BBCF/Rachel Alucard/Frame Data

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System Data[edit]

Health:11,000
Prejump:4F
Backdash:23F (1-7F Inv All)
Unique Movements:Sylpheed


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Rachel 5A.png 300*2 All 6 2(6)3 11 -2 B - CSJR 100 80(once) Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Rachel 5B.png 600 Mid 8 6 15 -7 BP - SJR 100 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
5CBBCS Rachel 5C.png 850 Mid 13 8 22 -13 B - SR 100 89 Long 3 16 17 17 Spin Fall 41 + Down 10 34 + Down 23 11 +0 +2 Click!
  • Fatal counter
5CCBBCS Rachel 5CC.png 850 Mid 9 8 24 -11 B - SR 100 84 Long 5 20 Launch 50 + WBounce 60 + WStick 26 + Slide 30 Launch 66 + WBounce 60 + WStick 26 + Slide 30 13 +0 +8 Click!
2ABBCS Rachel 2A.png 300 All 7 4 9 -1 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Rachel 2B.png 550 Low 10 6 18 -10 FP - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCS Rachel 2C.png 1200 Low 23 13 42 -34 B 5~(End of Active) Guard HBFP R 50 94 Normal 5 20 Launch 64 Launch 64 13 +0 +8 Click!
  • Cannot guard against throws and unblockable attacks
  • 110% bonus proration
6ABBCS Rachel 6A.png 700 Mid 13 5 17 -5 B 7~12 Guard H S(J)R 90 79 Long 3 16 Launch 30 Launch 44 11 +0 +2 Click!
  • On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged
6BBBCS Rachel 6B.png 700 Mid 11 3 15 -1 B - SJR 100 89 Long 3 16 17 17 Crumple 30 120 + WBounce + Slide 20 11 +0 +2 Click!
4BBBCS Rachel 4B.png 750 High 26 4 17 -2 B - SR 90 92 Normal 4 18 19 53 + GBounce 27 71 + GBounce 12 +0 +5 Click!
  • Fatal counter
6CBBCS Rachel 6C.png 83-711 All 13 3*N 13L +4 H - SR 80 99 Long 4 18 19 19 Launch 34 3 +0 +5 Click!
3CBBCS Rachel 3C.png 400*3 Low 10 4*3 15 -2 F - SR 100 79(once) Long 3 16 Launch 80 Launch 94 8 +0 +2 Click!
3[C]BBCS Rachel 3C.png 400*7 Low 11 4*7 15 -2 F - SR 100 79(once) Long 3 16 Launch 80 Launch 94 8 +0 +2 Click!
j.ABBCS Rachel jA.png 300 High/Air 8 3 12 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Rachel jB.png 600 All 9 6 12 - H - SJR 90 85 Long 2 13 14 15 18 27 10 +0 +1 Click!
j.CBBCS Rachel jC.png 800 All 8 6 20 - H - SJR 80 89 Long 3 16 17 32 22 46 11 +0 +2 Click!
j.[C]BBCS Rachel jC 2.png - - - - 16L - - - - - - - - - - - - - - - - -
j.2CBBCS Rachel j2C.png
Lv 1/2/3
800 High/Air 13 Until L 20L - H - R 80 79 Normal 3 16 17 25 22 39 11 +0 +2 Click!
1200 All 13 Until L 20L - H - R 90 89 Normal 4 18 Launch 62 + GBounce Launch 77 + GBounce 20 +0 +5 Click!
1800 All 13 Until L 20L - H - R 90 89 Long 5 20 Launch 100 + GBounce Launch 116 + GBounce 30 +0 +8 Click!
  • Level 3 has Fatal Counter
  • Level 3 has 110% bonus proration

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Silpheed - - 0 60 0 - - - - - - - - - - - - - - - - Click!
  • 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.
  • Active time is for Rachel herself, for her opponent, only the first 6 frames affect them.

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Rachel FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 80 - - - 0, 12 +0 Click!
  • 100% minimum damage (1500)
Back ThrowBBCS Rachel BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 80 - - - 0, 12 +0 Click!
  • 100% minimum damage (1500)
Air ThrowBBCS Rachel AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 Normal 0, 4 - - 80 + GBounce - - - 0, 12 +0 Click!
  • 100% minimum damage (1500)
Counter AssaultBBCS Rachel 6B.png 0 All 13 4 33 -18 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Rachel CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - - 100 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - - 100 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Tiny Lobelia ABBCS Rachel TinyLobeliaA.png
236A
850 All 11 - Total 47 -9 P1 - R 80 89 Long 3 16 17 30 22 44 0/+11 +11 +13 Click!
Tiny Lobelia BBBCS Rachel TinyLobeliaA.png
236B
850 All 20 - Total 52 -5 P1 - R 80 89 Long 3 16 Launch 40 Launch 54 0/+11 +11 +13 Click!
Tiny Lobelia CBBCS Rachel TinyLobeliaA.png
236C
850 All 20 - Total 52 -5 P1 - R 80 89 Long 3 16 Launch 40 Launch 54 0/+11 +11 +3 Click!
Tiny Lobelia A (air)BBCS Rachel TinyLobeliaB.png
j.236A
850 All 9 - Total 53+9L - P1 - R 80 89 Long 3 16 17 30 22 44 0/+11 +11 +13 Click!
Tiny Lobelia B (air)BBCS Rachel TinyLobeliaB.png
j.236B
850 All 22 - Total 53+9L - P1 - R 80 89 Long 3 16 17 30 22 44 0/+11 +11 +13 Click!
Tiny Lobelia C (air)BBCS Rachel TinyLobeliaB.png
j.236C
850 All 22 - Total 53+9L - P1 - R 80 89 Long 3 16 17 30 22 44 0/+11 +11 +13 Click!
George the 13th (summon)BBCS Rachel GeorgeXIII.png
214A
- - 25 540 Total: 49 - - - - - - - - - - - - - - - - Click!
  • Startup and active frames belong to George
  • George disappears if: 1. active frames end; 2. George follows through attack; 3. George the 13th is used while another is out; 4. Rachel gets hit; 5. frog receives at least 750 damage
George the 13th (air summon)BBCS Rachel GeorgeXIII.png
j.214A
- - 25 540 Total: 82 - - - - - - - - - - - - - - - - Click!
  • Startup and active frames belong to George
  • George disappears if: 1. active frames end; 2. George follows through attack; 3. George the 13th is used while another is out; 4. Rachel gets hit; 5. frog receives at least 750 damage
George the 13th (attack)BBCS Rachel GeorgeXIII.png 250*6 All 27 2*6 - - P1 - - 80 92(once) Long 3 16 Launch 35 Launch 47 0/+4 +4 +6 Click!
  • Startup occurs when George arrives at opponent's position
  • George gauge will appear when George disappears for any of the above reasons except if another George was summoned; while gauge fills up (299F duration), cannot use George the 13th
Ivy BlossomBBCF Rachel IvyBlossom.png
214B
- - 61 - Total 32 - - - - - - - - - - - - - - - - Click!
Air Ivy BlossomBBCF Rachel IvyBlossom.png
j.214B
- - 61 - Total 30 - - - - - - - - - - - - - - - - Click!
  • Only possible to perform once in the air
Sword IrisBBCS Rachel SwordIris.png
214C
900 All 19 8 Total 42 +2 P1 - R 80 82 Long 2 13 Launch 100 Launch 112 0/+12 +12 +13 Click!
Sword Iris (air)BBCS Rachel SwordIris.png
j.214C
900 All 22 8 Total: 45+3L +24 P1 - R 80 82 Long 2 13 Launch 100 Launch 112 0/+12 +12 +13 Click!
  • Frame advantage calculated off of shortest jump
Barrel Lotus200x200px
22A/j.22A
600 per bat All - 54 Total: 36 - P1 - - 70 92 Normal 2 13 20 20 24 32 0/+9 +9 +10 Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Baden Baden LilyBBCS Rachel BadenBadenLily.png
632146C
450*6 [350*12] All 13+(30 Flash)+4 2*6 [2*12] - +51 P2 13~(End of Active) All R 100 75 (Once) Normal 2 13 Launch 100 Launch 112 0/+10 +10 +11 Click!
  • Values in [] are during OD
  • 15% minimum damage: 402 [624]
  • Also invincible during superflash
Baden Baden LilyBBCS Rachel BadenBadenLily.png
Rod
250*4 All - 2*4 - - P2 - R 75 100 (Once) Normal 2 13 Launch 100 Launch 112 0/+10 +10 +11 Click!
  • 15% minimum damage: 150
  • After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance
Tempest Dahlia Lv0BBCS Rachel TempestDahlia.png
632146B (air OK)
Lv 0/1/2/3/4
300*8 [300*12] all 10+(34 Flash)+?? - Total 81 +15 [+28] P2 1~27 P
10 All
R 100 94 Very Short 3 16 25 40 30 54 0/+11 +11 +13 Click!
300*10
[300*14, 400]
All 10+(34 Flash)+?? - Total 81 +20 [+40] P2 1~27 P
10~10 All
R 100 94 Very Short 3 16 25 40 30 54 0/+11 +11 +13 Click!
300*11, 400
[300*14 400]
All 10+(34 Flash)+?? - Total 81 +42 [+50] P2 1~27 P
10~10 All
R 100 94 Very Short 3 16 25*11 [*14], Launch 40*11 [*14], 50 30*11 [*14], Launch 54*11 [*14], 64 0/+11 +11 +13 Click!
(300*2, 400)*3, 500*3
[(300*2, 400*2)*3, 400*2, 500*3]
All 10+(34 Flash)+?? - Total 81 +48 [+68] P2 1~27 P
10~10 All
R 100 94 Very Short 3*9, 4*3 [3*12, 4*3] 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 - Click!
400*6, 500*3, 600*3
[400*6, 500*6, 600*6]
All 10+(34 Flash)+?? - Total 81 +58 [+76] P2 1~27 P
10 All
R 100 94 Very Short 3*6, 4*3, 5*3
[3*6, 4*6, 5*6]
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]
Click!
  • Values in [] are during OD
  • Lv 0 Minimum Damage 10%: 240 [360]
  • Lv 1 Minimum Damage 10%: 310 [460]
  • Lv 2 Minimum Damage 10%: 370 [490]
  • Lv 3 Minimum Damage 10%: 450 [510]
  • Lv 4 Minimum Damage 10%: 570 [900]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack levels per projectile: bat and cow = 3, pumpkin = 4, frog = 5
  • Blockstun/untech+hitstop per projectile: bat and cow = 16+11, 40+11 pumpkin = 18+3, 90+3 frog = 20+3, 90+3

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Gerber LuteBBCF Rachel ExceedAccel.png
ABCD during OD
600, 1000, 1400
[600, 1000, 4200]
All 20 [10] 3 34 -10 B 1~(End of Active) All - 100 100 Long - 26 Launch 400 + Down 48 - - 20 20, 0/+9, 0 +0, +9, +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {580+58}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
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 between 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. 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. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. 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 experiences 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 experiences 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 by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Clownish CalendulaBBCS Rachel ClownishCalendula.png
2363214C
34200 all 1+(120 Flash)+10 40 26 -45 HBFP 1~(End of Active) Guard All - 100 94 Long 5 20 - - - - 0 - - Click!
  • 180F Heat Gauge Cooldown
  • On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged

Revolver Action Table[edit]

Ground Revolver Action Table
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
Air Revolver Action Table
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

Navigation[edit]

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