BBTag/Azrael/Strategy

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 Azrael


Team Synergy

Point

Azrael is generally the point character for most his teams due to his incredible value with one bar. If you get a hit, you can get over 9k damage, take them to the corner, and set up for 2A(A) oki that can potentially kill their point character. The route mentioned is also burst safe and can cause the same situation to the opposing teams burst depending on said team. Azrael also generally needs a assist to be very effective due to a lack of solo mix options. This means having him first with an assist and burst potential at the ready is a good thing. He also is very good at generating meter due to his damage.

Anchor

There are a few teams that want Az on the back line. Most of these comps have partners that have very strong round start options (Mitsu 5A, Carmine 5A, Aki ToD set up etc.) You generally want to make use of his strong 5P and force blockstun with his 6P. 4P is very strong as a anti-zoning tool so it can help with characters that don't enjoy getting shot. 4P can also be used as a bait to entice the opponent into punishing the assist only to punish them for extending.

Recommended Partners

Recommended partners are Adachi, Yumi, Gordeau, Ruby, Narukami, and Akihiko

Just because your favorite character isn't here doesn't mean you can't play the team. However for competition oriented players, these are your go to teams.

Here are quick thoughts on each listed team.

Adachi - Adachi was introduced in 2.0 and is by far Azrael's best partner. All of his assists work for Azrael in a number of ways. 6P is good for Gustav+assist and for trying to control airspace a moderate amount. 5P serves as a very strong cross up assist and with enough hit and block stun to confirm from even after two dashes. It also has a long active switch period so you can block confirm and create a mix up with 2A>DP AS. 4P is a okay anti-air but it is perfect timing for backdash+assist and enough hit and blockstun to hit confirm or create a mix up on block. Adachi also gets a good 5P, a anti-zoner tool which is pretty nice for some of his poorer MU like Nine, and a 6P with insane blockstun. A Ziodyne + 6P can blockstring into B Ziodyne or can create a left/right mix up with a AS>dash. Adachi enables Azrael greatly and vise versa. There will be a video showing confirms and team synergy in the video section. Bojack and Neo Guranzon are two player with plenty of footage using the team. https://youtu.be/ar_bGLMfd4Y

Yumi - Yumi is also quite a strong partner for Azrael. Her 6P is very good at allowing a horizontal approach as well as gustav+6P. the 5P works similar to Adachi's but over multiple hits and is a little harder to confirm from due to the launch. 4P is massive and is fantastic for a defensive call or backdash+assist. Her ice allows for unique standing resets on his longer routes if there is no burst available. This is nice to mix in with his setplay to keep the opponent guessing. Azrael also provides some good horizontal approaches with 6P and easy ways to convert from her AS options.

Gordeau - Az/Gord is a solid team due to how well Azrael synergies with Gordeau's assists. Gustav+6P is very solid as a means to cover grounded approach and force + frames. It is also a good option to close in with and make dashing in neutral all the more threatening. 5P is a good lockdown tool and has fast enough start up to be threatening as well as slow enough too consistently get past cross up protection. 4P is fantastic with backdash and is a very good way to take a turn back. You can even active switch into Gord from this and get a combo. Outside of assists they have lots of CC damage and ways to open players up. The team focuses on horizontal approach and ground game, leaving the air somewhat lacking. The team hasn't changed much from 1.5 so older footage works as well as any new footage from Bojack or Neo Guranzon.

Ruby - Ruby has good assists for Azrael and lots of active switch potential. Her assists work similar to Gord however her 4P is better and 6P is much faster overall so it allows for a faster paced team. Ruby's mobility and ability to play without assists is fantastic and allows Azrael to have ample time to heal. They also can get a lot of damage from instant j.C 214A+6P and have good ways to turn small hits into huge damage. There are currently no notable players running this team.

Narukami - Yu has a lot of tools that Azrael likes and functions similar to Ruby in a lot of aspects. 6P is fantastic for neutral and can even led to conversions from Gustav+6P at a given space. 5P is similar to Gord's and 4P is similar to Ruby as well. The team also gets big damage from j.C 214A+6P. Currently C50P plays this team.

Akihiko - Aki/Az is explosive damage and due to the changes, Aki doesn't fall into a lot of brawler struggles anymore. Neither really gain anything from their assists in neutral however in combo they lead to massive damage and can be used in combo to set up sandwich situations. Currently Sethlolol plays this team.

General Tactics

Azrael has a lot riding on dash assist and Gustav. You want to use dash to create sandwiches very easily and go for CC mix up a lot to get your openings. Azrael has a execution barrier in his just frames however you can mash many of these fairly consistently. As the Azrael player, you want to make sure you're managing your assists health as a solo game is very hard for Azrael in many MUs. Your assist is your mix so a picked of character can lead to a lot of struggle opening a competent opponent up.

Okizeme

Generally 2A(A)/2C(C) in corner is his best oki to cover all tech options and create safe cross up assist on wake up. DP and TCL are both common and strong enders as well. This video explains a lot of these options. https://youtu.be/rqzcYpZWn3E?t=267 2A(A) is now consistent from Valiant as well. Azrael has a few good oki options that are fantastic with assists available. The following are his primary options:

Airborne 2A(A): This is by far some of his best oki. It allows for Az to dash assist for continued safe pressure. Depending on the tech options you can cross up assist mid screen or at least remain in pressure depending on the assist. In the corner, you can call your assist early and it can body block forward tech, causing a cross up assist/sandwich situation no matter the tech option.

TCL: Midscreen this isn't the best option however it works and is a standard ender to his combos. Azrael gets a IAD j.A safe jump in the corner from this but it is unsafe midscreen against neutral tech. Against forward tech he will cross up the opponent and leave him safe vs most the cast and he is too far away to continue pressure vs back tech.

DP: DP ender allows for a IAD j.A safe jump against neutral and back tech but loses vs forward tech. You can also use dash assist as your oki here and it covers all tech options however forward tech will still prevent you from maintaining pressure without activating CC.

Choosing an Oki Route

You generally will want to go for Valiant in combos and as such, you'll want to go for 2A(A) assist oki. 2A(A) assist is safe, is difficult to block consistently, and creates a sandwich situation if blocked. If you don't want to use meter on Valiant then you generally want to use DP or TCL ender. DP allows for an IAD j.A safe jump against neutral and back tech but requires a read to cover forward tech. Dash assist after DP also covers all tech options and if you use a lockdown assist (Gord 5P) it can create another situation where they must hold pressure. TCL has good corner carry however the midscreen options are pretty bad. You can't chase back tech, neutral tech doesn't allow for IAD j.A safe jump, and forward tech is the same however you will cross up most DPs. In the corner you will get safe jump IAD j.A and cover neutral and back tech. You must make a read and IAD back j.A or call an assist to cover forward tech. You want to also pay attention to your combo timer and proration, as this can cause them to drop out of TCL or DP if the combo is very prorated or carry on too long.

If you want more damage then end in a super, we get no safe oki and really should only be used as a means to kill a character. You can get IAD j.A safe jump from RB BHS in the corner and only in the corner.

Video Examples

https://youtu.be/rqzcYpZWn3E?t=267 - This is from 1.3, however it explains generally what was mentioned here and covers the set ups visually and with text explainations.

Blockstrings

Azrael does not have much in airtight strings. Most of the time he relies on special canceling into Gustav or 5AAA can be air tight in many situations. 5B>Gustav is also a block string depending on spacing and when you cancel into Gustav. He relies more on stagger pressure and ending strings early once the opponent is encouraged to DP. Once they DP, they die pretty much die lmao.

Tips and Tricks

You can special cancel Azrael's forward dash, thus letting you have more options to approach with. You can also cross up with his dash to get left/right mix. Most of these options are reactable and not very rewarding without assist however they are good to deal that last bit of damage needed to win a match. You can also special cancel the landing frames of Azrael's j.C for more pressure or even combos.

Fighting Azrael

Azrael struggles in neutral, so force as many neutral situations as possible. Many pokes deal with Azrael very well and playing outside of his 5B range or in the space where 5A whiffs is very good. Stop commiting in neutral because you will die against for going in too hard. Play it slow, create as space as possible, and let them hang themselves in neutral.

If you are a zoner, stop throwing projectiles without a second thought. Set yourself up to be out of phalanx's path or place yourself in a position where you can punish them for going for bad growlers. Patience is key to beating Azrael consistently.

Here is a video that covers many options that will make the Azrael MU easier. https://youtu.be/7c18qNv73nE

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