Rachel Alucard/Move List

Overview
Rachel Alucard is a character specializing in using ranged weapons. Her normal attacks are short and not very good for close range fighting. Her Drive, Silpheed, has the ability to control the direction of the wind which can effect the range of her weapons and can effect her opponents. She can move around all her projectile weapons including cannon artillery, frog, and pumpkin. These projectiles along with her lighting rods are used to hit and force the enemy into blocking. When the lightning rods activate, they can hit her enemies. These tools can help her keep opponents in their place and the lightning rods can catch them off guard. One use of the wind requires 1/4 of the wind gauge, meaning you can only use 4 winds in a row. Once you use up all of it you have to wait for it to recover while standing on the ground. The gauge refills 1/4 of its stock every 3 seconds.

She is a little weak at close range but has some strong tools. For ground to air attacks she has 2B, 6A. From above the opponent, in the air, she can use j.C cannon or j.2C. For horizontal attacking she has lighting attacks and horizontal projectiles, which include her cannon and pumpkin which can both be shot across the stage by wind. Both can be used against grounded and airborne opponents. 6B is also a very useful mid ranged normal attack. It is able to put the opponent in a lot of hit-stun on a counter hit. Because of the update(1.03) her 6B now causes knock down and her 5CC as well.

Distortion Drives
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6A Combo
6A > B > j.B > j.C > dj.B > dj.C > j.236A

6A > B > sj.B > j.A > j.B > j.C > dj.2C

6A > B > j.B > j.C > 2D (land) > B > sj.B > sj.C > dj.B > dj.C > j.236A

6A > B > j.B > j.C > 2D (land) > B > 632146C

6A > B > j.B > j.C > dj.2C + 2D > j.C *land* > B > sj.B > sj.C > dj.B > dj.C > j.236A

6A > 4D > 632146C (Should be input as 6A3214D6C)

On CH AA 6A, you can add another 6A.

You can also do B > 6A > B > *combo*

B Combo
B > D > C+C *slight delay* > 236B > 22A > IAD j.B > j.C > j.236A

B > D > C+C *slight delay* > 236B > 632146C > 214A > 3C *frog hits* > 3C

(CH 6B) B/6B > 6C+D > j.C > B > 6C+D > B > 3C

^ Does not work on Rachel. Carl and Taokaka may also be problematic at times.

B > j.3D+B > j.C > B > j.B > j.2C > j.C > B > C+C > 236B > 22A / 632146C > 214A > 3C *frog hits* > 3C

Vs crouching:

j.3DC > B > j.2C > B > j.3DC > B > j.3D+C > B > D > C+C > 236B...

> dash 22A > j.C > dj.C > j.236A

> 632146C > 3C *frog hits* > 3C

Corner:

B > D > C+C > 214A > dash B > 236A *frog hits* > 6A > 632146C > 214A > 3C *frog hits* > 3C

B > D > C+C > 214A > dash 2B > B > *frog hits* > sj.8D > 2D + j.2C > 214A > 3C *frog hits* > 3C / 632146C

^ If the opponent techs out after the j.2C, you're coming down too early. Go a little higher.

Midscreen combos w/ frog:

These work on the following: Carl, Haku-Men, Litchi, Bang, Arakune, V-13, Rachel, Taokaka. Most of the time, you should be using these as your midscreen combo against them.

B > D > C+C > 214A > dash B > 236A *frog hits* > dash 6A > 632146C > 214A > 3C *frog hits* > 3C

B > D > C+C > 214A > 3C (1 hit) > 236A *frog hits* > 3C > 22A > 3C / j.2C

B > D > C+C > 214A > dash 2B > B > *frog hits* > sj.8D > 2D + j.2C > 214A > 3C *frog hits* > 3C / 632146C

^ If the opponent techs out after the j.2C, you're coming down too early. Go a little higher.

3C Combo
3C +9D > 6C > j.C *land* > j.B > j.C > dj.B > dj.C > j.236A

3C +9D > 6C > j.C *land* > 632146C > 214A > 3C *frog hits* > 3C

^ Against Tager/Carl/Noel, you have to input 9D after the 1st hit of 3C.

So 3C (1hit) > 9D > *combo*.

Throw Combo
Throw > 7D > dash B > j.B > j.C > dj.B > dj.C > j.236A

Throw > 7D > dash B > j.B > j.C > 2D *land* > B > 632146C

Throw > 7D > dash B > j.B > j.C > dj.2C + 2D > j.C *land* > sj.B > sj.C > dj.B > dj.C > j.236A

Corner:

1) Throw > 9D > 6A > 632146C > 214A > 3C *frog hits* > 3C

2) Throw > B > j.B > j.C > dj.B > dj.C > j.236A

3) Throw > 6C > j.C *land* > 632146C > 214A > 3C *frog hits* > 3C

Air throw > 2D *land* > 2B > B > j.B > j.C > dj.B > dj.C > j.236A