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Azrael is a character known and feared for his ability to do highly damaging combos with the help of his drive in the BlazBlue series and the same holds true for BlazBlue Cross Tag Battle.
Although Azrael excels in dealing a lot of damage once he gets hits, his neutral can be more difficult than other characters. Azrael dash is teleport dash that moves him forward a fixed distance that has some vulnerable recovery at its end. This can make approaching an opponent and precisely spacing your pokes and jump ins difficult. In order to close the gap between your opponent, you'll need to smartly use a combination of his movement options, Gustaf, Growler+Phalanx and Partner Skills.
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Health |
18,000 |
Prejump |
4F |
Backdash |
28F (1~20F Inv All) |
Forward Dash |
25F (7~15F Inv All) |
Unique Movement Options |
Teleport Step Dash |
Fastest Attack |
4A (6F) |
Reversals |
A+D (18F) 236B+C (11F) 214B+C (8F) |
- Above average amount of health.
- Can deal great solo damage with amazing corner carry at the cost of one meter with Valiant Charger.
- Has unique teleporting dashes which can be used to either escape or apply pressure.
- Has an anti-projectile move in Growler Field, which is also available as an assist.
- Large body, slow walkspeed.
- Maneuvering in neutral can be awkward due to his unique movement options.
- Lacks a fast-hitting low.
- Weakpoints progressively become harder to trigger the more they are used in a combo.
In the BlazBlue series, Azrael could 'mark' the opponent with a weakpoint with certain attacks. Hitting this mark would trigger the weakpoint and enhance the attack.
This has been adapted for BlazBlue Cross Tag Battle by having certain attacks gain enhanced properties by timing a button press right when said attack hits opponent. These attacks will gain enhanced properties like more damage, more stun, or followup attacks that allow Azrael to extend his combos in different ways than usual.
The following moves have the option to press the input again for a followup:
- 5AAAA
- 5BB
- 2A
- 2C
- j.B
- Valiant Crash
- Hornet Bunker
Normal Moves
4A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 6 | 9 | -1 | B |
- Fast jab, can be used as a reactionary antiair in many situations.
- Very good for stagger pressure.
Detailed description of the usefulness of the move go here
Level | P1 | P2 |
---|---|---|
2 | 100 | 75 |
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 7 | 7 | 10 | +1 | B | |
5AA | 1500 | All | 11 | 3 | 15 | 0 | B | |
5AAA | 1700 | All | 15 | 9 | 14 | -4 | B | |
5AAAA | 1700 [2000] | High | 21 | 3 | 20 | -4 [-2] | H |
- 5A is a fast normal, great hitbox, hits behind, can be used as a semi-reliable AA against airdash.
- Great for stagger pressure and can be jump cancelled for IAD j.A mix on block.
- 5AA +0 OB means this can go back into 4A and frametrap lots of characters.
- Good for bringing characters down for better grounded combos.
- 5AAA leads into a high/low mix or even throw cancelled for another layer.
- 5AAAA is a fastish (~20f) safe overhead.
- Values in [] are for Weakpoint version
- Will frametrap mashing and stuff attempts to chicken block.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 4 [5] | 80 | 85 [90] |
5A:
5AA:
5AAA:
5AAAA:
- Values in [] are for Weakpoint version
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1700 | All | 13 | 6 | 16 | -3 | B | |
5BB | 1700 [2000] | Low | 15 | 10 | 23L | -14 | F | 11~24 F |
5BB Followup | 1500 | All | 3 | 20 | +7 | P |
- 5B is a very rewarding poke with a disjointed hitbox.
- Special cancellable.
- This is one of your primary ways of establishing yourself in neutral relatively safely.
- 5BB is a low
- Values in [] are for Weakpoint version
- Special Cancellable
- Automatically performs followup on successful weakpoint hit
- 5BB Followup only comes out on hit with a just frame.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 4 | 100 | 85 |
5BB | 4 [5] | 90 | 85 [90] |
5BB Followup | 3 | 100 | 80 |
5B:
5BB:
- Values in [] are for Weakpoint version
5BB Followup:
- Only available after Weakpoint version of 5BB
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 26 | 3 | 18 | -4 | B |
- Another safe overhead
Old 6D.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 [2000] | Low | 15 | 3 | 15 | -1 [+3] | F |
- Values in [] are for Weakpoint version.
- This is his fastest low.
- Lots of reward from this move from just frame.
Level | P1 | P2 |
---|---|---|
3 [5] | 90 | 80 [90] |
- Values in [] are for Weakpoint version
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 13 | 6 | 30 | -19 | P | 7~16 H |
- Very poor anti-air.
- Good vs dives or very telegraphed aerial movement.
- Not as good as 5A but useful when you need some head invul.
- Jump Cancellable
Level | P1 | P2 |
---|---|---|
3 | 90 | 70 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 [2000] | Low | 24 | 6 | 15 | -2 [0] | F |
- Values in [] are for Weakpoint version
- Similar animation to 5C however it lacks the flash and sound effect.
- Despite the previous point. It's quite effective at checking players on defense and can open up 5C opportunities.
- Very rewarding on hit and safe on block.
Level | P1 | P2 |
---|---|---|
4 [5] | 90 | 85 [90] |
- Values in [] are for Weakpoint version
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | High | 9 | 6 | 14 | H |
- Very good aerial button, covers a good space and fast start up.
- It hits behind Azrael and is good for a cross up tool.
- Primary jump in button, commonly used with IAD.
- j.AA is Combo Filler, can be used to jail aerial opponents however this is fairly uncommon.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 [2000] | High | 19 | 5 | 16 | H |
- Values in [] are for Weakpoint version
- Ground bounces on weak point. Height of the ground bounce is based on the opponent's height.
- Primarily combo filler.
Level | P1 | P2 |
---|---|---|
3 [5] | 80 | 80 [90] |
- Values in [] are for Weakpoint version
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | 22 | Until L | 10L | +1 | H |
- Advantage based on immediate j.C
- Stalled air movement can bait out AA attempts.
- Special cancellable on landing, useful for frame trapping and combos.
- Can send airborne opponents upwards when hit in an specific way.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7~30 | 3 | 23 | T |
- Backward throw knocks down
- 100% minimum damage
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 |
- Minimum Damage 2000
Panzer Strike
5A+D
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800×2 | Air Unblockable, All | 18 | 12(16)Until L+4 | 34L | -19 | B, H | 1~29 All |
- Around a full second between the first hit being blocked and recovery, but it's still punishable if you block the second hit.
- Very useful for dealing with high up diagonal enemies. However it is very committal.
- Good oki from the second hit.
2-hit DP.
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Minimum Damage 90×2 (180)
Skills
Gustav Buster
236A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | 12~31 | 6 | 26 | -1 | B |
- Will skip to attack if Azrael reaches within a certain horizontal distance from opponent.
- Good way of closing a gap and forcing a RPS situation on most the cast.
- Many characters with 8 frame or slower buttons are forced to super or DP out of Gustav > 4A OB.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Minimum Damage 90
Tiger Magnum
236B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B | 1800 | All | 15 | 3 | 18 | -4 | B | |
236B > X | 1800 | All | 10 | 5 | 18 | -6 | B | |
236B > X > X | 2100 | All | 16 | 3 | 30 | -14 | B |
- Combo filler "rekka"
- Cheesy frametrap (with delayed followups)
- Blockstring extender with assists
Version | Level | P1 | P2 |
---|---|---|---|
236B | 3 | 80 | 80 |
236B > X | 3 | 80 | 80 |
236B > X > X | 4 | 80 | 85 |
236B:
- Minimum Damage 90
236B > X:
- Minimum Damage 90
236B > X > X:
- Minimum Damage 105
Growler Field
214A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 1800 | All | 7 | 5 | 36 | -24 | B | 1~28 Guard P |
214A > A | 1800 | All | 5 | Until Hit | Total 26 | +26 | P2 | 1~26 All |
- Hold A to prolong Growler
- Becomes full invul for remaining duration on successful projectile absorb; Can cancel into Phalanx Cannon on successful projectile absorb
Absorb a projectile, throw a projectile
Version | Level | P1 | P2 |
---|---|---|---|
214A | 3 | 90 | 80 |
214A > A | 3 | 80 | 80 |
214A:
- On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
- Minimum Damage 90
214A > A:
- Minimum Damage 90
Sentinel Dump
214B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | 39 | 3 | 50 | +8 | P |
- Interruptible pressure reset
- Can cross up on crouchers.
- His only +OB tool.
Level | P1 | P2 |
---|---|---|
3 | 100 | 80 |
- Minimum Damage 90
Extra Skills
Valiant Crash
236C (Chargeable)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C | 1900 [2090] | High | 24 | 9 | 38 | -28 | B | 11~(3 before active) HBFP Guard |
236C > 6 | 1 |
- Values in [] are for Weakpoint version
- Hits overhead
- Obvious because of the blue flash and raised leg. Can be timed for weakpoint allowing for damage of Charged version.
Version | Level | P1 | P2 |
---|---|---|---|
236C | 4 [5] | 80 | 85 [90] |
236C > 6 |
236C:
- Values in [] are for Weakpoint version
- Automatically becomes Weakpoint version if charged to max
- On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
- Minimum Damage 190 [209]
236C > 6:
- All hits during Valiant Charger gain WStick 30
Hornet Bunker
214C (Chargeable)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | 1900 [2090] | Low | 24 | 8 | 24 | -13 | F | 9~(8 before active) HBFP GP |
214C > 8 | 8 |
- Values in [] are for Weakpoint version
- Hits low
- 9~(8 before active) HBFP GP
Was way more ambiguous when it wasn't one of the two moves he has that glows blue. Can be timed for weakpoint allowing for damage of Charged version.
- Hornet Chaser 214C > 8
- All weakpoint attacks automatically hit weakpoint
- Air attacks can be airdash-cancelled, until you exceed 3 hits.
There isn't much of a reason to use this as Valiant Crash grants a much bigger reward.
Version | Level | P1 | P2 |
---|---|---|---|
214C | 4 [5] | 90 | 85 [90] |
214C > 8 |
214C:
- Values in [] are for Weakpoint version
- Automatically becomes Weakpoint version if charged to max
- On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
- Minimum Damage 190 [209]
214C > 8:
- All hits during Hornet Chaser have untech 50
Partner Skills
5P
BBCF 6C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2400 | All | (18)+15 | 8 | 2+21L | -12 | H |
- Azrael's original 6C.
- Ground bounces
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 120
6P
Leopard Launcher
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2500 | All | (18+)22 | 6 | 49 | -19 | B |
- +OB from Active Switch.
- Can be comboed from after a Active Switch.
- Very damaging and can be used for high damage loops.
Level | P1 | P2 |
---|---|---|
5 | 70 | 90 |
- Minimum Damage 125
4P
Growler Field
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
4P | 1800 | All | (18)+28 | 5 | 79 | -68 | B | 1~40 P 41~121 Guard P |
Absorb Projectile | 1800 | All | 25 | Until Hit | Total: 46 | -2 | P2 | 1~End All |
- On successful absorption of a projectile, Azrael will automatically do a Phalanx Cannon followup
- Projectile invul frame 1.
- Will stop walking sooner if the opponent is within reach.
Version | Level | P1 | P2 |
---|---|---|---|
4P | 3 | 70 | 80 |
Absorb Projectile | 3 | 80 | 80 |
4P:
- On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
- Minimum Damage 90
Absorb Projectile:
- Minimum Damage 90
Distortion Skills
Black Hawk Stinger
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
5500 [6500] | All | 7+(122 Flash)+4 [7+(149 Flash)+4] |
3 | 54 | -38 | B | 1~13 Guard All |
- Very fast, so it can punish enemy carelessness.
- Can lead into combos from Counter Hit during Resonance Blaze, even into itself.
- Can be used in reaction to whiffed buttons for a 3/4ths screen punish.
- Time freeze locks opponents from canceling the armor hit into DP. If the are too far, they can cancel into DP/Super.
- Tracks rather than going the full distance unlike in BBCF
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Values in [] are for Enhanced version
- On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
- Minimum damage: 1815 [2015]
Full Spartan
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500, 1800×2, 4000 [1500, 1800×2, 5800] |
All | 7+(77 Flash)+1 | 5 | 44 | -22 | B | 1~12 All |
- Values in [] for Enhanced version
- Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
- Cinematic super, good for Cross Combo.
- Can catch some bursts.
Level | P1 | P2 |
---|---|---|
4 | 80 | 95×3, 70 |
- Values in [] are for Enhanced version
- Minimum damage 225, 288×2, 1320 (2121) [225, 288×2, 1624 (2425)]
Distortion Skill Duo
Black Hawk Stinger
P during Partner's Distoriton Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 [2500] | All | 1+(157 Flash)+1 | 3 | 54 | -38 | B | 1~4 All |
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
Astral Heat
Patriot Apocalypse
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 7+(55 Flash)+9 | 15 | 128 | -122 | B | 1~30 All |
- Extremely punishable Astral
Don't drop your 5A confirm into it in Grand Finals. Never use this raw, you will regret it.
Level | P1 | P2 |
---|---|---|
5 |
Colors
