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[[File:BBCF_Azrael_Portrait.png|350x500px|center]] | [[File:BBCF_Azrael_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:BBCF/Azrael/Data|SystemData}} | ||
| | |||
}} | |||
;Play-style | ;Play-style | ||
:Low mobility, very strong mixup | :Low mobility, very strong mixup | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself. | Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself. | ||
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===Overdrive: Mind Colosseo=== | ===Overdrive: Mind Colosseo=== | ||
Azrael's Drive attacks now reveal weakpoints even on block. Weakpoints are not used up when you hit the opponent with weakpoint moves. Weakpoints do not disappear over time like they normally would as long as OD is active | * Azrael's Drive attacks now reveal weakpoints even on block. | ||
* Azrael can now special-cancel his Drive normals. | |||
* Weakpoints are not used up when you hit the opponent with weakpoint moves, allowing Azrael to use each of his Drive attacks in the same combo for big damage. | |||
* Weakpoints do not disappear over time like they normally would as long as OD is active. | |||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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|- | |- | ||
|} | |} | ||
<br clear | {{#lst:BBCF/Azrael/Data|Links}} | ||
<br style="clear:both;"/> | |||
==Normal Moves== | ==Normal Moves== | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A very short-range uppercut, cancels/links into itself. One of the very few 5As that need to be barriered in the air. | A very short-range uppercut, cancels/links into itself. One of the very few 5As that need to be barriered in the air. | ||
}} | }} | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|5B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Swipes with the hand, jump-cancelable. A strong anti-air due to its hitbox, it must be barrier blocked in the air as well. | Swipes with the hand, jump-cancelable. A strong anti-air due to its hitbox, it must be barrier blocked in the air as well. | ||
}} | }} | ||
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|name=5BB | |name=5BB | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A headbutt, knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms. | A headbutt, knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms. | ||
}} | }} | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Fatal Counter | * Fatal Counter | ||
* Excellent proation values | * Excellent proation values | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A crouching punch. Typical go-to move to pick up if your opponent doesn't tech. Hits low. | A crouching punch. Typical go-to move to pick up if your opponent doesn't tech. Hits low. | ||
}} | }} | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A swinging strike at their feet. Used as a link in various combos. | A swinging strike at their feet. Used as a link in various combos. | ||
}} | }} | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 9-18H invul. | * 9-18H invul. | ||
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|name=3C | |name=3C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*11-23F invul. | *11-23F invul. | ||
*Frame advantage listed is for point-blank range. | *Frame advantage listed is for point-blank range. | ||
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|name=6A | |name=6A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*7-24B invul. | *7-24B invul. | ||
*Frame Advantage listed is for point-blank range. | *Frame Advantage listed is for point-blank range. | ||
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|name=6B | |name=6B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*6-18H invul. | *6-18H invul. | ||
*Can be dash canceled from F30 regardless of whiff, hit, or block. | *Can be dash canceled from F30 regardless of whiff, hit, or block. | ||
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|name=6C | |name=6C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal Counter | *Fatal Counter | ||
*Frame advantage listed is for standing opponent. | *Frame advantage listed is for standing opponent. | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A simple downward punch. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A. | A simple downward punch. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A. | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*One hit max. | *One hit max. | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
An upward kick. Typical follow-up to Hornet Bunker/Chaser. Used in the middle of almost all of Azrael's more advanced combos after air dashing then landing from it. | An upward kick. Typical follow-up to Hornet Bunker/Chaser. Used in the middle of almost all of Azrael's more advanced combos after air dashing then landing from it. | ||
}} | }} | ||
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|name=j.2C | |name=j.2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|j.2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Azrael stops for a moment, then falls down with a divekick, knocks down on raw air hit. Landing j.2C after Hornet cause them to spin and you are able to continue the combo. Not nearly as strong of a divekick compared to the ones in the ''Street Fighter'' games. | Azrael stops for a moment, then falls down with a divekick, knocks down on raw air hit. Landing j.2C after Hornet cause them to spin and you are able to continue the combo. Not nearly as strong of a divekick compared to the ones in the ''Street Fighter'' games. | ||
}} | }} | ||
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|name=Taunt | |name=Taunt | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|Taunt}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Azrael's Taunt can deal damage for some reason. Your opponent will also tech from it while you're still recovering and do whatever they want to you. | Azrael's Taunt can deal damage for some reason. Your opponent will also tech from it while you're still recovering and do whatever they want to you. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Drive Moves== | ==Drive Moves== | ||
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|name=5D | |name=5D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|5D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A double-handed strike after a short jump. Overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Staggers with weakpoint. Lands before it goes active, making it somewhat questionable against your opponent throwing you. | A double-handed strike after a short jump. Overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Staggers with weakpoint. Lands before it goes active, making it somewhat questionable against your opponent throwing you. | ||
}} | }} | ||
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|name=2D | |name=2D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|2D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A crouching kick at their feet. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Hard knockdown with weakpoint. | A crouching kick at their feet. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Hard knockdown with weakpoint. | ||
}} | }} | ||
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|name=3D | |name=3D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|3D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Shares the same animation as 6D from frames 1-9 | *Shares the same animation as 6D from frames 1-9 | ||
Stomps at the enemy’s feet. Somewhat deceptive animation. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. | Stomps at the enemy’s feet. Somewhat deceptive animation. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. | ||
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|name=6D | |name=6D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|6D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Shares the same animation as 3D from frames 1-9 | *Shares the same animation as 3D from frames 1-9 | ||
A heel kick. This is your typical ender/extender for BnB combos to get a weakpoint/with weakpoint. An overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. | A heel kick. This is your typical ender/extender for BnB combos to get a weakpoint/with weakpoint. An overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. | ||
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|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|j.D}} | |||
{{!}}- | |||
An aerial smash. This is your typical air combo ender/extender for/with weakpoint. Overhead, applies upper weakness. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit. | {{Description|7|text= | ||
An aerial smash. This is your typical air combo ender/extender for/with weakpoint. Overhead, applies upper weakness and smashes the opponent away from you. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit. | |||
}} | }} | ||
}} | }} | ||
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|name=j.2D | |name=j.2D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|j.2D}} | |||
{{!}}- | |||
A roundhouse | {{Description|7|text= | ||
A horizontal roundhouse, causes knockdown, wide crossover range making it good for jump-ins. Overhead, applies lower weakness and smashes the opponent below you. Most of the time in combos you will be using j.D instead, but if you have or want a lower weakpoint this is what you'll use instead. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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|input=6B+C | |input=6B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% Minimum Damage | *100% Minimum Damage | ||
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|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|4BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% Minimum Damage | *100% Minimum Damage | ||
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|input=B+C in Mid-Air | |input=B+C in Mid-Air | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|j.BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% Minimum Damage | *100% Minimum Damage | ||
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|input=6A+B during blockstun w/50% | |input=6A+B during blockstun w/50% | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*1-20 All invul | *1-20 All invul | ||
*Frame Advantage listed is for point-blank range | *Frame Advantage listed is for point-blank range | ||
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|input=A+B w/25% | |input=A+B w/25% | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBCF/Azrael/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBCF/Azrael/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Can be charged | *Can be charged | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
====== <font style="visibility:hidden" size="0">Gustaf Buster</font> ====== | ====== <font style="visibility:hidden" size="0">Gustaf Buster</font> ====== | ||
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|input=236A | |input=236A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Start-up listed is for point-blank range | *Start-up listed is for point-blank range | ||
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|input=236C | |input=236C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A backfist blow with short reach. Relatively fast, especially if you do it after a cross-up teleport dash. Goes into Azrael's "rekka chains": Tiger>Cobra>Leopard, Tiger>Cobra>Valiant and Tiger>Cobra>Hornet. These chains are delayable. | A backfist blow with short reach. Relatively fast, especially if you do it after a cross-up teleport dash. Goes into Azrael's "rekka chains": Tiger>Cobra>Leopard, Tiger>Cobra>Valiant and Tiger>Cobra>Hornet. These chains are delayable. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_CobraStrike.png |caption=Filler Move | |image=BBCP_Azrael_CobraStrike.png |caption=Filler Move | ||
|name=Cobra | |name=Cobra Spike | ||
|input=6C during Tiger Magnum | |input=6C during Tiger Magnum | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236C > 6C}} | |||
{{!}}- | |||
An upward kick. Follow-up to Tiger Magnum. Usually followed by Leopard Launcher, but can also be canceled into Valiant Crash or Hornet Bunker to lead into a high/low mixup. | {{Description|7|text= | ||
An upward kick. Follow-up to Tiger Magnum. Usually followed by Leopard Launcher, but can also be canceled into Valiant Crash or Hornet Bunker to lead into a high/low mixup or to capitalise on the appropriate weakpoint during some combos. | |||
}} | }} | ||
}} | }} | ||
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|image=BBCP_Azrael_LeopardLauncher.png |caption=Filler move | |image=BBCP_Azrael_LeopardLauncher.png |caption=Filler move | ||
|name=Leopard Launcher | |name=Leopard Launcher | ||
|input=6C during Cobra | |input=6C during Cobra Spike | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236C > 6C > 6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A fiery clothesline punch. Slides on midscreen, wallsticks in the corner. Can often combo into other moves, especially near/in the corner. | A fiery clothesline punch. Slides on midscreen, wallsticks in the corner. Can often combo into other moves, especially near/in the corner. | ||
}} | }} | ||
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|input=214B (Chargeable) | |input=214B (Chargeable) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|214B}} | |||
{{!}}- | |||
*Can be | {{Description|7|text= | ||
*During GP frames, Phalanx Cannon stock goes up by 1 for each P property attack received | *Projectile guard point until recovery | ||
*Can be held to extend guardpoint | |||
*During GP frames, Phalanx Cannon stock goes up by 1 for each P property attack received (Maximum 3) | |||
*Can cancel into phalanx cannon | |||
*Azrael's fastest move, but not a reversal except against projectiles. | |||
Azrael | Azrael's anti-projectile zoning move. He stands there while an aura surrounds himself and projectiles he absorbs can be used for the powerful phalanx cannon attack. It also has a hitbox of its own that goes active very quickly and blows away the opponent if it hits, but it very punishable if blocked. | ||
This move is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. It's not a cure-all solution to ranged characters | This move is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. Similarly, It's not a cure-all solution to ranged characters and reckless and predictable use of it will get you destroyed due to how you remain vulnerable to other attacks during this move. | ||
}} | }} | ||
}} | }} | ||
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|input=236B (After absorbing projectile with Growler Field) | |input=236B (After absorbing projectile with Growler Field) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*3 stock max. | *3 stock max. | ||
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|input=214C (or 22C on downed opponent) | |input=214C (or 22C on downed opponent) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=214C}} | |||
{{#lsth:BBCF/Azrael/Data|214C}} | |||
{{!}}- | |||
{{AttackVersion|name=Knockdown > 22C}} | |||
{{#lsth:BBCF/Azrael/Data|Knockdown > 22C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*22C only possible to perform when opponent is downed | *22C only possible to perform when opponent is downed | ||
*1-10 Guard Point | *1-10 Guard Point | ||
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Azrael jumps and slams to the ground, sitting on top of the opponent. On a not-downed opponent, it launches them in place and hits them as they land. 214C can be used for oki to beat tech rolls, and is + on block if they do block it. | Azrael jumps and slams to the ground, sitting on top of the opponent. On a not-downed opponent, it launches them in place and hits them as they land. 214C can be used for oki to beat tech rolls, and is + on block if they do block it. | ||
*22C version tracks the opponent when in a downed state | *22C version tracks the opponent, up to a max range, when in a downed state | ||
*214C makes Azrael jump about 2 character spaces forward | *214C makes Azrael jump about 2 character spaces forward | ||
*Can cross up if opponent is crouching | *Can cross up if opponent is crouching | ||
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*Attack attribute counts as a projectile | *Attack attribute counts as a projectile | ||
*GP duration is short, making it kind of hard to use under pressure | *GP duration is short, making it kind of hard to use under pressure | ||
*Loses cleanly to multi-hitting moves or rapid fired jabs | *Loses cleanly to multi-hitting moves or rapid fired jabs}} | ||
}} | |||
}} | }} | ||
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|input=623B | |input=623B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|623B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*1-20 full invul, 21-29 head invul | *1-20 full invul, 21-29 head invul | ||
*Counterhit state for duration | *Counterhit state for duration | ||
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|input=236D (Chargeable) | |input=236D (Chargeable) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*11-(active~6)GP | *11-(active~6)GP | ||
*Can be charged | *Can be charged | ||
Line 643: | Line 667: | ||
*Weakpoint applied causes a special type of knockback | *Weakpoint applied causes a special type of knockback | ||
*Can be followed with Valiant Charger only on hit if weakpoint is applied | *Can be followed with Valiant Charger only on hit if weakpoint is applied | ||
A kick that blows the enemy away. Overhead, applies upper weakpoint. Weakpoint disappears after hit if it was already applied. Can possibly be followed up on CH with just a regular combo. Provides big damage and huge corner carry with Valiant Charger combos. Guard point property allows it to be used as a trap as well and its long active time makes it difficult to backdash. However if it gets blocked, you will get punished hard since it has awful recovery. | A kick that blows the enemy away. Overhead, applies upper weakpoint. Weakpoint disappears after hit if it was already applied. Can possibly be followed up on CH with just a regular combo. Provides big damage and huge corner carry with Valiant Charger combos. Guard point property allows it to be used as a trap as well and its long active time makes it difficult to backdash. However if it gets blocked, you will get punished hard since it has awful recovery. | ||
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|image=BBCP_Azrael_ValiantCharger.png |caption=Provides huge corner carry | |image=BBCP_Azrael_ValiantCharger.png |caption=Provides huge corner carry | ||
|name=Valiant Charger | |name=Valiant Charger | ||
|input=Press | |input=Press 6 during Valiant Crash w/ upper weakpoint applied | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236D > 6}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Can be cancelled into from any normal non-drive move while the Valiant Crash knockback is in effect. | |||
*Can be cancelled into any normal move. | |||
*Special knockback persists if follow-up from Valiant Charger is not a D move or a special (Gustaf Buster and Phalanx Cannon are exceptions) | *Special knockback persists if follow-up from Valiant Charger is not a D move or a special (Gustaf Buster and Phalanx Cannon are exceptions) | ||
*Normals used during Valiant Charger can be canceled with Valiant Charger | *Normals used during Valiant Charger can be canceled with Valiant Charger | ||
Charges at the enemy | Charges at the enemy and allows you to loop the same move over and over by cancelling back into this move while your opponent remains in valiant charger tumble state. Can also do jump attacks mid-followup. This is the core of Azrael's damaging combos and what you should be trying to go for most of the time. | ||
}} | }} | ||
}} | }} | ||
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|input=214D (Chargeable) | |input=214D (Chargeable) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|214D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*10-(active~9)GP | *10-(active~9)GP | ||
*Can be charged | *Can be charged | ||
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*Can be followed with Hornet Chaser only on hit if weakpoint is applied | *Can be followed with Hornet Chaser only on hit if weakpoint is applied | ||
Azrael makes a table-flipping motion, launching the enemy. Low, applies lower weakpoint. Weakpoint disappears after hit if it was already applied. Can be followed up on CH with a regular combo. Situational anti-air. Awful whiff and block recovery, so is a risky mixup tool | Azrael makes a table-flipping motion, launching the enemy. Low, applies lower weakpoint. Weakpoint disappears after hit if it was already applied. Can be followed up on CH with a regular combo. Situational anti-air. Awful whiff and block recovery, so is a risky mixup tool}} | ||
}} | |||
}} | }} | ||
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|input= Press [8] during Hornet Bunker w/ lower weakpoint applied | |input= Press [8] during Hornet Bunker w/ lower weakpoint applied | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|214D > 8}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Special knockback persists if follow-up from Hornet Chaser is not a D move | *Special knockback persists if follow-up from Hornet Chaser is not a D move | ||
*Normals used during Hornet Chaser are not affected by normal revolver action restrictions and are air-dash cancelable (excluding D moves) | *Normals used during Hornet Chaser are not affected by normal revolver action restrictions and are air-dash cancelable (excluding D moves) | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Drives== | ==Distortion Drives== | ||
====== <font style="visibility:hidden" size="0">Black Hawk Stinger</font> ====== | ====== <font style="visibility:hidden" size="0">Black Hawk Stinger</font> ====== | ||
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|input=236236D | |input=236236D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|236236D}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
*7th frame All invul. OD version 7-13 All invul. | |||
*Applied weakpoints make move UNB for that attribute, but provide no extra damage or hitstun unlike other drive moves | |||
*Also unlike other drive moves, Black Hawk Stinger applies no weakpoints on hit. | |||
*7th frame All invul. OD version 7-13 All invul | |||
*Applied weakpoints make move UNB for that attribute | |||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*OD Version has an extended superflash. | *OD Version has an extended superflash. | ||
Basically a super version of Gustav Buster; it's a long distance rush followed by a punch, covers lots of space, has quick start-up and is mostly used as a combo ender for extra damage since there's usually no way to follow it up, but it has generous minimum damage. Standing unblockable with upper weakpoint and crouching unblockable with lower weakpoint. Unblockable on the ground if both weakpoints are applied; can still be air barrier guarded though. Overdrive BHS CH leads to huge damage if near the corner. | |||
It's not a reversal however, so don't use it as one. | |||
}} | }} | ||
}} | }} | ||
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|input=214214D | |input=214214D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|214214D}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
*1-18 All invul | *1-18 All invul | ||
*Applies both weakpoints on hit | *Applies both weakpoints on hit | ||
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*Short range jab. | *Short range jab. | ||
*Damage is somewhat low, around 1100 raw. | *Damage is somewhat low, around 1100 raw. | ||
*For 1000F, Azrael will appear to have an afterimage. After your opponent recovers from any | *For 1000F, Azrael will appear to have an afterimage. After your opponent recovers from any hitstun during this time (Including the combo from Scud Punishment itself), both weakpoints will be reapplied for 1000F. | ||
*Unlike other drive moves, the presence of weakpoints on the opponent before this moves hits does not change any of this move's damage, hitstun or other properties. | |||
An interesting move that trades damage up front for the chance to get much more damage later by ensuring both weakpoints are available for any combo you are able to start. Not recommended to be used as a reversal in most cases due to its poor recovery and that Panzer strike is a much safer option if you already have 50 Heat to make it safe. Can be very useful when combined with Black Hawk Stinger due to it being unblockable when both weakpoints are active. It's somewhat unnecessary to stack this with Overdrive due to their similar effects and you gain little extra damage when this is used, so keep that in mind when choosing when to use this. | An interesting move that trades damage up front for the chance to get much more damage later by ensuring both weakpoints are available for any combo you are able to start. Not recommended to be used as a reversal in most cases due to its poor recovery and that Panzer strike is a much safer option if you already have 50 Heat to make it safe, however it is still possible to get a decently damaging, if short, combo if you score a counterhit. Can be very useful when combined with Black Hawk Stinger due to it being unblockable when both weakpoints are active. It's somewhat unnecessary to stack this with Overdrive due to their similar effects and you gain little extra damage when this is used, so keep that in mind when choosing when to use this. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
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|input=ABCD during Overdrive | |input=ABCD during Overdrive | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|ABCD}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
*Does not cost Heat, but immediately ends Overdrive if used | *Does not cost Heat, but immediately ends Overdrive if used | ||
*Becomes stronger and flashier with Active Flow | *Becomes stronger and flashier with Active Flow | ||
Azrael punches the opponent on startup, then unleashes a series of brutal attacks on the opponent. Puts Azrael in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has | Azrael punches the opponent on startup, then unleashes a series of brutal attacks on the opponent. Puts Azrael in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has a mere 10% minimum damage and cannot be rapid-canceled. | ||
While Azrael's EA is among the most damaging in the game, it puts him in an unfavourable position in most match-ups (takes people out of corners and places opponents across the screen). | While Azrael's EA is among the most damaging in the game, it puts him in an unfavourable position in most match-ups (takes people out of corners and places opponents across the screen). | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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|input=632146C | |input=632146C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Azrael/Data|Astral}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*1-30 All invul | *1-30 All invul | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
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Azrael releases the limiters he placed on himself, then smashes the ground causing a huge explosion that catches the opponent. The opponent lands on the ground, as Azrael proceeds to literally lift up a huge slab of the ground tossing it high into the air, the opponent along with it. The camera then shows Azrael’s face from above, as he performs a massively powerful uppercut and sends a gigantic pillar of fire after the enemy. Finally, Azrael poses with his back towards the camera, Raging Demon-style. Can be combo'd into very easily and has a pretty big vertical hitbox. | Azrael releases the limiters he placed on himself, then smashes the ground causing a huge explosion that catches the opponent. The opponent lands on the ground, as Azrael proceeds to literally lift up a huge slab of the ground tossing it high into the air, the opponent along with it. The camera then shows Azrael’s face from above, as he performs a massively powerful uppercut and sends a gigantic pillar of fire after the enemy. Finally, Azrael poses with his back towards the camera, Raging Demon-style. Can be combo'd into very easily and has a pretty big vertical hitbox. | ||
Functions as a hail mary reversal, | Functions as a hail mary reversal due to its crazy active frames, invulnerability and huge hitbox, so will beat out pretty much every reversal attempted against it, no matter how late (Unless they have a guard point instead of invulnerability). Has awful recovery on block but Azrael is not in a counterhit state in this time, so the best response to this move is simply to block it if you can. | ||
Can also be comboed into from literally anything, including 5A | Can also be comboed into from literally anything, including 5A. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==External References== | ==External References== | ||
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*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=az&pref=0 Arcade Profile Dan Rankings] | *[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=az&pref=0 Arcade Profile Dan Rankings] | ||
*[http://www.dustloop.com/forums/showthread.php?15327 Character Video Thread] | *[http://www.dustloop.com/forums/showthread.php?15327 Character Video Thread] | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | |||
{{ | {{#lsth:BBCF/Azrael/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBCF/Azrael/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
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}} | |||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue: Central Fiction]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category:Azrael]] | [[Category:Azrael]] |
Revision as of 09:14, 13 August 2019
Azrael |
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Overview
Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself.
Azrael is a big, heavy-hitting offensive character. He has to effectively use his teleport dashes to get around the screen, and try to get in on the opponent. Once in he has to use his pokes and various specials to get a combo that usually ends with a "weakpoint" attack. Azrael's unique Drive is the ability to apply weakpoints, which can lead to big damage.
Drive: The Terror
Azrael's Drive attacks reveal weakpoints when they hit the opponent. Weakpoints are active for 1000F (roughly 17 seconds) before disappearing if not used.
- Upper Weakpoint Moves: 5D / 6D / j.D / 236D
- Lower Weakpoint Moves: 2D / 3D / j.2D / 214D
These moves gain new properties when you hit the corresponding weakpoint. This consumes the weakpoint, but you can re-apply it in the same combo. Of course, the moves apply the same weakpoints that they get the additional properties from. All regular ground Drives can potentially be followed up on CH without weakpoint. Hornet (and possibly Valiant), can be followed up on CH with a regular-style combo, and you can use the weakpoint earned within that very same combo. Each Drive's "weakpoint version" has repeat proration.
The properties the moves gain:
- 5D – Staggers, can go into 5B>~ for a combo.
- 2D - Knockdown, which can be followed up with 2A>5A>5B to aerial.
- 6D - Bounces, goes into 5B>TCL,etc.
- 3D - Bounces, Goes into 5B>~.
- j.D / j.2D - Ground bounces the opponent into the air to follow-up with a combo, staggers on ground hit. j.D is used rarely out of the corner, as the ground bounce knocks them away. While possible, it is hard to follow up in most cases.
- 236D (Valiant Crash) - Knocks the opponent away, enabling Valiant Charger. Can repeat (6>5C) multiple times for insane corner carry, or various other attacks in the corner.
- 214D (Hornet Bunker) – Sort of like Guilty Gear's Dust. Enables Hornet Chaser to be used, followed up with aerial combos.
- 236236D (Black Hawk Stinger) - Can't be blocked high with UW, or low with LW. Unblockable with both but can be Barrier blocked if in the air.
Overdrive: Mind Colosseo
- Azrael's Drive attacks now reveal weakpoints even on block.
- Azrael can now special-cancel his Drive normals.
- Weakpoints are not used up when you hit the opponent with weakpoint moves, allowing Azrael to use each of his Drive attacks in the same combo for big damage.
- Weakpoints do not disappear over time like they normally would as long as OD is active.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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A very short-range uppercut, cancels/links into itself. One of the very few 5As that need to be barriered in the air. |
5B
5B |
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Swipes with the hand, jump-cancelable. A strong anti-air due to its hitbox, it must be barrier blocked in the air as well. |
5BB
5BB |
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A headbutt, knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms. |
5C
5C |
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A yakuza kick, has long reach and a fantastic combo starter if you get a counterhit. One of the few long range moves Azrael has. 5C > Black Hawk Stinger is an unblockable setup if both weakpoints are applied. |
2A
2A |
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A crouching punch. Typical go-to move to pick up if your opponent doesn't tech. Hits low. |
2B
2B |
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A swinging strike at their feet. Used as a link in various combos. |
2C
2C |
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Azrael raises a slab of stone from the ground, can be followed up by 5B/6D. Counts as a projectile. |
3C
3C |
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A Kanji-like dropkick, hits low, knocks the opponent away. This is a basic part of Azrael's crouching combos. |
6A
6A |
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A shoulder tackle, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH. |
6B
6B |
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An big uppercut, launches the enemy, can’t be jump-canceled. Can be dash canceled during the part where he spins around after the uppercut. Possibly useful against expected cross-ups or as a delayed anti-air. It is very unsafe though, which means you have to forward-dash-cancel it, no matter what or else you'll get punished. |
6C
6C |
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A swinging kick after a short jump, similar to Terry Bogard's Crack Shoot. On FC against opponents in the air the move will ground bounce. Can be followed up on FC with various moves. |
j.A
j.A |
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A simple downward punch. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A. |
j.B
j.B |
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Azrael swings his jacket downward, hits behind him as well. This is probably one of Azrael's best normals. Can easily cross-up opponents. |
j.C
j.C |
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An upward kick. Typical follow-up to Hornet Bunker/Chaser. Used in the middle of almost all of Azrael's more advanced combos after air dashing then landing from it. |
j.2C
j.2C |
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Azrael stops for a moment, then falls down with a divekick, knocks down on raw air hit. Landing j.2C after Hornet cause them to spin and you are able to continue the combo. Not nearly as strong of a divekick compared to the ones in the Street Fighter games. |
Taunt
Taunt |
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Azrael's Taunt can deal damage for some reason. Your opponent will also tech from it while you're still recovering and do whatever they want to you. |
Drive Moves
5D
All of Azrael's Drive moves have Same Move proration if used more than once in a given combo. Weakpoint and non-weakpoint versions are counted separately.
5D |
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A double-handed strike after a short jump. Overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Staggers with weakpoint. Lands before it goes active, making it somewhat questionable against your opponent throwing you. |
2D
2D |
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A crouching kick at their feet. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Hard knockdown with weakpoint. |
3D
3D |
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Stomps at the enemy’s feet. Somewhat deceptive animation. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. |
6D
6D |
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A heel kick. This is your typical ender/extender for BnB combos to get a weakpoint/with weakpoint. An overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. In neutral it forms a 50/50 Mixup with 3D, but can be mashed out of at neutral so is only really viable if you have both weakpoints and a knockdown to work with. But if you do, it's a really nasty mixup to work in due to its deceptive animations. |
j.D
j.D |
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An aerial smash. This is your typical air combo ender/extender for/with weakpoint. Overhead, applies upper weakness and smashes the opponent away from you. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit. |
j.2D
j.2D |
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A horizontal roundhouse, causes knockdown, wide crossover range making it good for jump-ins. Overhead, applies lower weakness and smashes the opponent below you. Most of the time in combos you will be using j.D instead, but if you have or want a lower weakpoint this is what you'll use instead. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit. |
Universal Mechanics
Forward Throw
Forward Throw 6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw B+C in Mid-Air |
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Counter Assault
Counter Assault 6A+B during blockstun w/50% |
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Crush Trigger
Crush Trigger A+B w/25% |
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Special Moves
Gustaf Buster
Gustaf Buster 236A |
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Does a punch after a short dash. This is one of the moves to use at neutral or ending pressure. Can be followed up on CH. Can be used during a forward dash to "cancel" the dash. Slight frame advantage on normal block will mean you will win any immediate 5A mashing contests, but beware of other moves that they might have that are quicker or have invulnerability. |
Tiger Magnum
Tiger Magnum 236C |
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A backfist blow with short reach. Relatively fast, especially if you do it after a cross-up teleport dash. Goes into Azrael's "rekka chains": Tiger>Cobra>Leopard, Tiger>Cobra>Valiant and Tiger>Cobra>Hornet. These chains are delayable. |
Cobra Strike
Cobra Spike 6C during Tiger Magnum |
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Leopard Launcher
Leopard Launcher 6C during Cobra Spike |
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Growler Field
Growler Field 214B (Chargeable) |
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Azrael's anti-projectile zoning move. He stands there while an aura surrounds himself and projectiles he absorbs can be used for the powerful phalanx cannon attack. It also has a hitbox of its own that goes active very quickly and blows away the opponent if it hits, but it very punishable if blocked. This move is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. Similarly, It's not a cure-all solution to ranged characters and reckless and predictable use of it will get you destroyed due to how you remain vulnerable to other attacks during this move. |
Phalanx Cannon
Phalanx Cannon 236B (After absorbing projectile with Growler Field) |
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Fires forward a projectile, considerably fast and surprisingly damaging. You can use this after you absorb a projectile with Growler Field. This move has a lot of priority over other projectiles and will blow right through most of them. Can combo into itself or even Black Hawk Stinger. Can be used to extend some combos and deal good damage, but you'll mostly spend these trying to suppress projectile spamming. |
Sentinel Dump
Sentinel Dump 214C (or 22C on downed opponent) |
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Panzer Strike
Panzer Strike 623B |
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Valiant Crash
Valiant Crash 236D (Chargeable) |
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A kick that blows the enemy away. Overhead, applies upper weakpoint. Weakpoint disappears after hit if it was already applied. Can possibly be followed up on CH with just a regular combo. Provides big damage and huge corner carry with Valiant Charger combos. Guard point property allows it to be used as a trap as well and its long active time makes it difficult to backdash. However if it gets blocked, you will get punished hard since it has awful recovery. |
Valiant Charger
Valiant Charger Press 6 during Valiant Crash w/ upper weakpoint applied |
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Hornet Bunker
Hornet Bunker 214D (Chargeable) |
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Azrael makes a table-flipping motion, launching the enemy. Low, applies lower weakpoint. Weakpoint disappears after hit if it was already applied. Can be followed up on CH with a regular combo. Situational anti-air. Awful whiff and block recovery, so is a risky mixup tool |
Hornet Chaser
Hornet Chaser Press [8] during Hornet Bunker w/ lower weakpoint applied |
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Distortion Drives
Black Hawk Stinger
Black Hawk Stinger 236236D |
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Basically a super version of Gustav Buster; it's a long distance rush followed by a punch, covers lots of space, has quick start-up and is mostly used as a combo ender for extra damage since there's usually no way to follow it up, but it has generous minimum damage. Standing unblockable with upper weakpoint and crouching unblockable with lower weakpoint. Unblockable on the ground if both weakpoints are applied; can still be air barrier guarded though. Overdrive BHS CH leads to huge damage if near the corner. It's not a reversal however, so don't use it as one. |
Scud Punishment
Scud Punishment 214214D |
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An interesting move that trades damage up front for the chance to get much more damage later by ensuring both weakpoints are available for any combo you are able to start. Not recommended to be used as a reversal in most cases due to its poor recovery and that Panzer strike is a much safer option if you already have 50 Heat to make it safe, however it is still possible to get a decently damaging, if short, combo if you score a counterhit. Can be very useful when combined with Black Hawk Stinger due to it being unblockable when both weakpoints are active. It's somewhat unnecessary to stack this with Overdrive due to their similar effects and you gain little extra damage when this is used, so keep that in mind when choosing when to use this. |
Exceed Accel
Full Spartan ABCD during Overdrive |
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Astral Heat
Patriot Apocalypse 632146C |
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External References
- Japanese Name: アズラエル
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
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