB. Linking a {{clr|3|2C}} after {{clr|3|3C}} on block is a risky frametrap, but works well if your opponent knows Rachel's pressure ends with {{clr|3|3C}}. Use this VERY sparingly or only when you have a rod nearby to cancel it into {{clr|3|214C}}, have meter to RC the {{clr|3|2C}}. Even with meter, {{clr|3|2C}} will often whiff, only hitting if the opponent is extremely close to Rachel or pushed a button to extend their hurtbox. | ||
If you hold C while performing {{clr|3|3C}}, it will extend and do additional hits. This sees limited use outside of some side swap combos. | If you hold C while performing {{clr|3|3C}}, it will extend and do additional hits. This sees limited use outside of some side swap combos. | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|1|j.A}}</big>=== | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
'''The input for Rachel's instant overhead is {{clr| | '''The input for Rachel's instant overhead is {{clr|4|j.2D}}~{{clr|1|j.A}}.''' | ||
A fast aerial jab that hits overhead. {{clr| | A fast aerial jab that hits overhead. {{clr|1|j.A}} is a key part of Rachel's 50/50 mix up from {{clr|2|5B}}/{{clr|1|5A}} as she can force the opponent to guess whether she'll do {{clr|4|j.2D}}~{{clr|1|j.A}} or {{clr|2|2B}}. It has short recovery, so can also be used for safe-jumps. Performing this instant overhead is most easily done from a blocked {{clr|2|5B}}. To practice this, set the opponent to block everything but to not switch block, then set them as crouching. | ||
</div> | </div> | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Rachel_jB.png |Strong jump-in when used with {{clr| | BBCS_Rachel_jB.png |Strong jump-in when used with {{clr|4|3D}}. | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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==== ==== | ==== ==== | ||
One of Rachel's two main jump-in normal. Slightly slower, but hits further than {{clr| | One of Rachel's two main jump-in normal. Slightly slower, but hits further than {{clr|1|j.A}} which can make it a better jump-in option in most situations. When used in conjunction with {{clr|4|j.3D}} and followed by a {{clr|3|j.C}}, Rachel can move around halfscreen and easily convert into a deadly blockstring. Does not hit overhead. | ||
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{{clr|3|j.C}} is an amazing air-to-air normal, it is very faster (even faster than {{clr|2|j.B}}) and boasts a large hitbox located above Rachel on her side. Because of its huge hitbox, {{clr|3|j.C}} is great for using against opponents above and to either side Rachel in the air. This is a very potent tool against characters who like staying in the air (i.e Hazama, Arakune). | {{clr|3|j.C}} is an amazing air-to-air normal, it is very faster (even faster than {{clr|2|j.B}}) and boasts a large hitbox located above Rachel on her side. Because of its huge hitbox, {{clr|3|j.C}} is great for using against opponents above and to either side Rachel in the air. This is a very potent tool against characters who like staying in the air (i.e Hazama, Arakune). | ||
As far as confirms are concerned, {{clr|3|j.C}} has a ton of untech time on counterhit, allowing Rachel to bring them back to the ground with {{clr|3|j.[C]}} > {{clr|3|j.[C]}} > {{clr|3|j.C}} > {{clr| | As far as confirms are concerned, {{clr|3|j.C}} has a ton of untech time on counterhit, allowing Rachel to bring them back to the ground with {{clr|3|j.[C]}} > {{clr|3|j.[C]}} > {{clr|3|j.C}} > {{clr|1|6A}}. {{clr|3|j.C}} > {{clr|4|j.2D}} > 9jc > {{clr|3|j.C}} can be used to drag the opponent to the ground without a counter hit. 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. | ||
</div> | </div> | ||
</div> | </div> | ||
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{{clr|3|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 {{clr|3|j.236C}} input. | {{clr|3|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 {{clr|3|j.236C}} input. | ||
{{clr|3|j.2C}} level 2 is used in some very advanced combos. It launches the opponent very high which allows Rachel to get either one {{clr| | {{clr|3|j.2C}} level 2 is used in some very advanced combos. It launches the opponent very high which allows Rachel to get either one {{clr|1|214A}} or {{clr|2|j.214B}} before continuing the combo. | ||
</div> | </div> | ||
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*Wall bounces in the corner | *Wall bounces in the corner | ||
<br/> | <br/> | ||
Relatively short, but decent for tick grabs. Must use wind to combo off of it midscreen unless canceling directly into Astral. {{clr| | Relatively short, but decent for tick grabs. Must use wind to combo off of it midscreen unless canceling directly into Astral. {{clr|4|7D}} is used for the normal mid screen throw combo. {{clr|1|5A}}/{{clr|2|5B}} > 9jc > Land > Throw is also a potential mix-up tool since people will expect the IOH. | ||
<br/> | <br/> | ||
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*Ground bounces | *Ground bounces | ||
<br/> | <br/> | ||
Decent sized grab. Despite its animation, it reaches in front and above Rachel and not very far below. If Rachel is low enough to the ground, she can follow up with microdash {{clr|2|5B}} to do a ground combo. If she's higher up, she may need to use wind, though in most cases a microdash {{clr| | Decent sized grab. Despite its animation, it reaches in front and above Rachel and not very far below. If Rachel is low enough to the ground, she can follow up with microdash {{clr|2|5B}} to do a ground combo. If she's higher up, she may need to use wind, though in most cases a microdash {{clr|1|6A}} will do the trick. Despite Rachel's amazing air mobility, this move surprisingly doesn't see that much use. {{clr|3|j.C}} is often the preferred air-to-air thanks to hit box and better conversions. | ||
</div> | </div> | ||
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===<big>Counter Assault</big>=== | ===<big>Counter Assault</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Crush Trigger</big>=== | ===<big>Crush Trigger</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Special Moves== | ==Special Moves== | ||
===<big>Tiny Lobelia</big>=== | ===<big>Tiny Lobelia</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}}/{{clr|3|C}} (air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>George the 13th</big>=== | ===<big>George the 13th</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|1|214A}} (air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Rachel_GeorgeXIII.png| | BBCS_Rachel_GeorgeXIII.png|Go my child, and hold down the neutral. | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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*Hitboxes disappear extremely quickly on whiff | *Hitboxes disappear extremely quickly on whiff | ||
<br/> | <br/> | ||
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 {{clr| | 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 {{clr|1|6A}} or {{clr|3|j.C}}. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one. | ||
<br/> | <br/> | ||
If George's lightning is blocked. Rachel has time to set up more projectiles or go for mixups with instant overhead {{clr| | If George's lightning is blocked. Rachel has time to set up more projectiles or go for mixups with instant overhead {{clr|1|j.A}}. | ||
<br/> | <br/> | ||
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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. | 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. | Ivy's most common use is in corner 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. | ||
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===<big>Barrel | ===<big>Lotus Barrel</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|1|22A}} air OK'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCF_Rachel_22A.png |Amazing neutral and okizeme tool. | |||
</gallery> | </gallery> | ||
</div> | </div> | ||
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*Good at controlling space in neutral | *Good at controlling space in neutral | ||
*Increases effect of wind when attached | *Increases effect of wind when attached | ||
*Makes {{clr| | *Makes {{clr|4|5D}} wind home in on the opponent when attached | ||
*If not attached, will disappear if Rachel is hit | *If not attached, will disappear if Rachel is hit | ||
*If attached stays on for about 7 seconds | *If attached stays on for about 7 seconds | ||
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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. | 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. | ||
{{clr|3|632146C}} and OD {{clr|3|632146C}} count as different supers. Therefore, {{clr|3|632146C}} > {{clr|2|214B}} > OD > OD {{clr|3|632146C}}~{{clr|4|8D}} doesn't trigger same move proration and thus leads to high damage combo enders. | |||
</div> | </div> | ||
</div> | </div> | ||
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==Exceed Accel== | ==Exceed Accel== | ||
===<big>Gerbera Lute</big>=== | ===<big>Gerbera Lute</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* | *[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]] | ||
*300/638 Minimum Damage | |||
* | |||
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. | 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. | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Rachel_ClownishCalendula.png | | BBCS_Rachel_ClownishCalendula.png |Literally anything into astral. | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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*1-50 Guard Point against all attacks | *1-50 Guard Point against all attacks | ||
<br/> | <br/> | ||
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 {{clr|3|5C}}, {{clr| | 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 {{clr|3|5C}}, {{clr|1|2A}}, and {{clr|3|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. | ||
</div> | </div> | ||
</div> | </div> | ||
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==Navigation== | ==Navigation== | ||
<center>{{Character Label|BBCF|Rachel Alucard|42px|BBCF_Rachel_Icon.png}}</center> | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{#lst:BBCF/Navigation}} | {{#lst:BBCF/Navigation}} |
Revision as of 09:36, 8 May 2022
Rachel is a high skill-floor/high skill-ceiling character. Her gameplan 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.
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.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
5A
- Chains into itself 3 times
Two hit jab that hits crouchers. Slow on whiff. Can gatling/special/jump cancel the first or second hit. 5A is primarily used to extend blockstrings or combos. The two hits are jump cancellable and both can be cancelled into 2B. This enables scary mix-ups with 5A(1~2) > j.2D~j.A or 2B .
5B
- 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 and as a counterpoke. 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 invulnerable 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 > 9jc > j.2D > j.A is not gapless on IB.
5C
- Go-to fatal tool (cancel into 214A 665B 214B for conversions)
- Causes spin on CH
5C is typically used in combos, but is also an excellent starter to punish reversals. 5D is commonly used between both his of 5C to make combos more consistent. Keep in mind this button is minus on normal hit if not chained into 5CC. You should never throw just this button out except on a fatal.
5CC
- 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 further extend the combo. This is commonly seen in Rachel's 5CC loops. Can also be used as an ender which offers decent okizeme options since it can be special canceled.
2A
- 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
A fast low. Often used as part of Rachel's 5B > 2B gatling strings. Like 5B, 2B is also a projectile so beware using it against characters that have moves that guard point or are invincible to projectiles. Also hits to the ground, but not used as much as 2A or 5B for OTGing.
2C
- Has guardpoint against most attacks from frame 5 to frame 35
- Cannot guard against throws and unblockable attacks
- 110% bonus proration
- Launches high in the air on CH
A high risk, high reward move. On one hand, its guardpoint allows Rachel to interrupt your opponent and possibly combo out of it. However, it also comes with several flaws: the guardpoint is not frame 1 and will lose to any meaty, the startup is quite slow, it has poor horizontal range, and is extremely unsafe both on whiff and on block. 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
- Floats on ground hit
- 7-12 guard point (Head)
An absolutely absurd anti-air with guardpoint instead of head invulnerability. It locks 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 behind Rachel. Its size and fast 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, the most common extender is (5B) > j.C > 2D > 9jc > j.C > 6A. It's very stable and works at most heights. A more advanced version is (5B) > j.[C] > j.[C] > j.C > 6A it doesn't require any wind but doesn't work if the opponent is too high.
6B / 5BB
- Causes a stagger effect on ground Counter Hit
- Blows back and wallbounces on air Counter Hit
Rachel's longest poke. Great for dealing with 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 > (9jc > j.2D or j.3D~j.A) or 5D~3C is a 50/50 mix-up.
4B
- Forces crouch
- Ground bounces on air hit
- Fatal Counter
- Hits crouching characters on frame 26 (frame advantage based on this frame)
4B is most commonly used to drag the opponent back to the ground after 6A, allowing for Rachel to followup with either 5CC or a microdashed 5B > 6A if used earlier in combos. Generally used when a Rachel player doesn't feel confident in doing the more optimal 6A > 236A > 663C(1) > 214C route.
6C
- Continues hitting until Rachel lands
- Each hit that connects, including the first, applies a stacking multiplier of 1.04x (up to 20 times) to 6C's base damage of 80; damage starts at 83 and increases with each hit up to the 20th, to a maximum of 175
- Applies damage proration on each hit
- Forces standing on hit
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.
This move's recovery can be avoided by cancelling into j.C just before landing, allowing Rachel to be extremely plus on hit/block (into double-digit frame advantage) with proper timing, though wind is required to keep 6C on top of the opponent for its whole duration. Said wind could also instead be used for other mixups that don't potentially give the opponent over 10 meter from instant blocking, so overall 6C's usage as a pressure tool is fairly limited despite being plus on block.
3C
- Corner combo ender
- Nice low mixup when combined with wind in some situations.
- Can be held (3[C])
- Vacuums on hit
- Prorates only once
3C is a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do 236B~9D 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 6B.
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.2D~j.A). Please note that this move is -2 and thus can be punished by 5f jabs on IB. 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 a rod nearby to cancel it into 214C, 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.
If you hold C while performing 3C, it will extend and do additional hits. This sees limited use outside of some side swap combos.
j.A
The input for Rachel's instant overhead is j.2D~j.A.
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.2D~j.A or 2B. It has short recovery, so can also be used for safe-jumps. 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
One of Rachel's two main jump-in normal. Slightly slower, but hits further than j.A which can make it a better jump-in option in most situations. When used in conjunction with j.3D and followed by a j.C, Rachel can move around halfscreen and easily convert into a deadly blockstring. Does not hit overhead.
j.C
- Can be held (j.[C])
- EXTREMELY useful in matchups against opponents that like to be airborne
j.C is an amazing air-to-air normal, it is very faster (even faster than j.B) and boasts a large hitbox located above Rachel on her side. Because of its huge hitbox, j.C is great for using against opponents above and to either side Rachel in the air. This is a very potent tool against characters who like staying in the air (i.e Hazama, Arakune).
As far as confirms are concerned, 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 > 9jc > j.C can be used to drag the opponent to the ground without a counter hit. 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]
- 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 to win via the clock. It allows 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
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.
j.2C level 2 is used in some very advanced combos. It launches the opponent very high which allows Rachel to get either one 214A or j.214B before continuing the combo.
Universal Mechanics
Forward Throw
5B+C
- 100% minimum damage (1500)
- Wall bounces in the corner
Relatively short, but decent for tick grabs. Must use wind to combo off of it midscreen unless canceling directly into Astral. 7D is used for the normal mid screen throw combo. 5A/5B > 9jc > Land > Throw is also a potential mix-up tool since people will expect the IOH.
If any of Rachel's throws are teched or if Rachel techs a ground or air throw, both George and Lotus will disappear.
Back Throw
4B+C
- 100% minimum damage (1500)
Identical to forward throw, save the direction it places the opponent.
Air Throw
j.B+C
- 100% minimum damage (1500)
- Ground bounces
Decent sized grab. Despite its animation, it reaches in front and above Rachel and not very far below. If Rachel is low enough to the ground, she can follow up with microdash 5B to do a ground combo. If she's higher up, she may need to use wind, though in most cases a microdash 6A will do the trick. Despite Rachel's amazing air mobility, this move surprisingly doesn't see that much use. j.C is often the preferred air-to-air thanks to hit box and better conversions.
Counter Assault
6A+B while Blocking
- 1-20 All Invul
- 180F Heat Gauge Cooldown
Uses 6B animation. Since Rachel has few options for getting out of pressure, she uses this more often than some other characters.
Crush Trigger
5A+B (Chargeable)
- 180F Heat Gauge Cooldown
- Hard knockdown on air hit
Other than using it to guard crush people, Rachel's CT is also used to extend combos in a similar fashion as 4B. Used in some corner combos, commonly followed by 3C > BBL. Charging the CT does nothing on hit.
Special Moves
Tiny Lobelia
236A/B/C (air OK)
- 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
214A (air OK)
- George has 750 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
- Hitboxes disappear extremely quickly on whiff
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.
If George's lightning is blocked. Rachel has time to set up more projectiles or go for mixups with instant overhead j.A.
If George's lightning whiffs then his hitboxes disappear very quickly. This makes it possible to delay tech through his active frames if timed correctly.
Ivy Blossom
214B air OK
- Key summon for Rachel's big damage corner combo routes
- Bats won't kill
- 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 corner 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
214C air OK
- 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.
Lotus Barrel
22A air OK
- BBCF Rachel 22A.png
Amazing neutral and okizeme tool.
- 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
Baden Baden Lily
632146C (air OK)
- 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.
632146C and OD 632146C count as different supers. Therefore, 632146C > 214B > OD > OD 632146C~8D doesn't trigger same move proration and thus leads to high damage combo enders.
Tempest Dahlia
632146B (air OK)
- Level of the move is based on the amount of wind stocks at the time of finishing the input
- 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
Gerbera Lute
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 300/638 Minimum Damage
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
Clownish Calendula
2363214C
- 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.
Colors
External References
- Rachel Guide by player Rachel's Husband
- Rachel Beginner's Guide by RurouniLoneWof
- Mixup, Pressure, and Oki guide
- Japanese Name: レイチェル=アルカード
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Color Palettes on https://blazblue.wiki
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State