BBTag/Rachel Alucard/Frame Data

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Rachel Alucard


Glossary

How do I read frame data?

System Data Glossary
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Rachel Alucard 17,000 4F 25F (1~7F Inv All) Sylpheed
  • Backdash is 46F total, but can cancel into all actions except back walk on 26F

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1500 All 13 5 17 -5 B 5~12 Guard H 90 70 3 16 Launch 30 Launch 44 11 +0 +2
4AA 1700 All 23 4 17 -2 B 90 85 4 18 19 53 + GBounce 24 68 + GBounce 12 +0 +5
5A 1500 All 8 6 15 -4 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1200 All 15 3 18 -4 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 180×N All 7 3×N 22L -8 H 100 80 3 16 17 17 Launch 31 2 +0 +2
5AAAA 1700 All 8 6 Until L+9 H 100 85 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
2A 1000 Low 10 6 18 -10 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1500 All 11 3 15 -1 B 100 80 3 16 17 17 22 31 11 +0 +2
5BB 1500 All 13 8 22 -13 B 100 80 3 16 17 17 22 31 11 +0 +2
5BBB 1700 All 11 8 18 -7 B 100 85 4 18 Crumple 42 50 Crumple 51 65 12 +0 +5
2B 2000 All 11 30 18 -27 B 5~23 Guard HBFP 80 80 5 20 Launch 30 Launch 46 13 +0 +8
5C 800 High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 600×3 Low 10 4×2,2 17 -2 F 90 70 3 16 Launch 80 Launch 94 8 +0 +2
2[C] 600×7 Low 10 4,4,4,4,4,4,2 17 -2 F 90 70 3 16 Launch 80 Launch 94 8 +0 +2
j.A 1000 High 8 6 12 H 100 75 2 13 17 17 21 29 10 +0 +1
j.AA 1000 All 6 6 12 H 100 75 2 13 17 17 21 29 10 +0 +1
j.B 1700 All 8 9 20 H 100 75 4 18 Launch 24 Launch 39 12 +0 +5
j.C 1500/1700/2000 All/High/All 13 Until L 31L -25/-25/-17 H 80 80/75/80 3/4/5 16 20 90 + GBounce 25 104 + GBounce 11 +0 +2


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7-30 3 23 T 100 50 0, 4 Launch 60 0, 12
AD Gerbera Lute 2000 Air Unblockable 16 8 40 -27 B 1~23 All 80 60 5 20 Launch 60 Launch 76 3 +0 +0


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Tiny Lobelia 1230 All 11 Until Hit Total: 42 -4 P1 80 80 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13
236B B Tiny Lobelia 1230 All 17 Total: 44 0 P1 80 80 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13
j.236A Air A Tiny Lobelia 1230 All 9 Total: 53+9L P1 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13
j.236B Air B Tiny Lobelia 1230 All 22 Total: 55+9L -6 P 80 80 3 16 Launch 30 Launch 44 0/+11 +11 +13
214A Barrel Lotus 500, 1000 All 25 120 [(6)8] Total: 36 P1 80 100, 75 2, 1 13 14, Launch 14, 34 18, Launch 28, 45 0/+10, 0/+12 +10, +12 +11, +12
j.214A Air Barrel Lotus 500,1000 All 25 120 [(6)8] Total: 36 P1 80 100, 75 2, 1 13 14, Launch 14, 34 18, Launch 28, 45 0/+10, 0/+12 +10, +12 +11, +12
214B Sword Iris 1000 All 17 8 Total: 40 P1 80 75 (Once) 2 13 Launch 34 Launch 46 0/+12 +12 +13
j.214B Air Sword Iris 1000 All 22 8 Total: 45 P 80 75 (Once) 2 13 Launch 34 Launch 46 0/+12 +12 +13


Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Tiny Lobelia 1230×3 All 20 X(5)X(5)X Total: 57 P1 80 80×3 3 16 Launch/ 17 30 Launch/ 31 44 0/+11 +11 +13
j.236C Air EX Tiny Lobelia 1230×3 All 22 X(2)X(2)X Total: 55+9L P1 80 80×3 3 16 Launch 30 Launch 44 0/+11 +11 +13
214C George the 13th 1500, 400×12 All 24 Until L (in range+18) 3×12 Total: 44 P1 80 80 3 16 17, Launch×12 60, 35×12 22, Launch×12 74, 49×12 0/+11, 0/+2×12 +11, +2×12 +11, +4×12
j.214C Air George the 13th 1500, 400×12 All 24 Until L (in range+18) 3×12 Total: 44 P1 80 80 3 16 17, Launch×12 60, 35×12 22, Launch×12 74, 49×12 0/+11, 0/+2×12 +11, +2×12 +11, +4×12


Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Winded 6C 400×8, 1700 All (18)+13 3×14
[(7)6]
Until L+4 H 70 80 3×8, 4 16×8, 18 17×8, Launch 36×8, 40 + Down 33 1 +0
6P Tiny Lobelia 1230×2 All (18)+19 X(5)X Total: (18)+42 +8 P 80 80 3 16 Launch/ 17 30 0/+11 +11
4P Sword Iris 1000 All (18)+12 8 Total: (18)+42 -5 P1 70 75 2 13 Launch 34 Launch 46 0/+12 +12 +13


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Tempest Dahlia 400×8, 800×3, 1200×3
[400×11, 800×6, 1200×3]
All 10+(34 Flash)+17 See notes Total: 74 P2 1~27 P 80 60 3×8, 4×3, 5×3
[3×11, 4×6, 5×3]
16×8, 18×3, 20×3
[16×11, 18×6, 20×3]
25×8, Launch×5
[25×11, Launch×9]
40×2, 50, 40×2, 50×3, 90×6
[40×2, 50, 40×2, 50, 40×2, 50×6, 90×3]
30×8, Launch×5
[30×11, Launch×9]
54×2, 64, 54×2, 65×3, 106×6
[54×2, 64, 54×2, 64, 54×2, 65×6, 106×3]
0/+11×8, 0/+3×2, 0/+11, 0/+3×2, 0/+20
[0/+11×11, 0/+3×2, 0/+11, 0/+3×2, 0/+11, 0/+3×2, 0/+20]
+11×8, +3×2, +11, +3×2, +20
[+11×11, +3×2, +11, +3×2, +11, +3×2, +20]
j.236BC Air Tempest Dahlia 400×8, 800×2, 1200×3
[400×11, 800×6, 1200×3]
All 10+17 See notes Total: 74 P2 1~27 P 80 60 3×8, 4×2, 5×3 16×8, 18×3, 20×3
[16×11, 18×6, 20×3]
25×8, Launch×5
[25×11, Launch×9]
40×2, 50, 40×2, 50×3, 90×6
[40×2, 50, 40×2, 50, 40×2, 50×6, 90×3]
30×8, Launch×5
[30×11, Launch×9]
54×2, 64, 54×2, 65×3, 106×6
[54×2, 64, 54×2, 64, 54×2, 65×6, 106×3]
0/+11×8, 0/+3×2, 0/+11, 0/+3×2, 0/+20
[0/+11×11, 0/+3×2, 0/+11, 0/+3×2, 0/+11, 0/+3×2, 0/+20]
+11×8, +3×2, +11, +3×2, +20
[+11×11, +3×2, +11, +3×2, +11, +3×2, +20]
214BC Baden Baden Lily 1100×8 [1370×8] All 10+(33 Flash)+4 2×28 Total: 97+14L -16 P2 1~20 All 80 60 4 18 Launch 100 Launch 115 0/+6 +20 +25
j.214BC Air Baden Baden Lily 1100×8 [1370×8] All 10+(33 Flash)+4 2×28 Total: Until L+8 P2 1~20 All 80 60 4 18 Launch 100 Launch 115 0/+6 +20 +25
214BC Rods Baden Baden Lily (Rods) 500×4 All 10+(33 Flash)+8 2×4 P2 80 100 2 13 Launch 100 Launch 112 0/+6 +20 +25
Distortion Skill Duo Baden Baden Lily 250×8 [310×7, 330] All 1+(71 Flash)+1 2×28 Total: 98+14L -32 P2 1~7 All 100 100 4 18 Launch 100 Launch 115 0/+6 +20 +25


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Clownish Calendula All 6+(120 Flash)+10 40 25 -44 P2 1~55 Guard All 5 20 0


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCS Rachel 6A.pngGuard:
All
Startup:
13
Recovery:
17
Advantage:
-5
5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCS Rachel 5B.pngGuard:
All
Startup:
8
Recovery:
15
Advantage:
-4
[3*]
5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBTag Rachel 5AA.pngGuard:
All
Startup:
15
Recovery:
18
Advantage:
-4
5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBCS Rachel 6C.pngGuard:
All
Startup:
7
Recovery:
22L
Advantage:
-8
5AAAA - - Wind[+], Special, Super
5AAAABBCS Rachel AThrow.pngGuard:
All
Startup:
8
Recovery:
Until L+9
Advantage:
-
- - - -
2ABBCS Rachel 2B.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
[3*]
5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBCS Rachel 6B.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-1
- 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBCS Rachel 5C.pngGuard:
All
Startup:
13
Recovery:
22
Advantage:
-13
- 5BBB, 2B 5C, 2C Special, Super
5BBBBBCS Rachel 5CC.pngGuard:
All
Startup:
11
Recovery:
18
Advantage:
-7
- 2B 5C, 2C Wind[+], Special, Super
2BBBCS Rachel 2C.pngGuard:
All
Startup:
11
Recovery:
18
Advantage:
-27
- - - Special, Super
5CBBCP Rachel CT.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2C and 2[C]BBCS Rachel 3C.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-2
- - - Wind[+], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCS Rachel jA.pngGuard:
High
Startup:
8
Recovery:
12
Advantage:
-
[2]
j.AA j.B j.C Wind[+], Jump, Special, Super
j.AABBCS Rachel jB.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-
[2]
j.A j.B j.C Wind[+], Jump, Special, Super
j.BBBCS Rachel jC.pngGuard:
All
Startup:
8
Recovery:
20
Advantage:
-
- - j.C Wind[+], Jump, Special, Super
j.CBBCS Rachel j2C.pngGuard:
All/High/All
Startup:
13
Recovery:
31L
Advantage:
-25/-25/-17
- - - Wind[+], Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Wind = Hold direction during move to use Wind, each move can only Wind in certain directions
  • 5A and 2A can be used a combined total of 3 times per string

Sources

Navigation

Rachel Alucard
Ambox notice.png To edit frame data, edit values in BBTag/Rachel Alucard/Data.