BBCF/Rachel Alucard/Frame Data: Difference between revisions

From Dustloop Wiki
(simplifying frame data backend)
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|-
|-
{{AttackVersion|name=5A|subtitle=}}
{{AttackVersion|name=5A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5A Full}}
{{#lst:{{BASEPAGENAME}}/Data|5A}}
{{#lst:{{BASEPAGENAME}}/Data|5A Extra}}
|-
|-
{{AttackVersion|name=5B|subtitle=}}
{{AttackVersion|name=5B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5B Full}}
{{#lst:{{BASEPAGENAME}}/Data|5B}}
{{#lst:{{BASEPAGENAME}}/Data|5B Extra}}
|-
|-
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5C Full}}
{{#lst:{{BASEPAGENAME}}/Data|5C}}
{{#lst:{{BASEPAGENAME}}/Data|5C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text= *Fatal counter
{{Description|22|text={{ColumnList |text= *Fatal counter
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|-
{{AttackVersion|name=5CC|subtitle=}}
{{AttackVersion|name=5CC|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|5CC Full}}
{{#lst:{{BASEPAGENAME}}/Data|5CC}}
{{#lst:{{BASEPAGENAME}}/Data|5CC Extra}}
|-
|-
{{AttackVersion|name=2A|subtitle=}}
{{AttackVersion|name=2A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2A Full}}
{{#lst:{{BASEPAGENAME}}/Data|2A}}
{{#lst:{{BASEPAGENAME}}/Data|2A Extra}}
|-
|-
{{AttackVersion|name=2B|subtitle=}}
{{AttackVersion|name=2B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2B Full}}
{{#lst:{{BASEPAGENAME}}/Data|2B}}
{{#lst:{{BASEPAGENAME}}/Data|2B Extra}}
|-
|-
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{AttackVersion|name=2C|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2C Full}}
{{#lst:{{BASEPAGENAME}}/Data|2C}}
{{#lst:{{BASEPAGENAME}}/Data|2C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Cannot guard against throws and unblockable attacks  
{{Description|22|text={{ColumnList |text=*Cannot guard against throws and unblockable attacks  
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|-
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6A Full}}
{{#lst:{{BASEPAGENAME}}/Data|6A}}
{{#lst:{{BASEPAGENAME}}/Data|6A Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged  
{{Description|22|text={{ColumnList |text=*On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged  
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|-
{{AttackVersion|name=6B|subtitle=}}
{{AttackVersion|name=6B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6B Full}}
{{#lst:{{BASEPAGENAME}}/Data|6B}}
{{#lst:{{BASEPAGENAME}}/Data|6B Extra}}
|-
|-
{{AttackVersion|name=4B|subtitle=|rowspan=2}}
{{AttackVersion|name=4B|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|4B Full}}
{{#lst:{{BASEPAGENAME}}/Data|4B}}
{{#lst:{{BASEPAGENAME}}/Data|4B Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Fatal counter
{{Description|22|text={{ColumnList |text=*Fatal counter
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|-
{{AttackVersion|name=6C|subtitle=}}
{{AttackVersion|name=6C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6C Full}}
{{#lst:{{BASEPAGENAME}}/Data|6C}}
{{#lst:{{BASEPAGENAME}}/Data|6C Extra}}
|-
|-
{{AttackVersion|name=3C|subtitle=}}
{{AttackVersion|name=3C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|3C Full}}
{{#lst:{{BASEPAGENAME}}/Data|3C}}
{{#lst:{{BASEPAGENAME}}/Data|3C Extra}}
|-
|-
{{AttackVersion|name=3[C]|subtitle=}}
{{AttackVersion|name=3[C]|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|3[C] Full}}
{{#lst:{{BASEPAGENAME}}/Data|3[C]}}
{{#lst:{{BASEPAGENAME}}/Data|3[C] Extra}}
|-
|-
{{AttackVersion|name=j.A|subtitle=}}
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.A}}
{{#lst:{{BASEPAGENAME}}/Data|j.A Extra}}
|-
|-
{{AttackVersion|name=j.B|subtitle=}}
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.B}}
{{#lst:{{BASEPAGENAME}}/Data|j.B Extra}}
|-
|-
{{AttackVersion|name=j.C|subtitle=}}
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.C}}
{{#lst:{{BASEPAGENAME}}/Data|j.C Extra}}
|-
|-
{{AttackVersion|name=j.[C]|subtitle=}}
{{AttackVersion|name=j.[C]|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.[C] Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.[C]}}
{{#lst:{{BASEPAGENAME}}/Data|j.[C] Extra}}
|-
|-
{{AttackVersion|name=j.2C Lv1|subtitle=}}
{{AttackVersion|name=j.2C Lv1|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv1 Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv1}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv1 Extra}}
|-
|-
{{AttackVersion|name=j.2C Lv2|subtitle=}}
{{AttackVersion|name=j.2C Lv2|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv2 Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv2}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv2 Extra}}
|-
|-
{{AttackVersion|name=j.2C Lv3|subtitle=|rowspan=2}}
{{AttackVersion|name=j.2C Lv3|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv3 Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv3}}
{{#lst:{{BASEPAGENAME}}/Data|j.2C Lv3 Extra}}
|-
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{{Description|22|text={{ColumnList |text=*Fatal Counter
{{Description|22|text={{ColumnList |text=*Fatal Counter
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{{AttackVersion|name=Silpheed|subtitle=|rowspan=2}}
{{AttackVersion|name=Silpheed|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Silpheed Full}}
{{#lst:{{BASEPAGENAME}}/Data|Silpheed}}
{{#lst:{{BASEPAGENAME}}/Data|Silpheed Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Forward Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|BC}}
{{#lst:{{BASEPAGENAME}}/Data|BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*100% minimum damage (1500)
{{Description|22|text={{ColumnList |text=*100% minimum damage (1500)
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|-
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Back Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|4BC}}
{{#lst:{{BASEPAGENAME}}/Data|4BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*100% minimum damage (1500)
{{Description|22|text={{ColumnList |text=*100% minimum damage (1500)
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{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC}}
{{#lst:{{BASEPAGENAME}}/Data|j.BC Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*100% minimum damage (1500)
{{Description|22|text={{ColumnList |text=*100% minimum damage (1500)
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|-
|-
{{AttackVersion|name=Counter Assault|subtitle=}}
{{AttackVersion|name=Counter Assault|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|6AB}}
{{#lst:{{BASEPAGENAME}}/Data|6AB Extra}}
|-
|-
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=2}}
{{AttackVersion|name=CrushTrigger|subtitle=Uncharged/Charged|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Full}}
{{#lst:{{BASEPAGENAME}}/Data|5AB}}
{{#lst:{{BASEPAGENAME}}/Data|5AB Extra}}
|-
|-
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Full}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB]}}
{{#lst:{{BASEPAGENAME}}/Data|5[AB] Extra}}
|-
|-
|}
|}
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|-
{{AttackVersion|name=Tiny Lobelia A|subtitle=236A}}
{{AttackVersion|name=Tiny Lobelia A|subtitle=236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|236A}}
{{#lst:{{BASEPAGENAME}}/Data|236A Extra}}
|-
|-
{{AttackVersion|name=Tiny Lobelia B|subtitle=236B}}
{{AttackVersion|name=Tiny Lobelia B|subtitle=236B}}
{{#lst:{{BASEPAGENAME}}/Data|236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|236B}}
{{#lst:{{BASEPAGENAME}}/Data|236B Extra}}
|-
|-
{{AttackVersion|name=Tiny Lobelia C|subtitle=236C}}
{{AttackVersion|name=Tiny Lobelia C|subtitle=236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|236C}}
{{#lst:{{BASEPAGENAME}}/Data|236C Extra}}
|-
|-
{{AttackVersion|name=Tiny Lobelia A (air)|subtitle=j.236A}}
{{AttackVersion|name=Tiny Lobelia A (air)|subtitle=j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A}}
{{#lst:{{BASEPAGENAME}}/Data|j.236A Extra}}
|-
|-
{{AttackVersion|name=Tiny Lobelia B (air)|subtitle=j.236B}}
{{AttackVersion|name=Tiny Lobelia B (air)|subtitle=j.236B}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B}}
{{#lst:{{BASEPAGENAME}}/Data|j.236B Extra}}
|-
|-
{{AttackVersion|name=Tiny Lobelia C (air)|subtitle=j.236C}}
{{AttackVersion|name=Tiny Lobelia C (air)|subtitle=j.236C}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C}}
{{#lst:{{BASEPAGENAME}}/Data|j.236C Extra}}
|-
|-
{{AttackVersion|name=George the 13th (summon)|subtitle=214A|rowspan=2}}
{{AttackVersion|name=George the 13th (summon)|subtitle=214A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A}}
{{#lst:{{BASEPAGENAME}}/Data|214A Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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}}
}}
{{AttackVersion|name=George the 13th (air summon)|subtitle=j.214A|rowspan=2}}
{{AttackVersion|name=George the 13th (air summon)|subtitle=j.214A|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A}}
{{#lst:{{BASEPAGENAME}}/Data|j.214A Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
{{AttackVersion|name=George the 13th (attack)|subtitle=|rowspan=2}}
{{AttackVersion|name=George the 13th (attack)|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214A Attack Full}}
{{#lst:{{BASEPAGENAME}}/Data|214A Attack}}
{{#lst:{{BASEPAGENAME}}/Data|214A Attack Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Ivy Blossom|subtitle=214B}}
{{AttackVersion|name=Ivy Blossom|subtitle=214B}}
{{#lst:{{BASEPAGENAME}}/Data|214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|214B}}
{{#lst:{{BASEPAGENAME}}/Data|214B Extra}}
|-
|-
{{AttackVersion|name=Air Ivy Blossom|subtitle=j.214B|rowspan=2}}
{{AttackVersion|name=Air Ivy Blossom|subtitle=j.214B|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B}}
{{#lst:{{BASEPAGENAME}}/Data|j.214B Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Sword Iris|subtitle=214C}}
{{AttackVersion|name=Sword Iris|subtitle=214C}}
{{#lst:{{BASEPAGENAME}}/Data|214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|214C}}
{{#lst:{{BASEPAGENAME}}/Data|214C Extra}}
|-
|-
{{AttackVersion|name=Sword Iris (air)|subtitle=j.214C|rowspan=2}}
{{AttackVersion|name=Sword Iris (air)|subtitle=j.214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Full}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C}}
{{#lst:{{BASEPAGENAME}}/Data|j.214C Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=*Frame advantage calculated off of shortest jump
{{Description|22|text={{ColumnList |text=*Frame advantage calculated off of shortest jump
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|-
|-
{{AttackVersion|name=Barrel Lotus|subtitle=22A/j.22A}}
{{AttackVersion|name=Barrel Lotus|subtitle=22A/j.22A}}
{{#lst:{{BASEPAGENAME}}/Data|22A Full}}
{{#lst:{{BASEPAGENAME}}/Data|22A}}
{{#lst:{{BASEPAGENAME}}/Data|22A Extra}}
|-
|-
|}
|}
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|-
|-
{{AttackVersion|name=Baden Baden Lily|subtitle=632146C|rowspan=2}}
{{AttackVersion|name=Baden Baden Lily|subtitle=632146C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146C Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146C}}
{{#lst:{{BASEPAGENAME}}/Data|632146C Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Baden Baden Lily|subtitle=Rod|rowspan=2}}
{{AttackVersion|name=Baden Baden Lily|subtitle=Rod|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146C Rod Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146C Rod}}
{{#lst:{{BASEPAGENAME}}/Data|632146C Rod Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Tempest Dahlia Lv0|subtitle=632146B (air OK)|rowspan=2}}
{{AttackVersion|name=Tempest Dahlia Lv0|subtitle=632146B (air OK)|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv0 Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv0}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv0 Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Tempest Dahlia Lv1|subtitle=|rowspan=2}}
{{AttackVersion|name=Tempest Dahlia Lv1|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv1 Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv1}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv1 Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Tempest Dahlia Lv2|subtitle=|rowspan=2}}
{{AttackVersion|name=Tempest Dahlia Lv2|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv2 Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv2 Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Tempest Dahlia Lv3|subtitle=|rowspan=2}}
{{AttackVersion|name=Tempest Dahlia Lv3|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv3 Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv3}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv3 Extra}}
|-
|-
{{Description|22|text=
{{Description|22|text=
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|-
|-
{{AttackVersion|name=Tempest Dahlia Lv4|subtitle=|rowspan=2}}
{{AttackVersion|name=Tempest Dahlia Lv4|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv4 Full}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv4}}
{{#lst:{{BASEPAGENAME}}/Data|632146B Lv4 Extra}}
|-
|-
{{Description|22|text={{ColumnList |text=
{{Description|22|text={{ColumnList |text=
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|-
|-
{{AttackVersion|name=Gerber Lute|subtitle=ABCD during OD|rowspan=2}}
{{AttackVersion|name=Gerber Lute|subtitle=ABCD during OD|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Full}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD}}
{{#lst:{{BASEPAGENAME}}/Data|ABCD Extra}}
|-
|-
{{Description|22|text=*Values in [] are when canceled into or immediately after activating Overdrive
{{Description|22|text=*Values in [] are when canceled into or immediately after activating Overdrive
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|-
|-
{{AttackVersion|name=Clownish Calendula|subtitle=2363214C|rowspan=2}}
{{AttackVersion|name=Clownish Calendula|subtitle=2363214C|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Full}}
{{#lst:{{BASEPAGENAME}}/Data|Astral}}
{{#lst:{{BASEPAGENAME}}/Data|Astral Extra}}
|-
|-
{{Description|22|text=*180F Heat Gauge Cooldown
{{Description|22|text=*180F Heat Gauge Cooldown

Revision as of 16:40, 3 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    

System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A


5B


5C


  • Fatal counter
5CC


2A


2B


2C


  • Cannot guard against throws and unblockable attacks
  • 110% bonus proration
6A


  • On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged
6B


4B


  • Fatal counter
6C


3C


3[C]


j.A


j.B


j.C


j.[C]


j.2C Lv1


j.2C Lv2


j.2C Lv3


  • Fatal Counter
  • 110% bonus proration

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Silpheed


  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw


  • 100% minimum damage (1500)
Back Throw


  • 100% minimum damage (1500)
Air Throw


  • 100% minimum damage (1500)
Counter Assault


CrushTrigger
Uncharged/Charged


Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Tiny Lobelia A
236A


Tiny Lobelia B
236B


Tiny Lobelia C
236C


Tiny Lobelia A (air)
j.236A


Tiny Lobelia B (air)
j.236B


Tiny Lobelia C (air)
j.236C


George the 13th (summon)
214A


  • 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)
j.214A


  • 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)


  • 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 Blossom
214B


Air Ivy Blossom
j.214B


  • Only possible to perform once in the air
Sword Iris
214C


Sword Iris (air)
j.214C


  • Frame advantage calculated off of shortest jump
Barrel Lotus
22A/j.22A


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Baden Baden Lily
632146C


  • Values in [] are during OD
  • 15% minimum damage: 402 [624]
  • Also invincible during superflash
Baden Baden Lily
Rod


  • 15% minimum damage: 150
  • After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance
Tempest Dahlia Lv0
632146B (air OK)


  • Values in [] are during OD
  • Minimum Damage 10%: 240 [360]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack level per bat = 3
Tempest Dahlia Lv1


  • Values in [] are during OD
  • Minimum Damage 10%: 310 [460]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack level per bat = 3
Tempest Dahlia Lv2


  • Values in [] are during OD
  • Minimum Damage 10%: 370 [490]
  • Air version has 7F landing recovery
  • Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range
  • Attack level per bat and cow: 3
  • Blockstun/untech+hitstop per bat and cow: 16+11, 40+11
Tempest Dahlia Lv3


  • Values in [] are during OD
  • Minimum Damage 10%: 450 [510]
  • 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
  • Blockstun/untech+hitstop per projectile: bat and cow = 16, 40+11 pumpkin = 18+3, 90+3 frog = 20+3, 90+3
Tempest Dahlia Lv4


  • Values in [] are during OD
  • 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: cow = 3, pumpkin = 4, frog = 5
  • Blockstun/untech+hitstop per projectile: cow = 16+11, 40+11 pumpkin = 18+3, 90+3 frog = 20+3, 90+3

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Gerber Lute
ABCD during OD


  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Clownish Calendula
2363214C


  • 180F Heat Gauge Cooldown
  • On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged

Revolver Action Table

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

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.