BBCF/Rachel Alucard/Frame Data

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 Rachel Alucard


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Rachel Alucard 11,000 4F 25F (1~7F Inv All, ???~24 airborne) Sylpheed

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300×2 All 6 2(6)3 11 -2 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 8 6 15 -7 BP 100 85 Long SJR 2 13 14 17 18 29 10 +0 +1
5C 850 Mid 13 8 22 -13 B 100 89 Long SR 3 16 17 17 Spin Fall 41 + Down 10 34 + Down 23 11 +0 +2
5CC 850 Mid 11 8 24 -11 B 100 84 Long SR 5 20 Launch 50 + Slide + WBounce 60 + WStick 26 Launch 66 + Slide + WBounce 60 + WStick 26 13 +0 +8
2A 300 All 7 4 9 -1 7 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 10 6 18 -10 FP 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 1200 Mid 23 13 42 -34 B 5~35 Guard HBFP 50 94 Normal R 5 20 Launch 64 Launch 64 13 +0 +8
6A 700 Mid 13 5 17 -5 B 7~12 Guard H 90 79 Long S(J)R 3 16 Launch 30 Launch 44 11 +0 +2
6B 700 Mid 11 3 15 -1 B 100 89 Long SJR 3 16 17 17 Crumple 120 + Slide + WBounce 11 +0 +2
6C See notes All 13 3×N 13 +4 H 100 99×N Long SR 4 18 19 19 Launch 34 3 +0 +5
4B 750 High 26 4 17 -2 B 90 92 Normal SR 4 18 19 53 + GBounce 27 71 + GBounce 12 +0 +5
3C 400×3 Low 10 4×3 15 -2 F 100 79 Long SR 3 16 Launch 80 Launch 94 8 +0 +2
3[C] 400×7 Low 10 4×7 15 -2 F 100 79 Long SR 3 16 Launch 80 Launch 94 8 +0 +2
j.A 300 High/Air 8 3 12 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 All 9 6 12 H 80 85 Long SJR 2 13 14 15 18 27 10 +0 +1
j.C 800 All 8 6 20 H 80 89 Long SJR 3 16 17 32 22 46 11 +0 +2
j.[C] Until L+16L
j.2C Lv1 800 High/Air→All 13 Until L 20L H 80 79 Normal R 3 16 17 25 22 39 11 +0 +2
j.2C Lv2 1200 High/Air→All 13 Until L 20L H 90 89 Normal R 4 18 Launch 62 + GBounce Launch 77 + GBounce 20 +0 +5
j.2C Lv3 1800 High/Air→All 13 Until L 20L H 90 89 Long R 5 20 Launch 100 + GBounce Launch 116 + GBounce 30 +0 +8

Drive Moves

  • Can be activated at any time, except when Rachel is in hitstun, blockstun, is performing any tech roll or is performing distortion drives, exceed accels or astral heats.
  • Can be performed during another sylpheed, stacking their effects.
  • Push force adds a velocity of 1000 for each frame in one direction.
  • For diagonal pushes, a value of 707 is used in both the X and Y directions.
  • Rachel is pushed for 60F
  • Opponent is pushed for 6F unless they are in hitstun.
  • Cannot be activated above a height of 4,000,000 (literally as far as the camera will pan upwards)
  • There is a minimum delay of 6F before another wind stock may be used.
  • Slypheed gauge properties:
    • 40,000 units in total, 10,000 per block
    • Gains 45 units per frame if grounded, 166 per frame if grounded and more than 500F has passed since last using a wind stock, 15 if airborne or 5 if above a height of 1,000,000
    • While in overdrive, gain 250 units per frame if grounded, 50 if airborne.
    • While performing Tempest Dahlia, after frame 10, gain is set to 250 per frame (333 in overdrive), overwriting the above.

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 80 0, 12 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4 80 + GBounce 0, 12 +0
6A+B Counter Assault 0 All 13 3 33 -17 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 100 60 Normal 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 100 100 Long 24 Crumple 60 + GBounce + Down 23 Crumple 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Tiny Lobelia A 850 All 11 Total: 47 -9 P1 80 89 Long R 3 16 17 30 22 44 0/+11 +11 +13
236B Tiny Lobelia B 850 All 20 Total: 52 -5 P1 80 89 Long R 3 16 Launch 40 Launch 54 0/+11 +11 +13
236C Tiny Lobelia C 850 All 20 Total: 52 -5 P1 80 89 Long R 3 16 Launch 40 Launch 54 0/+11 +11 +3
j.236A Tiny Lobelia (A, air) 850 All 9 Total: 53+9L P1 80 89 Long R 3 16 17 30 22 44 0/+11 +11 +13
j.236B Tiny Lobelia (B, air) 850 All 22 Total: 55+9L P1 80 89 Long R 3 16 17 30 22 44 0/+11 +11 +13
j.236C Tiny Lobelia (C, air) 850 All 22 Total: 55+9L P1 80 89 Long R 3 16 17 30 22 44 0/+11 +11 +13
214A George XIII 25 540 Total: 49
j.214A George XIII (Air Summon) 24 540 Total: 78*
214A Attack George XIII (attack) 250×6 All 27 2×6 P1 80 92 Long 3 16 Launch 35 Launch 47 0/+4 +4 +6
214B Ivy Blossom 61 Total 32
j.214B Ivy Blossom 61 Total 30
214C Sword Iris 900 All 17 8 Total: 40 +2 P1 80 82 Long R 2 13 Launch 100 Launch 112 0/+12 +12 +13
j.214C Sword Iris 900 All 22 8 Total: 45+3L +24 P1 80 82 Long R 2 13 Launch 100 Launch 112 0/+12 +12 +13
22A Barrel Lotus 600 per bat All 97 Total: 36 P1 70 92 Normal 2 13 20 20 24 32 0/+9 +9 +10
j.22A Barrel Lotus 600 per bat All 97 Total: 36 P1 70 92 Normal 2 13 20 20 24 32 0/+9 +9 +10

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146C Baden Baden Lily 450×6 [350×12] All 13+(30 Flash)+4 2×6 [2×12] Total 35+14L +51 P2 14~22 All 100 75 Normal R 2 13 Launch 100 Launch 112 0/+10 +10 +11
632146C Rod Baden Baden Lily 250×4 All 2×4 P2 75 100 Normal 2 13 Launch 100 Launch 112 0/+10 +10 +11
632146B Lv0 Tempest Dahlia 300×8 [300×12] All 10+(34 Flash)+?? see notes Total 81 +15 [+28] P2 1~27 P 100 94×8 [94×12] Very Short R 3 see notes see notes see notes see notes see notes see notes see notes see notes
632146B Lv1 Tempest Dahlia 300×10
[300×14, 400]
All 10+(34 Flash)+?? see notes Total 81 +20 [+40] P2 1~27 P 100 94×10 [94×15] Very Short R 3 see notes see notes see notes see notes see notes see notes see notes see notes
632146B Lv2 Tempest Dahlia 300×11, 400
[300×14 400]
All 10+(34 Flash)+?? see notes Total 81 +42 [+50] P2 1~27 P 100 94×12 [94×15] Very Short R 3 see notes see notes see notes see notes see notes see notes see notes see notes
632146B Lv3 Tempest Dahlia (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 100 94×12 [94×14] Very Short R see notes see notes see notes see notes see notes see notes see notes see notes see notes
632146B Lv4 Tempest Dahlia 400×6, 500×3, 600×3
[400×6, 500×6, 600×6]
All 10+(34 Flash)+?? Total 81 +58 [+76] P2 1~27 P 100 94×12 [94×18] Very Short R see notes see notes see notes see notes see notes see notes see notes see notes see notes
Bat Tempest Dahlia (Bat) 300 All P2 100 94 Very Short 3 16 25 40 30 54 0/+11 +11 +13
Cow Tempest Dahlia (Cow) 400 All P2 100 94 Very Short 3 16 Launch 50 Launch 64 0/+11 +11 +13
Pumpkin Tempest Dahlia (Pumpkin) 500×3 All P2 100 94×3 Very Short 4 16 Launch 90 Launch 105 0/+3×2, 0/+11 +3×2, +11 +8×2, +16
King Frog Tempest Dahlia (King Frog) 600×3 All P2 100 94×3 Very Short 5 16 Launch 90 Launch 105 0/+3×2, 0/+20 +3×2, +20 +11×2, +28

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Gerber Lute 600, 1000, 1400
{600, 1000, 4200}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 400 + Down 48 20 20, 0/+9, 0 +0, +9, +0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2363214C Clownish Calendula 34200 all 6+(120 Flash)+10 40 26 -45 P 1~55 Guard All 100 94 Long 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancels
5ABBCF Rachel Alucard 5A.pngGuardAllStartup6Recovery11Advantage-2[3] 5A[+] (2nd hit), 2A, 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Jump, Special/Super
5BBBCF Rachel Alucard 5B.pngGuardMidStartup8Recovery15Advantage-7[2] 6A 2B, 6B, 4B 5C, 2C, 6C, 3C Jump, Special/Super
5CBBCF Rachel Alucard 5C.pngGuardMidStartup13Recovery22Advantage-13 - - 5CC[+], 6C, 3C Special/Super
5CCBBCF Rachel Alucard 5CC.pngGuardMidStartup11Recovery24Advantage-11 - - 6C, 3C Special/Super
2ABBCS Rachel 2A.pngGuardAllStartup7Recovery9Advantage-1[3] 5A, 2A[+], 6A 5B, 2B, 6B, 4B 5C, 2C, 6C, 3C Throw, Special/Super
2BBBCF Rachel Alucard 2B.pngGuardLowStartup10Recovery18Advantage-10[1] - 5B, 6B, 4B 5C, 2C, 6C, 3C Special/Super
2CBBCS Rachel 2C.pngGuardMidStartup23Recovery42Advantage-34 - - - -
6ABBCF Rachel Alucard 6A.pngGuardMidStartup13Recovery17Advantage-5[1] - 5B, 6B, 4B 2C, 6C, 3C Jump[-], Throw, Special/Super
6BBBCF Rachel Alucard 6B.pngGuardMidStartup11Recovery15Advantage-1 - - 5C, 6C, 3C Jump, Special/Super
4BBBCF Rachel Alucard 4B.pngGuardHighStartup26Recovery17Advantage-2 - - 5C, 6C, 3C Special/Super
6CBBCS Rachel 6C.pngGuardAllStartup13Recovery13Advantage+4 - - j.C, j.2C Special/Super
3CBBCS Rachel 3C.pngGuardLowStartup10Recovery15Advantage-2 - - - Special/Super (1st~3rd hit)
Air Revolver Action Table
A B C Cancels
j.ABBCF Rachel Alucard jA.pngGuardHigh/AirStartup8Recovery12Advantage- j.A j.B j.C, j.2C Throw, Jump, Special/Super
j.BBBCF Rachel Alucard jB.pngGuardAllStartup9Recovery12Advantage- j.A - j.C, j.2C Throw, Jump, Special/Super
j.CBBCS Rachel jC.pngGuardAllStartup8Recovery20Advantage- - - j.2C Jump, Special/Super
j.2CBBCS Rachel j2C.pngGuardHigh/Air→AllStartup13Recovery20LAdvantage- - - - Special/Super[-]
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

External References

Navigation

 Rachel Alucard


To edit frame data, edit values in BBCF/Rachel Alucard/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information