BBCF/Rachel Alucard

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Revision as of 07:39, 24 February 2021 by Rachels Husband (talk | contribs) (→‎6A: Added more meat to the body while changing the caption)
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Overview

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Normal Moves

5A

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  • 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, but can also be used as part of her 50/50 mix up.

5B

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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. Its projectile property is both a plus and a minus. 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

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  • Fatal Counter
  • Causes spin on CH

5C is typically used in combos, but is also an excellent starter for a punish combo. Wind is commonly used during 5C to make combos more consistent.

5CC

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  • Blows back on hit and causes groundslide
  • 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.

2A

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  • 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

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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

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  • 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

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  • 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

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  • 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

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  • Forces crouch
  • Ground bounces on air hit
  • Fatal Counter

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

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  • 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.

3C

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  • 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]

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If you hold C while performing 3C, it will extend and do additional hits.

j.A

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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

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Rachel's main air to air 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

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  • Can be held (j.[C])

Because of its huge hitbox, j.C is great for using against opponents directly above Rachel. On counter hit, j.C has a long amount of untechable time which allows Rachel to start a ground combo. j.C j.2D djc j.C can be used to drag the opponent to the ground without a counterhit.

j.[C]

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  • 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.

j.2C

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Level 1
Level 2
Level 3

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

Forward Throw

5B+C

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  • 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. 7D is used for the normal mid screen throw combo.


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

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  • 100% minimum damage (1500)


Identical to forward throw, save the direction it places the opponent.

Air Throw

j.B+C

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  • 100% minimum damage (1500)
  • Ground bounces


Decent sized grab. Despite it's animation, it reaches in front and above Rachel and not very far below. If Rachel's 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.

Counter Assault

When blocking 6A+B

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  • 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)

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Uncharged
Charged

  • 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. Charging the CT does nothing on hit.


Special Moves

Tiny Lobelia

236A/B/C (air OK)

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Ground A
Ground B
Ground C
Air A
Air B
Air C

  • 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)

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Ground Summon
Air Summon
Attack

  • 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.

Despite the meme created by an Xrd Tuner player, George's uses in neutral are rather limited. Because he can be killed by any non-projectile attack that deals 800 damage or more, many characters can easily dispatch George and continue their approach. Rachel can punish someone for committing to killing George if they commit to the action, but the frog shouldn't be your be-all-end-all answer to neutral. However, if the opponent lacks movement options or a reliable way to kill George in a single hit, he's a valid option in neutral, but shouldn't be your go-to in most situations. Matchups where George is powerful include:

  • Tager
  • Bullet
  • Anyone with a 3C that deals less than 800 damage or isn't special cancelable on hit (ex: Terumi)


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

214B air OK

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Ground
Air

  • 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

214C air OK

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Ground
Air

  • 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

22A air OK

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  • 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)

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Attack
Rod

  • 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

632146B (air OK)

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Level 0
Level 1
Level 2
Level 3
Level 4

  • 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

ABCD during Overdrive

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  • 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

Clownish Calendula

2363214C

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  • 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


Rachel Discord Server

Roadmap

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