BBCSE/Rachel Alucard/Frame Data

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System Data

Health: 11000

Combo Rate: 75%

Guard Primers: 4

Movement Options: Double Jump, 1 Airdash, Dash type: Run, Wind

Jump Startup: 4

Backdash Time: 23

Backdash Startup Invincibility: 7

Normals

TODO "Correct frame data"

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300*2 124*2 80 84 (once) all 1 HB 6 2(6)3 11 -2 23 14 Click!
  • Counter Carries
5B SJR 550 227 95 89 HL 3 HBP 8 6 19 -8 21 17 Click!
5C SR 750 310 100 92 HL 4 HB 17 4 32 -17 40 19 Click!
  • Fatal Counter possible
  • 21F~ able to cancel into followup
2A CSR 300 124 80 84 LA 1 F 7 4 8 ±0 10 14 Click!
2B SR 420 198 80 86 L 2 FP 10 6 18 -10 24 14 Click!
2C R 1000 414 50 94 HL 5 BF 23 13 42 -34 73 30 Click!
  • 5~35F full body guardpoint against head, body, and foot attacks
  • floats opponent on hit
  • Cannot clash
  • Cannot emergency tech
6A SR 620 256 80 89 HL 3 HB 13 5 15 -3 21 26 Click!
  • 7~12F Head attribute guard point
  • floats opponent on hit
6B SR 640 264 75 89 HL 3 HB 13 3 15 -1 21 17 Click!
  • Causes opponent to slide on CH
  • Wallbounces in corner on hit
6C SR 241 99 100 60(once) all 4 H 13 3*N til landing +13 +4 til landing +6 19 Click!
  • 13F~ in the air
  • Counter carries
  • Damage and heat gain decrease by 93% per hit (rounded down, 37th attack will do 0 damage)
  • Active frames continue until landing
4B R 800 331 70 92 H 4 HB 28 6 22 -9 39 19 Click!
  • Breaks 1 Guard Primer
5C > C SR 850 351 100 94 HL 5 HB 9 8 24 -11 28 50 Click!
  • Opponent slide on hit
  • 50% repeat proration
3C SRx3 300x3 124x3 90 92(once) L 4 F 11 4, 4, 2 17 ±0 20 40 Click!
  • Floats opponent on hit
  • Counter Carries
  • 19F able to change to 3C(hold) by having button held down
j.A SJR 300 124 70 84 HA 1 H 8 3 7 - 13 14 Click!
j.B SJR 460 190 80 86 HA 2 H 9 6 12 - 20 14 Click!
j.C SJR 650 269 90 89 all 3 H 8 6 20 - 23 32 Click!
  • 23F able to change to j.[C] by holding down button
j.[C] -- -- -- -- -- -- -- -- -- -- 16F after landing -- -- -- Click!
  • 10F~ can cancel into air normals or airdash
  • If cancel was performed, no landing recovery
j.2C (Lv 1) SR 680 281 90 94 all 5 H 13 until landing 31F after landing -- 19F after landing 25 Click!
  • ground bounces opponent on air hit
  • 80% repeat proration
j.2C (Lv 2) SR 1200 496 100 94 all 5 H 13 until landing 31F after landing -- 19F after landing 60 Click!
  • ground bounces opponent on hit
  • 80% repeat proration
j.2C (Lv 3) SR 2000 828 100 94 all 5 H 13 until landing 31F after landing -- 19F after landing 164 Click!
  • ground bounces opponent on hit
  • 80% repeat proration
  • breaks 1 guard primer
  • forces fatal counter on normal hit
  • untechable time is based off CH
Forward Throw -, R 0, 1200 0, 496 90 100, 55 100 0, 4 ground throw 7 3 18 - during move 12, 80 Click!
  • 2nd attack wallbounces opponent
  • 100% minimum damage
Back Throw -, R 0, 1200 0, 496 90 100, 55 100 0, 4 ground throw 7 3 24 - during move 12, 80 Click!
  • 2nd attack wallbounces opponent
  • 100% minimum damage
Air Throw -, R 0, 1600 0, 662 100 100, 55 90 0, 4 air throw 7 3 24 - during move 12, 34 Click!
  • 2nd attack grounds opponent
  • cannot emergency tech
  • 100% minimum damage
  • vertical throw range: -60~280
Counter Assault R 0 0 50 92 all 4 HB 12 3 33 -20 35 19 Click!
  • 1~20F fully invincible
  • blows back opponent on hit
  • 180F Heat gain cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Silpheed
  • Silpheed Gauge has 4 stocks, each stock is 10,000 points.
  • gauge recovery rates (per frame): 1~30F after Silpheed usage = 0; 31~180F after Silpheed usage = 20; 180F~ after Silpheed usage = 160
  • gauge does not recover, when Rachel is airborne, during superflash, or hitstop. (Timer for recovery rates will still continue)

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
A Tiny Lobelia
236A
R 500 207 70 92 all 4 HBP 11 -- total 47F -4 27 19 Click!
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
B Tiny Lobelia
236B
R 600 248 80 92 all 4 HBP 20 -- total 58F -6 41 30 Click!
  • floats opponent on hit
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
C Tiny Lobelia
236B
R 600 248 80 92 all 4 HBP 20 -- total 58F -6 41 30 Click!
  • floats opponent on hit
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
A Tiny Lobelia (air)
j.236A
R 450 186 80 92 all 4 HBP 9 -- total 53F -- 32 19 Click!
  • has a minimum height
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
  • 9F landing recovery
B Tiny Lobelia (air)
j.236B
R 550 227 80 92 all 4 HBP 22 -- total 55F -- during move 19 Click!
  • has a minimum height
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
  • 9F landing recovery
C Tiny Lobelia (air)
j.236C
R 550 227 80 92 all 4 HBP 22 -- total 55F -- during move 19 Click!
  • has a minimum height
  • projectile Lv 1
  • Lightning rod will spawn wherever Lobelia lands on the ground
  • attack disappears if Rachel gets hit (Lobelia will still spawn rod)
  • Lobelia bounces back if clashes with projectile (and loses attack hitbox)
  • 9F landing recovery
George the XIII (summon)
214A / j.214A
-- -- -- -- -- -- -- -- 25 [24] 540 49 total [until landing] -- during move -- Click!
  • George seeks and and walks towards opponent
  • Can change Gorge's speed by using Silpheed
  • values in [ ] refer to the aerial version of the attack
  • George disappears if: 1. timer on George expires; 2. George initiates attack; 3. George is summoned again; 4. Rachel is hit or thrown when George is out; 5. George gets hit by an attack that does 700 damage
George XIII (frog) -- 145x8 60x8 85 85 (once) all 4 HBP 31 3x8 -- -- -- 22 Click!
  • floats opponent on hit
  • projectile Lv 1
  • Counter carries
  • attack stops if Rachel is hit
  • 6F hitstop
  • George takes 31F to startup when near opponent
  • Frog gauge appears when frog disppears; George XIII (summon) cannot be used until gauge fills (duration 120F)
Impish Gypsophilla (summon)
214B / j.214B
-- -- -- -- -- -- -- -- 29 300 46 total [41 total] -- during move -- Click!
  • Pumpkin disappears either if timer on pumpkin expires or Rachel gets hit, thrown, or blocks an attack
  • Values in [ ] refer to aerial version
  • Using aerial version consumes 1 jump/airdash
Impish Gypsophilla (pumpkin) R 300 124 80 86 all 2 HBFP using wind + 5 20 -- -- -- 20 Click!
  • 13F blockstun
  • Projectile Lv 1
  • Attack disappears if Rach blocks or gets hit
  • 9F hitstop
  • Can only be used 3 times (won't count if wind was used while pumpkin was on its active frames)
  • Pumpkin disappears if: used 3 times (see previous note); 180F after Silpheed use; or a clash occurs
Sword Iris
214C
-- 600 248 80 86 all 2 HBFP 19 8 42 total +2 38 42 Click!
  • floats opponent on hit
  • Projectile Lv ??
  • Guaranteed to come out after 13F
  • Spawns lightning on all lightning rods and Tiny Lobelias
Sword Iris (air)
j.214C
-- 600 248 80 86 all 2 HBFP 19 8 45 total +25* 40 42 Click!
  • floats opponent on hit
  • Projectile Lv ??
  • Guaranteed to come out after 16F
  • 3F landing recovery
  • Spawns lightning on all lightning rods and Tiny Lobelias
  • Frame advantage is from when move is done immediately off of jump (startup 27F)

Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Baden Baden Lily
632146C
500x6 R 0 80 85 (once) all 2 HBFP 13+4 2x6 21 +63 during move 100 Click!
  • superflash~9F after superflash fully invincible
  • superflash~22F after superflash airborne
  • projectile Lv 2
  • projectile guaranteed to activate after startup
  • floats opponent on hit
  • counter carries
  • 20% minimum damage
  • 200F Heat Gauge Cooldown
Baden Baden Lily (air)
j.632146C
500x6 R 0 80 85 (once) all 2 HBFP 29+2 2x6 8F after landing +66 during move 100 Click!
  • superflash~7F after superflash fully invincible
  • projectile Lv 2
  • projectile guaranteed to activate after startup
  • floats opponent on hit
  • counter carries
  • 20% minimum damage
  • 200F Heat Gauge Cooldown
  • Frame advantage listed is when move is done immediately off jump (27F)
Baden Baden Lily (rod) 150x4 -- 0 80 100 (once) all 2 HBFP refer to notes 2x4 -- +39 -- 100 Click!
  • projectile Lv 2
  • floats opponent on hit
  • breaks 1 guard primer
  • counter carries
  • 20% minimum damage
  • 200F Heat Gauge Cooldown
  • Spawns lightning on all lightning rods and Tiny Lobelias
  • order of spawning is from Rachel first, then from oldest to newest rod/Lobelia in 4F intervals
  • Ground version startups: 1 rod = 13+8F; rods = 13+12F; 3 rods = 13+16F
Tempest Dahlia (Lv 1) 200x7, 500 R 0 100 90x7, 30 all 3 HBP 10+9 -- 73 total +15 during move 40 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 2) 200x9, 950 R 0 100 90x9, 30 all 3 HBP 10+0 -- 73 total +28 during move 40 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 3) 200x7, 1550 R 0 100 90x7, 30 all 3 HBP 10+0 -- 73 total +29 during move 40x7, 50 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • 8th attack floats opponent on hit
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 4) 200x5, 300x3, 1600 R 0 100 90x8, 30 all 3x8, 4 HBP 10+0 -- 73 total +43 during move 40 / 50 / 90 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • Cow floats opponent on hit
  • Pumpkin breaks 1 guard primer
  • Attacks 1,2,4,5 and 7 are bats; Attacks 3, 6, and 8 are cows; 9th attack is a pumpkin
  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5
Tempest Dahlia (Lv 5) 300x5, 400, 1800 R 0 100 90x6, 30 all 3x5, 4, 5 HBP 10+0 -- 73 total +51 during move 50x5, 90, 60 Click!
  • superflash~1F after superflash fully invincible
  • projectile Lv 2
  • 20% minimum damage
  • projectile guaranteed to activate after their own startup
  • aerial version has 7F landing recovery
  • 180F Heat gain cooldown
  • floats opponent on hit
  • 6th and 7th attacks break 1 guard primer (total 2)

6th attack has 18F histop, 7th attack has 20F hitstop

  • 5D wind created on superflash
  • Frame advantage listed is on ground version when Rachel and opponent are in corner
  • Tempest Dahlia level is determined by number of stocks in Silpheed gauge during superflash. Less than 1 stock = level 1, 4 stock = level 5

Astral

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Clownish Calendula
222B
- death 0 - - unblockable 5 HBP 51+80 40 26 -- 175 -- Click!
  • 1~119F after superflash guard point on red aura
  • can pass through opponent during move
  • 180F Heat Gauge Cooldown

Revolver Action Table

MAY REQUIRE CORRECTIONS

Ground Revolver Action Table
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, Special
4B - 5B, 2B, 6B 5C, 2C, 6C Throw
6C - - j.C, j.2C Special
3C - - - Special on first 2 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
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc