BBCF/Rachel Alucard/Frame Data
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System Data[edit]
Health |
11,000 |
---|---|
Combo Rate |
60% |
Prejump |
4F |
Backdash |
23F (1-7F Inv) |
Normal Moves[edit]
Drive Moves[edit]
Universal Mechanics[edit]
Specials[edit]
Distortion Drives[edit]
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
Name | Damage | CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes. C - self cancellable S - special/distortion cancellable Dr - drive/distortion cancellable O - overdrive cancellable J - jump cancellable R - rapid cancellable Da - dash cancellable (X) - X cancellable on hit only |
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. | P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. | StarterCombo time modifier when used as the starting hit of a combo. | GuardHow this attack can be guarded. Throw range is listed in parentheses All strikes can be air Barrier Blocked unless otherwise stated |
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | 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 |
StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | 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. | BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. | HitstunWhen hitting a grounded opponent, how much hitstun they experience. | UntechWhen hitting an airborne opponent, how long they can't air tech. | Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience | Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. | BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop. |
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. |
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences. |
Inv.Attribute and Hitbox Invincibility information. | HitboxHitbox link for this move |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Baden Baden Lily 632146C |
450*6 [350*12] | R | 100 | 75 (Once) | Normal | All | 2 | P2 | 13+(30 Flash)+4 | 2*6 [2*12] | - | +51 | 13 | Launch | 100 | Launch | 112 | 0/+10 | +10 | +11 | 13-22 All | Click! |
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Baden Baden Lily Rod |
250*4 | R | 75 | 100 (Once) | Normal | All | 2 | P2 | - | 2*4 | - | - | 13 | Launch | 100 | Launch | 112 | 0/+10 | +10 | +11 | - | Click! |
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Tempest Dahlia Lv0 632146B (air OK) |
300*8 [300*12] | R | 100 | 94 | Very Short | all | 3 | P2 | 10+(34 Flash)+?? | - | Total 81 | +15 [+28] | 16 | 25 | 40 | 30 | 54 | 0/+11 | +11 | +13 | 1-27 P 10-10 All |
Click! |
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Tempest Dahlia Lv1 | 300*10 [300*14, 400] |
R | 100 | 94 | Very Short | All | 3 | P2 | 10+(34 Flash)+?? | - | Total 81 | +20 [+40] | 16 | 25 | 40 | 30 | 54 | 0/+11 | +11 | +13 | 1-27 P 10-10 All |
Click! |
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Tempest Dahlia Lv2 | 300*11, 400 [300*11 400*4] |
R | 100 | 94 | Very Short | All | 3 | P2 | 10+(34 Flash)+?? | - | Total 81 | +42 [+50] | 16 | 25*11 [*14], Launch | 40*11 [*14], 50 | 30*11 [*14], Launch | 54*11 [*14], 64 | 0/+11 | +11 | +13 | 1-27 P 10-10 All |
Click! |
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Tempest Dahlia Lv3 | (300*2, 400)*3, 500*3 [(300*2, 400*2)*3, 400*2, 500*3] |
R | 100 | 94 | Very Short | All | 3*9, 4*3 [3*12, 4*3] | P2 | 10+?? | - | Total 81 | +48 [+68] | 16*9 [*14], 18*3 | (25*2, Launch)*3, Launch*3 [(25*2, Launch*2)*3, Launch*5] |
(40*2, 50)*3, 90*3 [(40*2, 50*2)*3, 50*2, 90*3] |
(30*2, Launch)*3, Launch*3 [(30*2, Launch*2)*3, Launch*5] |
(54*2, 64)*3, 90*3 [(54*2, 64*2)*3, 64*2, 105*3] |
0/+11*9 [*14], 0/+3*3 | +11*9 [*14], +3*3 | - | 1-27 P 10 All |
Click! |
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Tempest Dahlia Lv4 | 400*6, 500*3, 600*3 [400*6, 500*6, 600*6] |
R | 100 | 94 | Very Short | All | 3*6, 4*3, 5*3 [3*6, 4*6, 5*6] |
P2 | 10+(34 Flash)+?? | - | Total 81 | +58 [+76] | 16*6, 18*3, 20*3 [16*6, 18*6, 20*6] |
Launch | 50*6, 90*6 [50*6, 90*12] |
- | - | 0/+11*6, 0/+3*6 [0/+11*6, 0/+3*11, 0/+20] |
+11*6, +3*6 [+11*6, +3*11, +20] |
+13*6, +5*3, +8*3 [+13*6, +5*6, +8*5, +28] |
1-27 P 10 All |
Click! |
|
Exceed Accel[edit]
Astral Heat[edit]
Revolver Action Table[edit]
A | B | C | Cancels | |
---|---|---|---|---|
5A[3] | 5A[+], 2A, 6A | 5B, 2B, 6B, 4B | 5C, 2C, 6C, 3C | Throw, Jump, Special |
5B | 6A | 2B two times, 6B, 4B | 5C, 2C, 6C, 3C | Throw, Jump, Special |
5C | - | - | Followup, 6C, 3C | Special |
5CC | - | - | 3C | Special |
2A[3] | 5A, 2A[+], 6A | 5B, 2B, 6B, 4B | 5C, 2C, 6C, 3C | Throw, Special |
2B | - | 5B two times, 6B, 4B | 5C, 2C, 6C, 3C | Special |
2C | - | - | - | - |
6A | - | 5B, 6B, 4B | 5C, 2C, 6C, 3C | Throw, Special |
6B | - | - | 5C, 6C, 3C | Throw, Jump, Special |
4B[1] | - | - | 5C, 2C, 6C, 3C | Special |
6C | - | - | j.C, j.2C | Special |
3C | - | - | - | Special on first 3 hits |
A | B | C | Cancels | |
---|---|---|---|---|
j.A | j.A | j.B | j.C, j.2C | Throw, Jump, Special |
j.B | j.A | - | j.C, j.2C | Throw, Jump, Special |
j.C | - | - | j.2C | Jump, Special |
j.2C | - | - | - | Special on landing and hit |
- j.2C can cancel ground recovery into ground normals on landing
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[1] = X can be done only once per string
- Special = Specials and Supers
- Super = Supers only
[edit]
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To edit frame data, edit values in BBCF/Rachel Alucard/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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System Explanations