Overview
[description here]
Health:
Guard Primers:
Play-style:
Movement Options:
Drive:
Move List
- See also: Rachel Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- A: can block while in the air without using barrier
- All: can be blocked however
- All attacks can be blocked with aerial barrier unless stated otherwise.
Normal Moves
5A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
A standard jab. Nago slaps the opponent twice. You can gatling from the first hit or the second hit. Jump cancellable.
5B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel summons a small gust of wind to hit the opponent. Has projectile and physical property. Jump cancellable. Air unblockable. 5B > 2B gatling is very useful.
5BB
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
This is the same as 6B.
5C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel transforms her umbrella into a sword and stabs the opponent, the follow up attack opens the umbrella and blows back the opponent. Rachel may gatling from the first hit or the follow up.
5CC
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Air unblockable. Breaks one Guard Primer. 5C on CH is a Fatal Counter. It can be used in a corner loop, but has a repeat proration of 50%.
2A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Nago stabs at you with his tail. Decent range as far as Rachel's attacks go.
2B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Similar to 5B, except Rachel is crouching. Also has projectile and physical property. Is a low.
2C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Nago turns into a chair and Rachel sits on him. Nago electrocutes himself (and the opponent if he hits the opponent). You can only do full combos from this on CH. Does not require wind to combo, but the most damaging combos are done if you use wind. If opponent blocks or this whiffs, you've just given your opponent a free ticket to do whatever. However, if it hits, it is one of Rachel's most damaging starters. Has a fully body guard point that can eat one hit. Air unblockable. Takes off one Guard Primer.
6A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Nago becomes a buff pirate and uppercuts the opponent while Rachel curtsies. It's a very strong anti-air that leads into good damage if it connects. Has an upper body guard point that can eat one hit. Air unblockable.
6B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Blows back the opponent on counter hit and allows you to get a free summon or combo if you have a conveniently placed rod. 6B is Rachel's longest-ranged normal and a very respectable poke. It is also good for mix up during block strings. Jump cancellable. Air unblockable.
6C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel twirls in the air and stabs her opponent with the over-skirt of her dress. Very good for corner carry combos and you can loop 5B 6CD jC to carry them all the way to the corner. The attack continues as long as Rachel is in the air, so people have used it to stall for time by using 6C 8D to carry the opponent with you up into the air. Also +4 on block.
4B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel turns around and her over-skirt becomes a large curved spike that stabs the opponent. Very slow overhead. Air unblockable. Takes off one Guard Primer.
3C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel spins on the ground with her over-skirt turning into a circular chair-like object with large spikes. Must be blocked low.
3[C]
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
You can hold down 3C to extend the attack up to 7 hits. Used for mix up (usually off of 5B or 6B) or to extend combos. Must be blocked low.
j.A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Nago jabs a paw at the opponent. An extremely fast and sneaky overhead. Can chain into itself on whiff, hit, or block. Requires 2D or 3D to hit most crouching characters.
j.B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel stabs the opponent with her over-skirt. A little slower than j.A, but still good as an overhead. Also needs 2D or 3D to hit most crouching characters. Also decent as an air to air or as a jump in.
j.C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel opens up Nago who turns into a spiky umbrella. Good for catching opponents who are in the air above you as the active hitbox is pretty huge. It's very untechable on counter hit and gives Rachel enough time to land and catch the opponent in an air combo.
j.[C]
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Hold down the C button and Rachel will keep the umbrella open and float in the air. You can move her around with wind. A common time out tactic is to super jump with up wind and do j.[C] to make her slowly float to the ground. The higher Rachel is though, the faster she will fall.
j.2C j.2C Level 1
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
j.2C Level 2
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
j.2C Level 3
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Gii turns into a platform with a drill while Rachel sits on him and reads books. It's her only air normal that's not an overhead, but she can chain into normals or specials on landing. There are three levels of this move. The level of the move depends on Rachel's momentum along with the amount of time she spends in the air. The higher the level, the more damage and untechable time it gives you. Level 2 will bounce the opponent off the ground. Level 3 will Fatal Counter even on normal hit and bounce the opponent very high in the air. Level 2 takes off one Guard Primer and level 3 takes off two Guard Primers.
Throws
Forward Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
*throw range
Back Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
*throw range
Air Throw
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
*throw range
Special Moves
Tiny Lobelia (236A/B/C or j.236A/B/C)
Rachel's most basic zoning tool. Rachel shoots a football shaped seed with a lighting rod printed on it. This projectile is active from appearance until it lands on the ground. When it lands, a lighting rod spawns. She can also shoot them in the air. She has three ranges where she can shoot the projectile- short, medium, long (A, B, C on the ground and C, B, A in the air). Also, after the seeds are shot, Rachel can alter their direction by using wind.
A maximum of three rods can be out at any given time. When Rachel shoots more than three rods, the new rod will replace the oldest rod.
Tiny Lobelia 236A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tiny Lobelia j.236A
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tiny Lobelia 236B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tiny Lobelia j.236B
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tiny Lobelia 236C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tiny Lobelia j.236C
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
George the XIII (214A / j.214A)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel sets down a frog which will walk towards the opponent. Rachel may wind the frog towards the opponent (frog will only slide towards the opponent, if winded away the frog will walk in place). When the frog is near the opponent, it'll activate by setting off an electrical shock. She may also summon him in the air.
The frog itself has an HP of 700 and, unlike the pumpkin, the opponent can hit George when he is not active. George will also remain out even if Rachel blocks an attack, but will still disappear if she is hit or if she is grabbed/opponent techs Rachel's grab. George also disappears on his own after a set amount of time and he will also disappear after activating.
If George disappears after activating (whether killed, finishing his attack, or Rachel is hit/techs a grab/opponent techs Rachel's grab), a cool down meter will appear for Rachel. This meter lasts approximately 2 seconds and during this time, Rachel may not summon the frog.
George is good as both a offensive and defensive tool. On offense, George is used to continue pressure and lengthen combos. Lengthening combos with George is ideal in situations when you want to regain wind. On defense, George is used to trap opponents and by standing near him, most opponents will be cautious when approaching Rachel. If an opponent is forced to block George, Rachel gets a free mix up opportunity.
Impish Gypsophilla (214B / j.214B)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel twirls around and summons a pumpkin. Rachel can wind this pumpkin in any direction as many times as she wants, but it can only hit the opponent three times before disappearing. It will also disappear on its own after a certain amount of time. She may also summon it in the air.
The pumpkin only has a hitbox when it is active and therefore opponents cannot hit it while it is not active (opponents may only hit it with another projectile to make it disappear). However, an opponent can cause the pumpkin to disappear by hitting Rachel, making her block an attack, or grabbing her/teching her grab.
Pumpkin is the best of Rachel's zoning tools and being able to keep it out is vital to her game play. While pumpkin is out, Rachel is able to safely approach the opponent, zone, keep the opponent in pressure, and extend combos. Pumpkin travels very fast and with Rachel's ability to make it go pretty much any direction she wants it to, it can prove to be an extremely annoying obstacle for your opponent.
Sword Iris (214C / j.214C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
When rods are planted by Tiny Lobelia, Rachel may do a command to activate the rods. When she does this, a pillar of lighting will appear where ever the rods are and shock the opponent. She can also do this in the air. All rods will disappear after activation.
Sword Iris is generally used to extend combos and to make opponents think twice about rushing in on Rachel. Another common use is to run away and activate Sword Iris as your opponent chases you down. Also, as stated in the description for Tiny Lobelia, it's great for catching people during air dashes. The air version gives frame advantage when done as low as possible.
Distortion Drives
Baden-Baden Lily (632146C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Air Baden-Baden Lily (j.632146C)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rods during Baden-Baden Lily
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel floats in the air and does a bigger version of Sword Iris, except lighting will also appear where Rachel is. She may also do this in the air.
Baden Baden Lily is mostly used in combos, but may also be used in pressure if you want to Guard Crush your opponent. Each rod and Rachel take off a primer, totaling up to four primers. This makes it really good for potential Guard Crush setups. Outside of that, Baden Baden Lily is used for combos.
Tempest Dahlia (632146B / j.632146B)
Tempest Dahlia Level 1
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tempest Dahlia Level 2
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tempest Dahlia Level 3
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tempest Dahlia Level 4
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Tempest Dahlia Level 5
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel puts on a Nago cloak while Gii puffs up into a giant and blows out a huge gust of wind. Depending on the number of wind stocks Rachel has, different projectiles will shoot out. There are a total of five different levels. Only level 4 and 5 break guard primers (4 breaks 1 and 5 breaks 2).
Tempest Dahlia is used for defensive purposes. It's not very good in combos because the proration of the last projectile is 30%, severely limiting the combo potential of this move. The good news is all version are plus on block. Also, due to the lengthy time of this super, it can be used to stall for time or (more importantly) regain a lot of wind stock. Even during the level 1 version, Rachel can regain 2-3 stocks, making Tempest Dahlia a pretty decent super.
One thing to keep in mind- The closer Rachel's back is to the corner, the faster the projectiles will appear on screen. Also, once a projectile appears, it's active frames are guaranteed.
Another thing to note is that Rachel can move before Tempest Dahlia is completely done. This is especially useful during the level 4 and 5 version where Rachel can get a free mix up while both she and the opponent are obscured by King George or King Pumpkin.
Astral Heat
Clownish Calendula(222B)
Damage | P1 | P2 | Guard | Atk Level | Startup | Active | Recovery | Frame Adv | Untech | Hitbox |
---|---|---|---|---|---|---|---|---|---|---|
Rachel sets her umbrella into the ground and a glowing red pillar of light appears around her. After the umbrella is set into the ground, Rachel is completely invulnerable and cannot be hit or grabbed until she goes into recovery. The red pillar is unblockable. If the opponent touches the red pillar, the attack activates and they are killed. Rachel may also manipulate wind (and therefore any projectiles she has out) during this attack.
Like most Astrals, this attack is very rarely used. The start up on the attack is extremely long, it costs 100 meter and a burst, and in pretty much every situation there is something better you can do with those resources.
Rachel can combo into it (although it is difficult to do), but in cases where she can it is easier to use Baden Baden Lily to kill the opponent. There are some corner setups involving George and pumpkin that trap the opponent and force them to get hit, but these are also rarely used.
The only other positive thing to say about this attack is if the opponent for some reason air dashes or is somewhat at close range, you can wind them in or use pumpkin to knock them into the attack.
Strategy
Offense
Defense
Combos
Midscreen
Corner
TODO: Fill out missing sections.
Revolver Action Table
May require corrections.
A | B | C | Cancels | |
---|---|---|---|---|
5A | 5A up to 3 times, 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 | 5A, 2A up to 3 times, 6A | 5B, 2B, 6B, 4B | 5C, 2C, 6C, 3C | Throw, Special |
2B | - | 5B two times, 6B, 4B | 5C, 2C, 6C, 3C | Throw, Special |
2C | - | - | - | - |
6A | - | 5B, 6B, 4B | 5C, 2C, 6C, 3C | Throw, Special |
6B | - | - | 5C, 6C, 3C | Throw, Jump, Special |
4B | - | 5B, 2B, 6B | 5C, 2C, 6C | Throw |
6C | - | - | j.C, j.2C | Special |
3C | - | - | - | Special on first 2 hits |
A | B | C | Cancels | |
---|---|---|---|---|
j.A | j.A | j.B | j.C, j.2C | Throw, Jump, Special |
j.B | j.A | - | j.C, j.2C | Throw, Jump, Special |
j.C | - | - | j.2C | Jump, Special |
j.2C | - | - | - | Special on landing |
- j.2C can cancel ground recovery into ground normals on landing
- Red = On Hit only
- Green = Available on whiff
- Blue = Only once per spring
- Special = Specials and Supers
- Super = Supers only