BBCP/Rachel Alucard

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Rachel Alucard
BBCP Rachel Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 23

Backdash Invincibility: 1-7

Movement Options
Wind, Double Jump, 1 Airdash, Dash type: Run
Play-style
Zoning, Trapping
Full Frame Data
BBCP/Rachel Alucard/Frame Data

Overview

Head of the infamous Alucard vampire family, Rachel has spent countless years watching as the world repeated the same 100 years over and over. However, the world has finally broken free of the bonds that held it for so long, and Rachel is determined to put an end to Terumi with her own hands.

In the BlazBlue universe, Rachel is an extremely powerful individual, controlling wind and lightning. While she will rarely directly interfere with the events that surround Kagutsuchi, her primary goal is as an observer, and gently (or less so) nudges the pieces into their places. She has several servants under her command; Nago, a cat familiar, and Gii, a bat familiar, which serve as her weapons, furniture, and anger relief. Her butler, Valkenhayn R. Hellsing, is also notable for being a werewolf, as well as one of the Six Heroes.

Drive: Sylpheed
Rachel's Drive lets her summon wind in eight different directions. Wind affects all of Rachel's projectiles as well as her and her opponent's movement. The number of wind stocks available is indicated by a gauge at the bottom of the screen, above her meter bar, and each gust consumes one stock on a total of four available. The Sylpheed Gauge regenerates slowly and steadily for as long as Rachel is grounded. Since wind is used for various actions such as movement, mix-up, zoning and comboing, it plays a core part in Rachel's game plan and thus requires careful and judicious management.

Overdrive: Elf Lead

  • Sylpheed gauge recovers faster.
  • Distortion Drives gain additional animations and properties:
    • Baden Baden Lily raw and minimum damage increased on body and poles.
    • Tempest Dahlia summons additional projectiles.


Pros/Strengths:

  • Great control over neutral; excellent zoning tools
  • Very good pressure and lockdown
  • Scary mix-up game
  • Very strong okizeme
  • Excellent anti-air options


Cons/Weaknesses:

  • Poor defensive options on wake-up
  • Difficult match-ups
  • Extremely reliant on wind
  • Thrives on momentum
  • High skill ceiling


External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300*2 CSOJR all 6 2(6)3 11 -2 B - Click!

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
550 SOJR HL 8 6 19 -8 BP - Click!

5B Covers a decent amount of space which makes it decent in short-ranged poking. It's also one of Rachel's two primary starter for punish combos. It hits all the way to the ground, which make it useful for OTGing and hitting low-profile characters. It's projectile property is both a plus and a minus. You can use it to stop slow projectiles, but you can also easily be punished by characters who have projectile invulnerable attacks. The other main feature of 5B is that you can gatling into 2B up to two times per string. This makes it a very strong tool in Rachel's 50/50 mixups. Unlike attempting the IOH from 5A, IOH from 5B will be gapless.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
750 SOR HL 17 4 32 -17 B - Click!
  • Spin down on ground Fatal Counter

One of Rachel's two Fatal Counter moves. If 5C fatals on ground hit, it will cause a spin down effect which gives Rachel much more time to follow up with other attacks. 5C is typically used in combos, but is also an excellent starter for a punish combo. Because of it's relatively short range, wind is often used to push Rachel forward so it will combo.

5CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
850 SOR HL 9 8 24 -11 B - Click!
  • Blows back on hit
  • Wallsticks in the corner
  • Same Move Prorate

Typically used in mid-screen combos to knock the opponent away for either an opportunity to summon or to send someone into the corner. In corner combos it is used to cause wall stick and extend the combo. Can also be used as an ender which offers strong okizeme options.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR all 7 4 8 0 F - Click!

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR L 10 6 18 -10 FP - Click!

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R HL 23 13 42 -34 B - Click!
  • 5-35 GP
  • Cannot guard against throws and unblockable attacks


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. On the otherhand, if baited, due to it's long recovery you will very likely be punished with a combo that will do a lot of damage. Because of this, it's best to not use it carelessly and to have a backup plan like pumpkin/george to make it safe or 50 meter to RC it. 2C is also used in a small handful of combos.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SOR HL 13 5 17 -3 B 7-12GP(H) Click!
  • 7-12 Guard Point (Head)


Rachel's go-to anti-air. It has a great hitbox and can even hit behind Rachel. 6A no longer floats on hit, but will still launch characters if wind is used. 6A is used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into 4B for ground bounce. 6A has a lot of untechable time on counter hit which will allow Rachel to do a ground combo instead of an aircombo. On normal hit, you will likely have to spend wind with something like j.C 2D to bring the opponent to the ground. However, if you hit the opponent too high with 6A and it's not counter hit, following up can be difficult or even impossible.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
580 SOJR HL 13 3 15 -1 B - Click!
  • Blows back and wallbounces on Counter Hit

Rachel's longest poke. Great for bullying people who are reckless with approach or have slow moves. Will also blowback on CH and wallbounce the opponent. You can follow up with a combo or use that opportunity to summon. 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 3D jc j.A is a very sneaky overhead.

4B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
680 SOR H 26 7 22 -9 B - Click!
  • Fatal Counter
  • Same Move Prorate


Unlike past iterations of Blazblue, 4B is no longer a viable overhead option. Though it has been sped up, you can only special cancel it which will instantly end your offense if you do not have George, pumpkin, or 50 meter to back you up. On block you can save yourself with 236A. On hit you can follow up with 5A. 4B is now primarily used to extend combos with ground bounce.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
89~464 SOR all 13 3*N 13L +4 H - Click!
  • 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


Rachel's only plus on block normal. On block you can gatling into j.2C or j.C, though j.C will whiff on crouching characters. On hit 6C can be used with wind to carry the opponent into the corner. 6C will continue for as long as Rachel is in the air, so you can use 6C to carry the opponent pretty far whether horizontally or vertically. 6C also puts Rachel airborne, which can be situationally useful.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300*3 SOR L 11 4,4,5 15 -1 F - Click!
  • Possible to charge (will extend move into 3[C])
  • Same Move Prorate


3C is primarily used for knock down, but can also extend combos by comboing someone into George, Sword Iris, or launching them with 8D. 3C is Rachel's only low that does not have projectile property. You can also use wind to make Rachel travel pretty fast while using 3C.

3[C]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300*7 SOR*2, R*5 L 11 4*6,5 15 -1 F - Click!

If you hold C while performing 3C, it will extend and do additional hits. Unlike 3C, 3[C] does not have same move prorate.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 SOJR HA 8 3 7 - H - Click!

A fast aerial jab that hits overhead. Hitbox has been improved so it hits short characters better. 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.A or 2B. Has short recovery, so can also be used for safejumps.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
460 SOJR HA 9 6 12 - H - Click!

Rachel's main air to air normal. Slightly slower, but hits further than j.A which can make it easier to use in some situations. Also great to use in fuzzy guards.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
550 SOJR all 8 6 20 - H - Click!
  • Possible to charge (causes Rachel to float, see j.[C])

Because of it's huge hitbox, j.C is great for using against characters who are directly above you. On counter hit, j.C has a long amount of untechable time which will allow you start a ground combo. Because j.C and j.[C] count as different moves, you can also repeat these moves in a combo (with 2D) to juggle the opponent.

j.[C]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 16L - - - Click!
  • Can airdash after 10 frames

If you hold j.[C] Rachel will float and slowly fall to the ground. Because she can still wind herself while doing this move, she can use j.[C] as a viable run away tactic or as part of certain mix up setups.

j.2C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 680 SOR all 13 till L 31L - H - Click!
Level 2 880 SOR all 13 till L 31L - H - Click!
Level 3 1380 SOR all 13 till L 31L - H - Click!

j.2C will have different effects on hit depending on it's 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
  • Level 2- Ground bounce the opponent on air hit or ground hit
  • Level 3- Even bigger ground bounce on air hit or ground hit. Very untechable. Forces Fatal Counter.


Due to an overall slower falling speed and combo path change, j.2C is no longer the main part of Rachel's BnBs. However, j.2C is still useful in certain combos, though Rachel may need assistance from B Lotus to make it combo. j.2C can special cancel on hit. It can also cancel it's ground recovery into a special or a normal on hit. If it whiffs, Rachel will bounce which has pretty long recovery, so be careful when using it.


Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,1200 --, SOR T(70) 7 3 18 - T - Click!
  • 100% minimum damage (1200)


Rachel's throw range is relatively short, but it's fairly decent for tick grabs. Must use wind to combo off of it midscreen. Has wallbounce properties like 6B, but unless you're in or near the corner you'll likely need to use 9D to make use of it. 7D is used for the normal mid screen BnB.


If anyone techs Rachel's ground or air throw or if Rachel techs a ground or air throw, it counts as a hit so George, Pumpkin, and Lotus will all disappear.

Back Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,1200 --, SOR T(70) 7 3 18 - T - Click!
  • 100% minimum damage (1200)


Rachel's back throw is used exactly the same as her forward throw other than you can use it to throw people into the corner if you are in the corner.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0,1600 --, SOR T(70) 7 3 18 - T - Click!
  • 100% minimum damage (1600)


Fairly good damage and range. However, despite it's animation, it reaches in front and above and not very far below. If you're low enough to the ground, you can follow up with microdash 5B to do a ground combo. If you're higher, you may need to use wind.

Counter Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 - all 13 3 33 -17 B 1-20 All Click!
  • 1-20 All Invul
  • 180F Heat Gauge Cooldown


Rachel's counter assault is exactly like her 6B. If you have 50 meter, this is one of Rachel's more reliable defensive options. However, it can be low-profiled rather easily.

Crush Trigger

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 - B 30~60 1 37 -8 B - Click!
  • Possible to charge
  • 180F Heat Gauge Cooldown


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.


Specials

Tiny Lobelia

236A/B/C air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground A 600 R all 11 - 47T -6 HBFP* - Click!
Ground B 600 R all 20 - 58T -8 HBFP* - Click!
Ground C 600 R all 20 - 58T -8 HBFP* - Click!
Air A 600 R all 9 - 53T - HBFP* - Click!
Air B 600 R all 22 - 55T - HBFP* - Click!
Air C 600 R all 22 - 55T - HBFP* - Click!
  • A Lobelia (ground version only) has Same Move Prorate

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. 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 Baden Lily, or Lotus and will disappear after.

Unlike previous versions of the game, Tiny Lobelia no longer floats on hit. Air B and C Lobelia knock the opponent towards the ground while A air Lobelia will send them flying across the screen. Also unlike previous version of the game, Lobelia will wall bounce off the corner, allowing for easier setups into multiple rods for Baden Baden Lily. Rachel can also very situationally make use of a glitch. If crouching opponent is hit by a Lobelia and Rachel is no longer in recovery, she can activate Overdrive to extend the hitstun.

George the 13th

214A air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Summon - - - 25 540 49T[till L] - - - Click!
Attack 150*8 - all 27 3*8 - - HBFP* - Click!
Frog Summon
  • Startup and active frames belong to George
  • Values in [ ] refer to aerial version
  • George disappears if: 1. active frames end; 2. George follows through attack; 3. George the 13th is summoned while another is out; 4. Rachel gets hit; 5. George receives at least 700 damage

Frog 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 is summoned or if George is killed; while gauge fills up (299F duration), cannot use George the 13th
  • 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. Overall, George is a great tool for Rachel. He provides her with ground control as opponents generally have to take a risk to deal with George or take to the air where Rachel can space control with Lobelia/Lotus/Sword Iris or stop air approaches with 6A. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one. When he activates, George covers a good amount of space. Another key use of George is to force an opponent to block him on the ground, which gives Rachel a lot of time to run different mix ups.

Impish Gypsophila

214B air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Summon - - - 27 300 46T[41T] - - - Click!
Attack 300 - all 5 after wind 20 - - HBFP* - Click!
Pumpkin Summon
  • Startup and active frames belong to Pumpkin
  • Values in [] refer to aerial version
  • Pumpkin disappears if: 1. active frames end; 2. after 180F of using most recent wind; 3. Pumpkin stops at any location except the ground three times; 4. Rachel gets hit; 5. Rachel blocks an attack
  • Only possible to perform once in the air
Pumpkin Attack

Activates when Rachel uses wind. It flies in a straight line as a flying active hitbox in whatever direction Rachel uses wind. Pumpkin is Rachel's strongest tool in neutral and very strong for oki. Because Rachel can block while using wind, she can use Pumpkin to attack while blocking. Other uses are to make risky moves like 2C safe, extend pressure or combos, create a safe approach, and harass people pretty much anywhere on the screen. One interesting to note is that unlike Lobelia, Pumpkin does not gain new trajectory when used with B Lotus.

Sword Iris

214C air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 600 - all 19 8 42T +2 HBFP* - Click!
Air 600 - all 22 8 45+3LT +24 HBFP* - Click!
  • Frame advantage calculated off of shortest jump
  • Floats on hit


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 still retains it's float on hit properties, Rachel can use it as a way to launch opponents without spending wind.

Beelze Lotus

22A air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 300 - all 39 54 51T +5 HBFP* - Click!
Air 300 - all 39 54 till L+10 - HBFP* - Click!
  • Increases effect of 7D, 8D, 9D
  • If not attached, will disappear if Rachel is hit
  • If attached stays on for about 16 seconds

Aside from activating rods with Sword Iris, Rachel also turn her rods into Lotus. When activated, the existing rods turn into helicopter bats and home in on the opponent. Both versions only travel a short distance, though A Lotus is able to travel slightly farther than B Lotus. 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. A Lotus is not really used much compared to B Lotus. However, when attached to opponents it can launch them extremely high and allow for new combo possibilities.

Air versions of both moves are pretty worthless due to their long recovery.

Barrel Lotus

22B air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 300 - all 39 54 51T +5 HBFP* - Click!
Air 300 - all 39 54 till L+10 - HBFP* - Click!
  • Increases effect of 5D
  • Causes Rachel's 5D to home in on the opponent
  • If not attached, will disappear if Rachel is hit
  • If attached stays on for about 16 seconds

Of the two Lotus, B Lotus is much more commonly used. Rachel can safely set it up in combos, situations where someone techs in the air, or if far away to halt approaches on both the ground and air with Lotus's homing properties. It's a good option to use after making someone block a Lobelia. When it's attached, Rachel's 5D not only homes in, but is significantly stronger allowing combos like 5B > 5CDC to carry someone much farther than it normally would or after a level 3 j.2C to launch someone extremely high into the air. It can also be used to strengthen her zoning and space control, but it does not give Pumpkin new angles to attack.


Distortion Drives

Baden Baden Lily

632146C air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground (Normal) 450*6 R all 13+4 2*6 49T +51 HBFP*(2) 13-22 All Click!
Air (Normal) 450*6 R all 29+2 2*6 till L + 8 +54 HBFP*(2) 29-36 All Click!
Ground (OD) 450*6*2 R all 13+4 2*18 (max 6 hits) 49T +71 HBFP*(2) 13-22 All Click!
Air (OD) 450*6*2 R all 29+2 2*18 (max 6 hits) till L + 8 +74 HBFP*(2) 13-22 All Click!
Rod (Normal) 200*4 R all see note 2*4 - +31 HBFP*(2) - Click!
Rod (OD) 300*4 R all see note 2*16 (max 4 hits) - +31 HBFP*(2) - Click!
  • Normal versions have 20% minimum damage (540)
  • OD versions have 15% minimum damage (810)
  • 180F Heat Gauge Cooldown
  • Invincibility starts during superflash
  • Frame advantage for air versions calculated off of shortest jump
  • Normal Rods have 35% minimum damage (280)
  • OD Rods have 40% minimum damage (480)
  • Rods have 110% Bonus Proration

Because Rachel's game is much more dependent on corner carry, Baden Baden Lily is now primarily used in corner combos. Rachel's new combo paths and Lobelia's new wallbounce property also make it much easier to stack multiple rods in the corner. Baden Baden Lily does hit all the way to the top of the screen, so if for some reason someone is above you or far below you 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 to spend extra wind to get as many rods stacked before activating it.

Tempest Dahlia

632146B air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 (Normal) 200*7, 500 R all 10+9 - 73T +38 HBFP*(2) 10-11 All Click!
Level 2 (Normal) 200*9, 950 R all 10+1 - 73T +49 HBFP*(2) 10-11 All Click!
Level 3 (Normal) 200*7, 1550 R all 10+0 - 73T +49 HBFP*(2) 10-11 All Click!
Level 4 (Normal) 200*5, 300*3, 800*3 R all 10+0 - 73T +81 HBFP*(2) 10-11 All Click!
Level 5 (Normal) 300*8, 800*3 R all 10+0 - 73T +95 HBFP*(2) 10-11 All Click!
Level 1 (OD) 200*10, 950 R all 10+9 - 73T +57 HBFP*(2) 10-11 All Click!
Level 2 (OD) 200*9, 950*3 R all 10+1 - 73T +77 HBFP*(2) 10-11 All Click!
Level 3 (OD) 200*7, 950*3, 1550 R all 10+0 - 73T +97 HBFP*(2) 10-11 All Click!
Level 4 (OD) 200*5, 300*5, 1550, 800*3 R all 10+0 - 73T +105 HBFP*(2) 10-11 All Click!
Level 5 (OD) 300*14, 1100*3 R all 10+0 - 73T +126 HBFP*(2) 10-11 All Click!
  • 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
  • 180F Heat Gauge Cooldown
  • 10-11 All Invul
  • Frame advantage calculated when opponent was in corner and Rachel is at point-blank range to opponent
  • Recovery for aerial version is until landing + 7F
  • Attack levels per projectile: bat and cow = 3, pumpkin = 4, frog = 5
  • Blockstun per projectile: bat and cow = 16, pumpkin = 18, frong = 20

Though in past games Tempest Dahlia's main uses were to regain wind, create a blind mix up, fairly safely cover a lot of vertical space, and stall for time, in BBCP Tempest Dahlia also sees a lot of use as a midscreen combo ender. Due to it being fairly difficult to get high damage off of Baden Baden Lily midscreen due to Rachel's new combo paths, it's very common for that 50 meter to instead be spent on Combo > 5CC > Tempest Dahlia to knock the opponent to the corner and allow for safe summons.


Astral Heat

Clownish Calendula

2363214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - all 1+10 40 26 -45 HBF 1-50GP(A) Click!
  • 180F Heat Gauge Cooldown
  • 1-50 GP(A)


BBCP's version of Clownish Calendula is Rachel's first true reversal. Though it is no longer unblockable, it's instead very fast and guard points from frame 1 which makes it a decent reversal option and a good punish. Rachel can combo into it from pretty much anything which makes it very optimal to use compared to past games. Do note that even though it guard points for 50 fames, 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.


Strategy

Offense

Compared to other characters with very straight-forward offensive tools, Rachel can seem pretty daunting or even confusing. Her normals aside from 6A and j.C do not cover a lot of space, so spacing them properly during offense is extremely important. The method does vary depending on what character you're facing, but generally the gameplan is to safely throw out George/Pumpkin/Lobelia/Lotus to create a safe approach or control space for an opportunity to combo into knockdown which will let you summon again and attempt to repeat the process. Against most characters the emphasis is on using Rachel's projectiles and normals to control space and create bad situations, but characters with stronger neutral tools can either make this extremely difficult or shut Rachel down so you have to be more creative to find methods to summon safely.


Once you get knock down, Rachel's primary goal is to run her 50/50 with IOH j.A, but she can also do frametraps by staggering her normals/properly spacing her projectiles, and she also has easy access to fuzzyguards. Once you get a hit, you go for corner carry or 3C knockdown then repeat the process. Her offense is extremely strong in the corner where she can have multiple projectiles out to lock down a character which gives you a lot more time/opportunities to 50/50 them into another knockdown and repeat the situation.


Because a lot of her stronger offensive tools require wind, it's very important to properly manage your wind meter. For this reason, Rachel prefers combos that keep her on the ground which will allow her wind meter to recharge during her combos. Depending on the situation, you may even intentionally throw away a chance for a more damaging combo path to regain extra wind. Corner carry is also a huge priority for her, so it is also advisable to save wind for chances to knock someone into the corner with 5CC or 5CC > 632146B (Tempest Dahlia) if you have 50 meter.


Another thing to note is Rachel's damage off of random hits is not very high, so it is important to make sure to capitalize on the hits you get as much as possible. Most characters you will need to hit at least 5-6 times to kill, which is much higher than a lot of the cast. Most of your confirms will likely be off of starters like 5A/2A, occasionally 5B if you punish or space properly, 2B/3C or j.A/j.B, 6A CH, and j.B and j.C in the air. Other commons starters are Pumpkin, George, and Sword Iris.


Rachel doesn't have much of a throw game as her ground throw range is very short and she does not have a way to kara it to extend the range, but she can do tricks like airdash full screen with wind and air throw someone out of their move, or tick throw with 2A/5A and pumpkin. Air throw is also useful for people who like to jump out of the corner. The downside to her throw game is that if her throw is teched, it counts as Rachel being hit and Pumpkin/George/Lotus will disappear.


Defense

One of Rachel's main weaknesses is that she's limited in defensive options. However, she does have defensive options that are pretty unique to her character thanks to her wind mechanic. For example, when she's knocked down, she can tech over crouching characters or away from the character attacking her if she uses wind. She can also use wind while backdashing which can help her backdash away from things she would not normally be able to escape or even backdash forward and through things to make a move whiff so she can punish. Both of these options are also enhanced greatly if B Lotus is attached. Her other options are jumping/running out with wind, and normal defensive options of IB/barrier/IB Barrier/Counter Assault, etc.


If a character is being reckless or careless with their offense, you can also use 2C to guardpoint and potentially counter hit them for a combo. The weaknesses to this move, however, are pretty big so it's a risky option that should be used with care. It's very negative on block and it can be grabbed, many characters also have safe jump setups against it. Rachel can make it safe with George, Pumpkin, or 50 meter to RC. If they're being reckless with their jump ins, 6A CH is also a sizable threat. And if you read an airdash, a defensive Tempest Dahlia is a viable tool against many characters if your back is to the corner.


Another neat thing Rachel can do is if George is already out, you can wind during the gaps of the attacking character's blockstring to move him towards you. However, keep in mind that many characters will simply jump cancel their moves to jump over George or gatling into throw to make him go away.


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
sjc = super jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
summon = 214A or 214B, whichever you think is better for the situation

Midscreen

Notes:

  • For combos with 5BD > 6A 66 5B, the 66 is a microdash.
  • For combos with 5BD > 6A the microdash after is much easier if you piano the moves.
  • For combos with 4B 66 5B, you must hit them with 5B when they are at even height with Rachel or they'll be too high for the rest of the combo
  • For combos with 5B > 6A > 236A 66 3C, the timing is different/more difficult on some characters. You may need to delay 236A.
  • For combos with 4B 66 5CC, you may need to adjust the timing of 4B to cause a different ground bounce height so 5CC will connect.


5B Starter
5B > 5C > 3C > summon

Damage: 1344 Heat Gain: --
Notes: Rachel's go-to path if she has no wind.

5B > 5CC > summon

Damage: 1502 Heat Gain: --
Notes: Rachel's go-to path if she has no wind and wants knock back.

5B > 2B > 5B > 6BD > 5C > 3C summon

Requirements: 1 wind
Damage: 1922 Heat Gain: --

5BD > 6A 66 5B > 6A > 4B 66 3C > summon

Requirements: 1 wind
Damage: 1963 Heat Gain: --

5BD > 6A > 4B delay 5B jc j.B > j.C jc j.B > j.C > j.236A

Requirements: 1 wind
Damage: 2483 Heat Gain: --

5BD > 6A 66 5B > 6A > 4B 66 5B sjc j.B > j.C jc j.B > j.C > j.236A

Requirements: 1 wind
Damage: 2769 Heat Gain: --

5BD > 6A > 4B 66 5B > 6A > 236A 66 3C > 214C 66 5CC > summon

Requirements: 1 wind
Damage: 2840 damage Heat Gain: --
Notes: Rachel's go-to BnB path. Varying degrees of difficulty depending on the character.

5BD > 6A 66 5B > 6A > 236A 66 3C > 214C 66 6A > 4B 66 5CC > summon

Requirements: 1 wind
Damage: 2865 damage Heat Gain: --
Notes: Alternate version of Rachel's go-to BnB path. Varying degrees of difficulty depending on the character.

5B > 6B jc 3D j.B > j.C > 5BD > 6A 66 5B > 6A > 236A 66 3C > 214C 66 6A > 4B > 5CC > summon

Requirements: 2 wind
Damage: 2940 Heat Gain: --

5BD > 6A 66 5B > 6A > 236A 66 6B jc j.B > j.C 2D land 6A > 4B 66 5CC > summon

Requirements: 2 wind
Damage: 2959 Heat Gain: --
Note: Alternate version of Rachel's BnB that's handy on hard to combo characters

5BD > 6A 66 5B > 6A > 4B 66 5B jc j.B > j.C 2D land 5B jc j.B > j.C jc j.B > j.C > j.236A

Requirements: 2 wind
Damage: 3018 Heat Gain: --

Throw Starter
Throw 7D 6A > 4B 66 5B > 6A > 236A 66 3C > summon

Requirements: 1 wind
Damage: 2327 Heat Gain: --
Notes: Go-to path if you want 3C knockdown off of throw

Throw 7D 66 5B > 6A > 236A 66 3C > 214C 66 5CC > summon

Requirements: 1 wind
Damage: 2453 Heat Gain: --
Notes: Go-to path off of throw. Can substitute RC or OD for 7d if you are out of wind.

Air Throw 3D land 66 5B > 6A > 236A 66 3C > 214C 66 5CC > summon

Requirements: 1 wind
Damage: 2853 Heat Gain: --
Notes: Go-to path off of air throw

Midscreen to Corner

5B Starter
5B > 6CD > j.2C > 5B > 6B > 5CDC 66 5B > 6A > 236A , 6A > 4B > 3C summon

Requirements: 2 wind, Midscreen or closer
Damage: 2807 Heat Gain: --

5B > 6B > 5CDC > 236B 66 6A > 236A , 6A > 4B > 3C > summon

Requirements: 1 wind, Near corner
Damage: 2935 Heat Gain: --

Corner Only

Navigation

BlazBlue: Chrono Phantasmae
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System Explanations

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