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{{MFlag}} | {{MFlag}} | ||
===== | ==Overview== | ||
{{Overview | {{#lst:{{PAGENAME}}/Data|Links}} | ||
| | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
|pros= *'''Crank that Georgia Boy''': Due to Wind Shenanigans, Rachel can make quick work of all the Guard Libra stocks, without using meter. Unlike {{Character Label|Nu- | |header=Overview | ||
|content= Rachel is perhaps the most generalist of the Top 3. With her kit, she has answers to a lot of situations and shares many of the pros the other two top tiers have, but it is worth noting that her niches are a hybrid of the two, not being straight up better than the two. With her normals that give her an oppresive gameplay style, such as {{clr|B|5B}} or {{clr|C|3C}}, Rachel has an easy time setting up mix ups and is very profficient at breaking the Guard Libra by combining these normals and her Wind Gauge. With her rods, George and Pumpkin, all while drawing you in closer with Wind, Rachel has zoning comparable to {{Character Label|GGACR|Testament}}, where you will wish you were fighting Arakune instead with how much random stuff is on screen. Rachel also has good mobility and a plethora of defensive tools, mainly Wind, but George and Rods can be a pain. With her combo game on top of it, Rachel earns her spot as one of the Top 3 of BBCT ([https://pbs.twimg.com/media/CYNjKIeUwAAh10W.jpg only to die epically in BBCS]). | |||
}} | |||
{{BBCT/infobox | |||
|fastestAttack = | |||
|reversal = | |||
}} | |||
{{ProsAndCons | |||
|intro= is going to break your guard. | |||
|pros= *'''Crank that Georgia Boy''': Due to Wind Shenanigans, Rachel can make quick work of all the Guard Libra stocks, without using meter. Unlike {{Character Label|BBCT|Nu-13}}, she does use a resource, but said resource won't be used for much else in the end. | |||
*'''Hold down the Neutral, my child!''': George and Pumpkin plus Rachel herself all being pushed by Wind make it hard to approach Rachel, you will have a weird time fighting her, reminiscent of BBCF. | *'''Hold down the Neutral, my child!''': George and Pumpkin plus Rachel herself all being pushed by Wind make it hard to approach Rachel, you will have a weird time fighting her, reminiscent of BBCF. | ||
*'''Rods''': Rods are part of her oki and her combos as well, which means they will be omni-present if you play her right. The usual "Drag them to the rods!" gameplan works as usual. | *'''Rods''': Rods are part of her oki and her combos as well, which means they will be omni-present if you play her right. The usual "Drag them to the rods!" gameplan works as usual. | ||
*''' | *'''Clap Loop Denier''': Do you have a Wind Gauge? Congrats, you won the MU. If not, then just wait next round, because Rachel doesn't have a reversal, but one Wind Gauge destroys the infinite on average. | ||
*'''Good damage''': With all the stuff flying around and her usual combos, Rachel's damage is not bad at all, despite her not being an easy damage machine like Nu, she still does stuff easier than Arakune. | *'''Good damage''': With all the stuff flying around and her usual combos, Rachel's damage is not bad at all, despite her not being an easy damage machine like Nu, she still does stuff easier than Arakune. | ||
|cons= | |cons= | ||
* | * no | ||
}} | }} | ||
</div> | |||
==Normal Moves== | ==Normal Moves== | ||
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}} | }} | ||
===<big>{{Clr|B|6B}}</big>=== | ===<big>{{Clr|B|6B}} / {{clr|B|5BB}}</big>=== | ||
{{BBCT Move Card | {{BBCT Move Card | ||
|input=6B | |input=6B | ||
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{{BBCT Move Card | {{BBCT Move Card | ||
|input=6C | |input=6C | ||
}} | |||
===<big>{{Clr|B|4B}}</big>=== | |||
{{BBCT Move Card | |||
|input=4B | |||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|description= | |description= | ||
Rachel drills down to the ground, plummeting the opponent on hit. Similar to Nu's {{clr|D|j.214D}} in that it serves as both her air combo ender for a HKD, and as an instant overhead tool, however Rachel can convert off of hers for free! | |||
}} | }} | ||
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|input=214A,Frog | |input=214A,Frog | ||
|versioned=input | |versioned=input | ||
|description= | |description= The infamous frog, George walks forward and after a bit he becomes an active hitbox, forcing them to block or get hit if he is near them | ||
}} | }} | ||
===<big>Impish Gypsophilla</big>=== | ===<big>Impish Gypsophilla</big>=== | ||
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==Navigation== | ==Navigation== | ||
<center>{{Character Label|BBCT|Rachel Alucard|42px}}</center> | <center>{{Character Label|BBCT|Rachel Alucard|size=42px}}</center> | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{#lst:BBCT/Navigation}} | {{#lst:BBCT/Navigation}} | ||
[[Category:BBCT Character]] |
Latest revision as of 03:40, 10 April 2024
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Rachel Alucard is going to break your guard.
- Crank that Georgia Boy: Due to Wind Shenanigans, Rachel can make quick work of all the Guard Libra stocks, without using meter. Unlike Nu-13, she does use a resource, but said resource won't be used for much else in the end.
- Hold down the Neutral, my child!: George and Pumpkin plus Rachel herself all being pushed by Wind make it hard to approach Rachel, you will have a weird time fighting her, reminiscent of BBCF.
- Rods: Rods are part of her oki and her combos as well, which means they will be omni-present if you play her right. The usual "Drag them to the rods!" gameplan works as usual.
- Clap Loop Denier: Do you have a Wind Gauge? Congrats, you won the MU. If not, then just wait next round, because Rachel doesn't have a reversal, but one Wind Gauge destroys the infinite on average.
- Good damage: With all the stuff flying around and her usual combos, Rachel's damage is not bad at all, despite her not being an easy damage machine like Nu, she still does stuff easier than Arakune.
- no
Normal Moves
5A
5B
5C
5C:
- 21~28 cancelable into 5CC
5CC:
- Spin collapse on hit (41F in stun, 31F knocks down)
2A
2B
2C
- Launches on hit.
6A
- Float Effect on Hit.
6B / 5BB
- Staggers on counter hit (57)
6C
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
- No extra recovery if canceling into an air move
- hitstop 5F
- 1st hit 288 Damage, and scaled 90% on each hit
- 0 damage on the 39th hit.
4B
Add a description to this move using the |description=
field.
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
3C
3C:
- Down effect on hit
- hitstop 9F
3[C]:
- Down effect on hit
- hitstop 9F
j.A
j.B
j.C
- Press C again cancel to the follow up.
j.[C]
- Reduces Rachel's fall speed
- Can cancel to anything besides jump and guard at 10F.
j.2C
Rachel drills down to the ground, plummeting the opponent on hit. Similar to Nu's j.214D in that it serves as both her air combo ender for a HKD, and as an instant overhead tool, however Rachel can convert off of hers for free!
j.2C (Lv 1):
- Down effect on hit
- Can cancel to normal and special moves on landing recovery on hit or guard.
j.2C (Lv 2):
- Floor bounce effect on hit
- Can cancel to normal and special moves on landing recovery on hit or guard.
j.2C (Lv 3):
- Floor bounce effect on hit
- Can cancel to normal and special moves on landing recovery on hit or guard.
Drive Moves
Universal Mechanics
Forward Throw
- Wall bounce on hit
Back Throw
- Wall bounce on hit
Counter Assault
- Blast away on hit.
Special Moves
Tiny Lobelia
236A/B/C
236A:
- Projectile property
- On impact creates lightning rod, can have up to 3 on screen.
236B:
- Float effect on Hit
- Projectile property
- On impact creates lightning rod, can have up to 3 on screen.
236C:
- Float effect on Hit
- Projectile property
- On impact creates lightning rod, can have up to 3 on screen.
Air Tiny Lobelia
j.236A/B/C
j.236A:
- height restricted
- projectile property
- on impact creates lightning rod, can have up to 3 on screen.
j.236B:
- height restricted
- projectile property
- on impact creates lightning rod, can have up to 3 on screen.
j.236C:
- height restricted
- projectile property
- on impact creates lightning rod, can have up to 3 on screen.
George the XIII
214A (Air OK)
The infamous frog, George walks forward and after a bit he becomes an active hitbox, forcing them to block or get hit if he is near them
214A:
- Frog disappears when its not active for 420F or Rachel is hit or it takes 700 damage or a new Frog is put out
- Values in [] are for air version.
Frog:
- Projectile property
- launches on hit
- hitstop 7F.
Impish Gypsophilla
214B (Air OK)
214B:
- Disapears when Rachel is hit or Silpheed is used 3 times or a new pumpkin is put out.
Pumpkin:
- Projectile property
- moves in the direction of Silpheed
- won't disappear when moving even if Rachel is hit or blocks a move
- moves on the first frame of Silpheed
- frame advantage is the most using the ground version.
Sword Iris
22A
- Projectile property
- launches on hit
- will activate after 13 frames (even if hit)
- the lighting rods will disappear after startup
Distortion Drives
Baden-Baden Lily
632146C (Air OK)
632146C:
- Projectile property
- goes through projectiles
j.632146C:
- Projectile property
- launches on hit
- goes through projectiles
- continues through super freeze
632146C Lightning Rod:
- Projectile property
- goes through projectiles
- starts in order of newest lightning rod
- starts up after frames 8, 12, and 16 on the ground version
- all startup at the same time for the air version.
Astral Heat
Clownish Calendula
222B
- Slips through the opponents movements
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State