BBCF/Azrael: Difference between revisions

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{{CharNav-BBCF|Azrael}}
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
|-
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[[File:BBCF_Azrael_Portrait.png|350x500px|center]]
[[File:BBCF_Azrael_Portrait.png|350x500px|center]]
|-
|-
||{{CharData-BBCF|Azrael}}
||{{#lsth:BBCF/Azrael/Data|SystemData}}
;Play-style
;Play-style
:Low mobility, very strong mixup
:Low mobility, very strong mixup
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{{TOC limit|2}}
{{TOC limit|2}}
</div>
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</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. Black Hawk Stinger and Scud Punishment are enhanced. You can use each of Azrael's Drive attacks in the same combo for big damage. On top of that, Azrael can now special-cancel his Drive normals.
* 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=all/>
{{#lst:BBCF/Azrael/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
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|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=300 |guard=Mid
{{!}}-
|attribute=B |startup=6 |active=6 |recovery=9 |frameAdv=-1
{{#lsth:BBCF/Azrael/Data|5A}}
|description=
{{!}}-
{{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.
}}
}}
Line 87: Line 86:
|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=750 |guard=Mid
{{!}}-
|attribute=B |startup=9 |active=7 |recovery=10 |frameAdv=±0
{{#lsth:BBCF/Azrael/Data|5B}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=750 |cancel=SOR |smp=2?
{{!}}-
|guard=Mid
{{#lsth:BBCF/Azrael/Data|5BB}}
|attribute=B |startup=11 |active=3 |recovery=9 |frameAdv=+5
{{!}}-
|description=
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1050 |guard=Mid
{{!}}-
|attribute=B |startup=15 |active=6 |recovery=16 |frameAdv=-3
{{#lsth:BBCF/Azrael/Data|5C}}
|description=
{{!}}-
{{Description|7|text=
* Fatal Counter
* Fatal Counter
* Excellent proation values
* Excellent proation values
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|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=300 |guard=Low/Air
{{!}}-
|attribute=F |startup=9 |active=3 |recovery=9 |frameAdv=+2
{{#lsth:BBCF/Azrael/Data|2A}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=750 |guard=Mid
{{!}}-
|attribute=F |startup=12 |active=6 |recovery=18 |frameAdv=-7  
{{#lsth:BBCF/Azrael/Data|2B}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1100 |guard=All
{{!}}-
|attribute=BP |startup=13 |active=6 |recovery=Total 50 |frameAdv=-9
{{#lsth:BBCF/Azrael/Data|2C}}
|description=
{{!}}-
{{Description|7|text=
* 9-18H invul.
* 9-18H invul.


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|name=3C
|name=3C
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1120 |guard=Low
{{!}}-
|attribute=F |startup=15 |active=9 |recovery=18 |frameAdv=-9
{{#lsth:BBCF/Azrael/Data|3C}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1060 |guard=Mid
{{!}}-
|attribute=B |startup=19 |active=9 |recovery=14 |frameAdv=-4
{{#lsth:BBCF/Azrael/Data|6A}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1100 |guard=Mid
{{!}}-
|attribute=B |startup=13 |active=6 |recovery=37 |frameAdv=-24
{{#lsth:BBCF/Azrael/Data|6B}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1300 |guard=Mid
{{!}}-
|attribute=H |startup=28 |active=8 |recovery=9L |frameAdv=+2
{{#lsth:BBCF/Azrael/Data|6C}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=450 |guard=High/Air
{{!}}-
|attribute=H |startup=7 |active=3 |recovery=9 |frameAdv=
{{#lsth:BBCF/Azrael/Data|j.A}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=780 |guard=High/Air
{{!}}-
|attribute=H |startup=9 |active=3(2)3 |recovery=12 |frameAdv=
{{#lsth:BBCF/Azrael/Data|j.B}}
|description=
{{!}}-
{{Description|7|text=
*One hit max.
*One hit max.


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|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=990 |guard=High/Air
{{!}}-
|attribute=H |startup=12 |active=6 |recovery=15 |frameAdv=
{{#lsth:BBCF/Azrael/Data|j.C}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1000 |guard=All
{{!}}-
|attribute=H |startup=22 |active=till L |recovery=10L |frameAdv=
{{#lsth:BBCF/Azrael/Data|j.2C}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=100 |guard=All ?
{{!}}-
|attribute=B |startup=24 |active=4 |recovery=114 |frameAdv=-101
{{#lsth:BBCF/Azrael/Data|Taunt}}
|description=
{{!}}-
{{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=all/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
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|name=5D
|name=5D
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=900 (1080) |guard=High
{{!}}-
|attribute=B |startup=21 |active=3 |recovery=20 |frameAdv=-4
{{#lsth:BBCF/Azrael/Data|5D}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=700 (840) |guard=Low
{{!}}-
|attribute=F |startup=15 |active=3 |recovery=12 |frameAdv=+2
{{#lsth:BBCF/Azrael/Data|2D}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1000 (1200) |guard=Low
{{!}}-
|attribute=F |startup=24 |active=6 |recovery=15 |frameAdv=-2
{{#lsth:BBCF/Azrael/Data|3D}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1000 (1200) |guard=High
{{!}}-
|attribute=B |startup=27 |active=7 |recovery=14 |frameAdv=-2
{{#lsth:BBCF/Azrael/Data|6D}}
|description=
{{!}}-
{{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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=900 (1080) |guard=High/Air
{{!}}-
|attribute=H |startup=19 |active=5 |recovery=16+4L |frameAdv=
{{#lsth:BBCF/Azrael/Data|j.D}}
|description=
{{!}}-
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=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=900 (1080) |guard=High/Air
{{!}}-
|attribute=H |startup=19 |active=3 |recovery=16+4L |frameAdv=
{{#lsth:BBCF/Azrael/Data|j.2D}}
|description=
{{!}}-
A roundhouse swipe horizontally, causes knockdown, wide crossover range. Overhead, applies lower weakness. Most of the time 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.
{{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=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
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|input=6B+C
|input=6B+C
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=0•1500 |guard=Throw
{{!}}-
|attribute=T |startup=7 |active=3 |recovery=23 |frameAdv=
{{#lsth:BBCF/Azrael/Data|BC}}
|description=
{{!}}-
{{Description|7|text=
*100% Minimum Damage
*100% Minimum Damage


Line 408: Line 428:
|input=4B+C
|input=4B+C
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=0X2•1500 |guard=Throw
{{!}}-
|attribute=T |startup=7 |active=3 |recovery=23 |frameAdv=
{{#lsth:BBCF/Azrael/Data|4BC}}
|description=
{{!}}-
{{Description|7|text=
*100% Minimum Damage
*100% Minimum Damage


Line 424: Line 445:
|input=B+C in Mid-Air
|input=B+C in Mid-Air
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=0•1500 |guard=Throw
{{!}}-
|attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv=
{{#lsth:BBCF/Azrael/Data|j.BC}}
|description=
{{!}}-
{{Description|7|text=
*100% Minimum Damage
*100% Minimum Damage


Line 440: Line 462:
|input=6A+B during blockstun w/50%
|input=6A+B during blockstun w/50%
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=0 |guard=All
{{!}}-
|attribute=B |startup=19 |active=6 |recovery=30 |frameAdv=-17
{{#lsth:BBCF/Azrael/Data|6AB}}
|description=
{{!}}-
{{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
Line 458: Line 481:
|input=A+B w/25%
|input=A+B w/25%
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF|version=yes}}
|version=Uncharged
{{!}}-
|damage=1000 |guard=Barrier
{{AttackVersion|name=Uncharged}}
|attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=+0 }}
{{#lsth:BBCF/Azrael/Data|5AB}}
{{AttackData-BBCF
{{!}}-
|header=no |version=Charged
{{AttackVersion|name=Charged}}
|damage=1000 |guard=Barrier
{{#lsth:BBCF/Azrael/Data|5[AB]}}
|attribute=B |startup=30-61 |active=1 |recovery=25 |frameAdv=+0
{{!}}-
|description=
{{Description|8|text=
*Can be charged
*Can be charged
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
Line 473: Line 496:
}}
}}
}}
}}
<br clear=all/>
<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> ======
Line 481: Line 504:
|input=236A
|input=236A
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=800 |guard=All
{{!}}-
|attribute=B |startup=13-22 |active=6 |recovery=24 |frameAdv=+1
{{#lsth:BBCF/Azrael/Data|236A}}
|description=
{{!}}-
{{Description|7|text=
*Start-up listed is for point-blank range
*Start-up listed is for point-blank range


Line 497: Line 521:
|input=236C
|input=236C
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=800 |guard=All
{{!}}-
|attribute=B |startup=13 |active=3 |recovery=18 |frameAdv=-4
{{#lsth:BBCF/Azrael/Data|236C}}
|description=
{{!}}-
{{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.
}}
}}
Line 508: Line 533:
{{MoveData
{{MoveData
|image=BBCP_Azrael_CobraStrike.png |caption=Filler Move
|image=BBCP_Azrael_CobraStrike.png |caption=Filler Move
|name=Cobra Strike
|name=Cobra Spike
|input=6C during Tiger Magnum
|input=6C during Tiger Magnum
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=800  |guard=All
{{!}}-
|attribute=B |startup=10 |active=5 |recovery=18 |frameAdv=-6
{{#lsth:BBCF/Azrael/Data|236C > 6C}}
|description=
{{!}}-
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. '''As of Central Fiction the input has been changed from 46C to just 6C!'''
{{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.
}}
}}
}}
}}
Line 523: Line 549:
|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 Strike
|input=6C during Cobra Spike
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1300 |guard=All
{{!}}-
|attribute=B |startup=16 |active=3 |recovery=30 |frameAdv=-14
{{#lsth:BBCF/Azrael/Data|236C > 6C > 6C}}
|description=
{{!}}-
{{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.
}}
}}
Line 539: Line 566:
|input=214B (Chargeable)
|input=214B (Chargeable)
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=900 |guard=All
{{!}}-
|attribute=B |startup=5 |active=7 |recovery=36 |frameAdv=-26
{{#lsth:BBCF/Azrael/Data|214B}}
|description=
{{!}}-
*Can be charged
{{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 gives off an aura surrounding himself. Has a hitbox and does damage if next to the opponent. Blows away the opponent. You can also absorb a projectile while Growler Field is active. Azrael is also invincible while absorbing the projectile. You are capable of storing up to 3 projectiles, and each hit of a multi-hit projectile counts separately. After absorbing a projectile, you can then use Phalanx Cannon. Successful absorb can be cancelled into Phalanx Cannon immediately.
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 however and do beware of how vulnerable you are to other attacks during this move.  
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.  
}}
}}
}}
}}
Line 558: Line 589:
|input=236B (After absorbing projectile with Growler Field)
|input=236B (After absorbing projectile with Growler Field)
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1400 |guard=All
{{!}}-
|attribute=P2* |startup=5 |active=Until Offscreen
{{#lsth:BBCF/Azrael/Data|236B}}
|recovery=26T |frameAdv=-1
{{!}}-
|description=
{{Description|7|text=
*3 stock max.
*3 stock max.


Line 575: Line 606:
|input=214C (or 22C on downed opponent)
|input=214C (or 22C on downed opponent)
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF|version=yes}}
|damage=1000 (600) |guard=All
{{!}}-
|attribute=P1* |startup=47(33) |active=3 |recovery=55T(50T) |frameAdv=+12(+2)
{{AttackVersion|name=214C}}
|description=
{{#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
Line 584: Line 620:
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
Line 590: Line 626:
*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}}
}}
}}
}}


Line 600: Line 635:
|input=623B
|input=623B
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1000, 1000 |guard=All
{{!}}-
|attribute= |startup=18 |active=12(14)Until L+4 |recovery=30 |frameAdv=-26
{{#lsth:BBCF/Azrael/Data|623B}}
|description=
{{!}}-
{{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
Line 619: Line 655:
|input=236D (Chargeable)
|input=236D (Chargeable)
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1200 (1440) |guard=High/Air
{{!}}-
|attribute=B |startup=25-56 |active=9 |recovery=38 |frameAdv=-26
{{#lsth:BBCF/Azrael/Data|236D}}
|description=
{{!}}-
{{Description|7|text=
*11-(active~6)GP
*11-(active~6)GP
*Can be charged
*Can be charged
Line 630: 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
*Fantastic combo starter with big up-front damage, excellent proration values and followup options.


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.
Line 640: Line 676:
|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 [6] during Valiant Crash w/ upper weakpoint applied
|input=Press 6 during Valiant Crash w/ upper weakpoint applied
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage= |guard=
{{!}}-
|attribute= |startup= |active= |recovery=101T |frameAdv=  
{{#lsth:BBCF/Azrael/Data|236D > 6}}
|description=
{{!}}-
{{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; can be canceled by pressing 6 again after a while. Carries more than half-screen with multiple reps of moves typically 5C. Press 6 for follow-up after each move. 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.
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.
}}
}}
}}
}}
Line 659: Line 698:
|input=214D (Chargeable)
|input=214D (Chargeable)
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=1200 (1440) |guard=Low/Air
{{!}}-
|attribute=B |startup=25-57 |active=10 |recovery=24 |frameAdv=-15
{{#lsth:BBCF/Azrael/Data|214D}}
|description=
{{!}}-
{{Description|7|text=
*10-(active~9)GP
*10-(active~9)GP
*Can be charged
*Can be charged
Line 671: Line 711:
*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}}
}}
}}
}}


Line 681: Line 720:
|input= Press [8] during Hornet Bunker w/ lower weakpoint applied
|input= Press [8] during Hornet Bunker w/ lower weakpoint applied
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage= |guard=
{{!}}-
|attribute= |startup= |active= |recovery=106T |frameAdv=
{{#lsth:BBCF/Azrael/Data|214D > 8}}
|description=
{{!}}-
{{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)
Line 691: Line 731:
}}
}}
}}
}}
<br clear=all/>
<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> ======
Line 699: Line 739:
|input=236236D
|input=236236D
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|version=Normal
{{!}}-
|damage=3000 |guard=All
{{#lsth:BBCF/Azrael/Data|236236D}}
|attribute=B |startup=7+4 |active=3 |recovery=54 |frameAdv=-38
{{!}}-
}}
{{Description|7|text=
{{AttackData-BBCF
*7th frame All invul. OD version 7-13 All invul.
|header=no
*Applied weakpoints make move UNB for that attribute, but provide no extra damage or hitstun unlike other drive moves
|version=Overdrive
*Also unlike other drive moves, Black Hawk Stinger applies no weakpoints on hit.
|damage=3700 |guard=All
|attribute=B |startup=7+4 |active=3 |recovery=54 |frameAdv=-38
|description=
*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.


Long distance rush followed by a punch, covers lots of space, has quick start-up. 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. Mostly used as a combo ender for extra damage. Overdrive BHS CH leads to huge damage if near the corner.
It's not a reversal however, so don't use it as one.
}}
}}
}}
}}
Line 725: Line 762:
|input=214214D
|input=214214D
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|version=Normal
{{!}}-
|damage=600, 1500 |guard=All
{{#lsth:BBCF/Azrael/Data|214214D}}
|attribute=B |startup=6+10 |active=3 |recovery=45 |frameAdv=-27
{{!}}-
}}
{{Description|7|text=
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage= 600, 300*2, 1500 |guard=All
|attribute=B |startup=6+10 |active=3 |recovery=45 |frameAdv=-27
|description=
*1-18 All invul
*1-18 All invul
*Applies both weakpoints on hit
*Applies both weakpoints on hit
Line 741: Line 772:
*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 combo during this time, both weakpoints will be reapplied for 1000F.
*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=all/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
Line 754: Line 786:
|input=ABCD during Overdrive
|input=ABCD during Overdrive
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|version=Normal
{{!}}-
|damage=600*3, 1400 |guard=All
{{#lsth:BBCF/Azrael/Data|ABCD}}
|attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
{{!}}-
}}
{{Description|7|text=
{{AttackData-BBCF
|header=no
|version=Active Flow
|damage=600, 1200*2, 3100 |guard=All
|attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|description=
*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 no minimal damage and cannot be rapid-canceled.
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=all/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
Line 782: Line 808:
|input=632146C
|input=632146C
|data=
|data=
  {{AttackData-BBCF
  {{AttackDataHeader-BBCF}}
|damage=32000 (DESTROY) |guard=All
{{!}}-
|attribute=B |startup=7+9 |active=15 |recovery=128 |frameAdv=-122
{{#lsth:BBCF/Azrael/Data|Astral}}
|description=
{{!}}-
{{Description|7|text=
*1-30 All invul
*1-30 All invul
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
Line 791: Line 818:
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, invulnerable until recovery but has awful recovery.
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. Seriously, why. Azrael is dumb enough as is.
Can also be comboed into from literally anything, including 5A.
}}
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==External References==
==External References==
Line 804: Line 831:
*[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=all/>
<br style="clear:both;"/>
----
==Navigation==
{{CharLinks-BBCF|Azrael}}
{{#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.}}
{{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
BBCF Azrael Portrait.png
Play-style
Low mobility, very strong mixup

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
  • High amount of health.
  • Does solid damage on average (Weakpoint damage considered).
  • Does great meterless damage with Weakpoints.
  • A large selection of mixup options, Azrael has a number of of standing overheads and lows, a grounded crossup dash, guardpoints on some moves, a meterless reversal and a situational unblockable.
  • Has a great backdash for getting out of pressure midscreen.
  • Has a decent anti-projectile move (214B - Growler Field), that can also absorb projectiles and gains one of his own in return (up to 3). You can also choose to shoot it back right after absorption.
  • Because of his health, backdash, reversal super, DP and Growler Field, opponents need to know how to deal with his wakeup options.
  • Valiant Charger combos give great corner carry and good damage, and can be burst-safe.
  • Large body, relatively slow character (slow walking speed).
  • 5A/2A have short reach, doesn't have a good balance of move ranges and startup speed.
  • While his forward dash is great for offense, it can be awkward to move around with. Neutral can be difficult against chars and players that can zone effectively.
  • Pressure can be short, and falls to proper use of Barrier and IB. Players can take advantage of gaps with reversals/quick moves, especially with IB.
  • Big damage combos require you to have weakpoints already applied in most cases.



Normal Moves

5A
5A
BBCP Azrael 5A.png
Basic Poke
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Mid 6 6 9 -1 +6 B CSOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 17 17 21 29 10 +0 +1
BBCP Azrael 5A.pngBBCP Azrael 5A 2.png
• Earliest normal cancel point (Right after active frames end)
BBCF Azrael 5A Hitbox1.pngBBCF Azrael 5A Hitbox2.png
Frames 6-8 • Frames 9-11
Cancellable into normals from frame 12


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
BBCP Azrael 5B.png
Good Poke/Decent Anti-air
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 Mid 9 7 10 ±0 +1 B SOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 19 24 33 11 +0 +2
BBCP Azrael 5B.pngBBCP Azrael 5B 2.png
• Earliest normal cancel point (Right after active frames end)
BBCF Azrael 5B Hitbox1.pngBBCF Azrael 5B Hitbox2.png
Frames 9-12 • Frames 13-15
Cancellable into normals from frame 16


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
BBCP Azrael 5BB.png
Easy Hitconfirm
Template:AttackDataHeader-BBCF
5BB
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 Mid 11 3 9 +5 +4 B SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 24 Launch 38 + GBounce 11 +0 +2
BBCP Azrael 5BB.png
Easy hitconfirm, no delay for normal cancels
BBCF Azrael 5BB Hitbox.png


A headbutt, knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms.

5C
5C
BBCP Azrael 5C.png
Mid-range Poke
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1050 Mid 15 6 16 -3 -10 B SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 19 27 37 + WBounce 12 +0 +5
BBCP Azrael 5C.pngBBCP Azrael 5C 2.png
Mid-range poke • Earliest normal cancel point for Drive moves (Frame 23)
BBCF Azrael 5C Hitbox1.pngBBCF Azrael 5C Hitbox2.png
Frames 15-17 • Frames 18-20
Fatal Counter
Hitbox fully extended on frame 18
Cancellable into 6C immediately on hit/block, 6D/3D from frame 23


  • Fatal Counter
  • Excellent proation values
  • Hitbox fully extends on frame 18

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
BBCP Azrael 2A.png
Crouching Low Poke
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Low/Air 9 3 9 +2 +6 F SOR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 17 17 21 29 10 +0 +1
BBCP Azrael 2A.pngBBCP Azrael 2A 2.png
• Earliest normal cancel point (Right after active frames end)
BBCF Azrael 2A Hitbox.png
Cancellable into normals from frame 12


A crouching punch. Typical go-to move to pick up if your opponent doesn't tech. Hits low.

2B
2B
BBCP Azrael 2B.png
Further Crouching Poke/Combo Extender
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 Mid 12 6 18 -7 -9 F SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Azrael 2B.pngBBCP Azrael 2B 2.png
Not a low • Normal cancel point (Frame 21)
BBCF Azrael 2B Hitbox1.pngBBCF Azrael 2B Hitbox2.png
Frames 12-14 • Frames 15-17
Cancellable into normals from frame 21


A swinging strike at their feet. Used as a link in various combos.

2C
2C
BBCP Azrael 2C.png
Mostly Combo Filler/Somewhat Anti-air
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100 All 13 6 Total: 50 -9 -24 BP 9~18 H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 50 Launch 64 0/+12 +12 +5
BBCP Azrael 2C.pngBBCP Azrael 2C 2.png
Mostly combo filler, occasional anti-air • Cancel point (Frame 27)
BBCF Azrael 2C Hitbox1.pngBBCF Azrael 2C Hitbox2.png
Frames 15-17 • Frames 18-20
Cancellable into normals from frame 27
110% Bonus proration


  • 9-18H invul.

Azrael raises a slab of stone from the ground, can be followed up by 5B/6D. Counts as a projectile.

3C
3C
BBCP Azrael 3C.png
Long-range Low
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1120 Low 15 9 18 -9 -15 F 11~23 F R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch + Down 35 42 Launch + Down 35 57 12 +0 +5
BBCP Azrael 3C.pngBBCP Azrael 3C 2.png
Foot and throw invulnerability and good range too. • Sentinel Dump cancel point (Frame 22)
BBCF Azrael 3C Hitbox1.pngBBCF Azrael 3C Hitbox2.pngBBCF Azrael 3C Hitbox3.png
Frames 15-16 • • Alternating every 2 frames until landing
Airborne from frame 15, active and foot invuln until landing
Active/invuln frames can be altered by external forces


  • 11-23F invul.
  • Frame advantage listed is for point-blank range.
  • Can only be special-cancelled into Sentinel Dump (downed 22C version).

A Kanji-like dropkick, hits low, knocks the opponent away. This is a basic part of Azrael's crouching combos.

6A
6A
BBCP Azrael 6A.png
Combo Filler/Decent Against Ground Attacks
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1060 Mid 19 9 14 -4 -15 B 7~24 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 42 + WBounce 40 Launch 57 + WBounce 40 12 +0 +5
BBCP Azrael 6A.png
BBCF Azrael 6A Hitbox.png


  • 7-24B invul.
  • Frame Advantage listed is for point-blank range.

A shoulder tackle, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH.

6B
6B
BBCP Azrael 6B.png
Situational Anti-air
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100 Mid 13 6 37 -24 -28 B 6~18 H JR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 44 Launch 59 12 +0 +5
BBCP Azrael 6B.pngBBCF Azrael 6B 2.png
Situational anti-air • Very late cancel point (Frame 30), also applies to special and jump cancels.
BBCF Azrael 6B Hitbox1.pngBBCF Azrael 6B Hitbox2.png
Frames 13-14 • Frames 15-18
Cancellable into 6C, 6D, 3D and forward dash on hit/block and whiff from frame 30
Jump/special cancellable on hit or block from frame 30


  • 6-18H invul.
  • Can be dash canceled from F30 regardless of whiff, hit, or block.

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
BBCP Azrael 6C.png
Good Range
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1300 Mid 28 8 9L +2 -18 H 10~35 F R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 24 27 42 + GBounce 12 +0 +5
BBCP Azrael 6C.png
Low/Throw crusher
BBCF Azrael 6C Hitbox1.pngBBCF Azrael 6C Hitbox2.pngBBCF Azrael 6C Hitbox3.pngBBCF Azrael 6C Hitbox4.png
Frames 28-29 • Frames 30-31 • Frames 32-33 • Frames 34-35
Fatal Counter
110% Bonus Proration
Frame Adv listed for standing opponent
Airborne from frame 10
If air time is extended by external forces, after active frames Azrael is in CH recovery until landing


  • Fatal Counter
  • Frame advantage listed is for standing opponent.
  • Looks like an overhead, but isn't.

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
BBCP Azrael jA.png
Basic Air Poke
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
450 High/Air 7 3 9 H COJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 14 14 18 26 10 +0 +1
BBCP Azrael jA.png
BBCF Azrael j.A.png


A simple downward punch. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A.

j.B
j.B
BBCP Azrael jB.png
Good Air Poke/Crosses-Up
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
780 High/Air 9 3(2)3 12 H OJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Azrael jB.png
BBCF Azrael jB Hitbox1.pngBBCF Azrael jB Hitbox2.png
Frames 9-11 • Frames 13-15
Max 1 hit
Can crossup on last set of active frames


  • One hit max.

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
BBCP Azrael jC.png
Mostly Combo Filler
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
990 High/Air 12 6 15 H OJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 30 22 44 11 +0 +2
BBCP Azrael jC.png
Mostly combo filler
BBCF Azrael jC Hitbox.png


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
BBCP Azrael j2C.png
Dive Kick
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 22 Until L 10 H OR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Azrael j2C.png
BBCF Azrael j2C Hitbox.png


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 This is a thing. Template:AttackDataHeader-BBCF
Taunt
Taunt
other
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100 All 24 4 114 -101 B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Azrael Taunt.png
BBCF Azrael Taunt Hitbox.png


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
BBCP Azrael 5D.png
Overhead
Template:AttackDataHeader-BBCF
5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 [1080] High 21 3 20 -4 -17 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Crumple 19 [60] Crumple + Down 20 34 + Down 33 [75 + Down 33] 12 [15] +0 +5
BBCP Azrael 5D.png
BBCF Azrael 5D Hitbox.png
Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
Values in [] are during High Weak Point
Airborne from frame 7, move plays out normally even if moved by external forces and will recover airborne if necessary
Crumple Duration 23F [36F], Crumple Fall 62F


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
BBCP Azrael 2D.png
Low
Template:AttackDataHeader-BBCF
2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 [840] Low 15 3 12 +2 -3 F R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 [40 + Down 23] Launch 54 + Down 23 11 [15] +0 +2
BBCP Azrael 2D.png
BBCF Azrael 2D Hitbox.png
Values in [] are during Low Weak Point
Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F


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
BBCP Azrael 3D.png
Slightly ambiguous low
Template:AttackDataHeader-BBCF
3D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 [1200] Low 24 6 15 -2 -18 F R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 40 [60 + Down 23] Launch 55 + GBounce [70 + GBounce + Down 23] 12 [15] +0 +5
BBCP Azrael 3D.png
Shares the first 9 frames of animation with 6D
BBCF Azrael 3D Hitbox1.pngBBCF Azrael 3D Hitbox2.png
Frames 24-26 • Frames 27-29
Values in [] are during Low Weak Point
Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F


  • 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.

6D
6D
BBCP Azrael 6D.png
Overhead
Template:AttackDataHeader-BBCF
6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 [1200] High 27 7 14 -2 -21 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 40 [60 + GBounce] Launch 55 + GBounce [70 + GBounce] 12 [15] +0 +5
BBCP Azrael 6D.png
BBCF Azrael 6D Hitbox1.pngBBCF Azrael 6D Hitbox2.png
Frames 27-29 • Frames 30-33
Values in [] are during High Weak Point
Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F


  • 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.

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
BBCP Azrael jD.png
Upper weakpoint air ender
Template:AttackDataHeader-BBCF
j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 [1080] High/Air 19 5 16+4L H OR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2
BBCP Azrael jD.png
BBCF Azrael jD Hitbox.png
Values in [] are during High Weak Point
Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F


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
BBCP Azrael j2D.png
Lower weakpoint air ender
Template:AttackDataHeader-BBCF
j.2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 [1080] High/Air 19 3 18+4L H OR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2
BBCP Azrael j2D.png
Low Weakpoint Drive, but still an overhead.
BBCF Azrael j2D Hitbox.png
Values in [] are during Low Weak Point
Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F


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
BBCP Azrael ForwardThrow.png
Launches upward
Template:AttackDataHeader-BBCF
  • 100% Minimum Damage

An uppercut, blows the enemy about one step forward. Can be followed up with an aerial combo or special, but it doesn’t wallbounce in the corner. Can guarantee a weakpoint is applied or followed up with Tiger Magnum all the way to Leopard Launcher.

Back Throw
Back Throw
4B+C
BBCP Azrael BackThrow.png
Slams behind him
Template:AttackDataHeader-BBCF
  • 100% Minimum Damage

Azrael knocks the enemy down behind himself. Can be special-cancelled. Can guarantee a weakpoint is applied or followed up with Tiger Magnum all the way to Leopard Launcher.

Air Throw
Air Throw
B+C in Mid-Air
BBCP Azrael AirThrow.png
Drops to the ground
Template:AttackDataHeader-BBCF
  • 100% Minimum Damage

Grabs the opponent and slams them straight to the ground. Simple follow-up would be 2A>Tiger Magnum~

Counter Assault
Counter Assault
6A+B during blockstun w/50%
BBCP Azrael 6A.png
Counter Assault
Template:AttackDataHeader-BBCF
  • 1-20 All invul
  • Frame Advantage listed is for point-blank range
  • 180F Heat Gauge Cooldown

Azrael does a shoulder tackle move similar to his 6A.

Crush Trigger
Crush Trigger
A+B w/25%
BBCP Azrael CrushTrigger.png
Crush Trigger
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Can be charged
  • 180F Heat Gauge Cooldown

Can be used with 25% to guard crush your opponent. Can be barrier blocked to not cause guard crush. Adds some more combo-ability to combos, as well as increases damage.


Special Moves

Gustaf Buster
Gustaf Buster
236A
BBCP Azrael GustafBuster.png
Neutral Attack/Pressure Ender
Template:AttackDataHeader-BBCF
236A
Gustav Buster
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 13~23 6 24 +1 -16~26 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 30 Crumple 24 Crumple 38 11 +0 +2
BBCP Azrael GustavBuster.png
Premier gap closer
BBCF Azrael 236A Hitbox2.png
Crumple Duration 27F, Crumple Fall 57F
On CH Crumple Duration 40F, Crumple Fall 73F


  • Start-up listed is for point-blank range

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
BBCP Azrael TigerMagnum.png
Combo filler/Big damage starter
Template:AttackDataHeader-BBCF
236C
Tiger Magnum
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 13 3 18 -4 -7 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Azrael TigerMagnum.png
BBCF Azrael 236C Hitbox.png
Can cancel into Cobra, Valiant, or Hornet on hit/block, or on whiff from frame 16 to 24


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
BBCP Azrael CobraStrike.png
Filler Move
Template:AttackDataHeader-BBCF

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.

Leopard Launcher
Leopard Launcher
6C during Cobra Spike
BBCP Azrael LeopardLauncher.png
Filler move
Template:AttackDataHeader-BBCF

A fiery clothesline punch. Slides on midscreen, wallsticks in the corner. Can often combo into other moves, especially near/in the corner.

Growler Field
Growler Field
214B (Chargeable)
BBCP Azrael Growler Field.png
Anti-projectile
Template:AttackDataHeader-BBCF
214B
Growler Field
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 5 7 36~111 -26 -21 B 1~(36~111) Guard P R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 45 Launch 59 11 +0 +2
BBCP Azrael Growler Field.png
Azrael laughs at your use of projectiles...
BBCF Azrael 214B Hitbox.png
Hold button to prolong stance, maximum stance duration 111F
After releasing button, Azrael goes into 11F recovery animation
Blocking a projectile adds a Phalanx Cannon stock (max. 3), and immediately puts Azrael into separate fully invulnerable recovery animation (34F) which is cancellable into Phalanx Cannon
Counterhit state for entire move
On Guard Point, hitstop for Azrael is 0F, opponent projectile unchanged


  • 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'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)
BBCP Azrael Phalanx Cannon.png
Only long-range attack
Template:AttackDataHeader-BBCF
236B
Phalanx Cannon
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 5 Until Offscreen Total 26 -2 +0 P2* R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 30 + WBounce Launch 44 + WBounce 0/+3 +3 +2
BBCP Azrael Phalanx Cannon.png
...And then shows you how it's done
Consumes 1 Phalanx Cannon stock


  • 3 stock max.

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)
BBCP Azrael SentinelDump.png
Used for crouch confirm / Random attack
Template:AttackDataHeader-BBCF
214C


214C
Sentinel Dump
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 47 3 Total: 55 +12 -29 P1* 1~10 Guard All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 0/+3 +3 +2
BBCP Azrael SentinelDump.png
Oddly a projectile attack
On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Can block unblockable attacks
Airborne from frame 15, hit occurs on 3rd frame after landing
Knockdown > 22C


Knockdown > 22C
Sentinel Dump
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 3 Total: ?? +2 P1* 1~10 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 0/+3 +3 +2
BBCP Azrael SentinelDump.png
Airborne from frame 11, hit occurs on 3rd frame after landing
  • 22C only possible to perform when opponent is downed
  • 1-10 Guard Point

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, up to a max range, when in a downed state
  • 214C makes Azrael jump about 2 character spaces forward
  • Can cross up if opponent is crouching
  • Has a hitbox on both sides
  • Attack attribute counts as a projectile
  • GP duration is short, making it kind of hard to use under pressure
  • Loses cleanly to multi-hitting moves or rapid fired jabs
Panzer Strike
Panzer Strike
623B
BBCF Azrael PanzerStrike.png
Two-part move
Template:AttackDataHeader-BBCF
623B
Panzer Strike
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000×2 High/Low, All 18 12 (16) 11+4L 30 B, H 1~20 All
21~29 H
R 60, 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92×2 Very Short 4 18 Launch 60, 60 + GBounce Launch 75, 75 + GBounce 14, 14→2/+12 +0, +0→+12 +0, +0→+17
BBCF Azrael PanzerStrike.png
Don't use this without heat to cancel it, and even then it can miss.
Last 4 active frames (landing hit) have different hit properties
Airborne from frame 18, second hit is active until landing + 4
Frame advantage if only first hit blocked: -54
Frame advantage if falling hit blocked as late as possible: -16
Frame advantage if landing hit blocked: -3
Reversal


  • 1-20 full invul, 21-29 head invul
  • Counterhit state for duration
  • On contact with something, you can RC at any point, including while rising, while falling, and after hitting the ground. RCing while rising will retain the launching momentum.
  • Cannot emergency tech second hit.
  • Very Short starter, poor proration and needs RC to follow up with anything, leading to pretty short and weak combos such as 2C > 6D.
  • You can hold 6 during the move to slightly alter the trajectory, used mostly in combos.
Valiant Crash
Valiant Crash
236D (Chargeable)
BBCP Azrael ValiantCrash.png
Dodgy looking overhead
Template:AttackDataHeader-BBCF
236D
Valiant Crash
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 [1440] High/Air 25~56 9 38 -26 -45~76 B 11~(6F Before Active) Guard HBFP R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
70 Long 5 20 Launch 60 + WBounce [60 + WStick 30] Launch 76 + WBounce [76 + WStick 30] 13 +0 +8
BBCP Azrael ValiantCrash.png
Literally called "VanishingAttack" in the code, a nod to HnK
BBCF Azrael 236D Hitbox.png
Full charge is Fatal Counter on normal hit and P2 = 80
Loses Guard Point 6F before becoming active
Values in [] are during High Weak Point
Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged


  • 11-(active~6)GP
  • Can be charged
  • Fully charged version forces a Fatal Counter
  • GP doesn't apply to T, UNB property attacks
  • Retains GP during charging
  • Weakpoint applied causes a special type of knockback
  • 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.

Valiant Charger
Valiant Charger
Press 6 during Valiant Crash w/ upper weakpoint applied
BBCP Azrael ValiantCharger.png
Provides huge corner carry
Template:AttackDataHeader-BBCF
  • 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)
  • Normals used during Valiant Charger can be canceled with Valiant Charger

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.

Hornet Bunker
Hornet Bunker
214D (Chargeable)
BBCP Azrael HornetBunker.png
Strange looking low hit
Template:AttackDataHeader-BBCF
214D
Hornet Bunker
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 [1440] Low/Air 27~57 8 24 -13 -34~62 F 10~(12F Before Active) Guard HBFP R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
70 Long 4 18 Launch 60 [65] Launch 75 [80] 12 +0 +5
BBCP Azrael HornetBunker.png
Literally called "DustAttack" in the code, guess why
BBCF Azrael 214D Hitbox2.pngBBCF Azrael 214D Hitbox3.png
Frames 27-31 • Frames 32-34
Full charge is Fatal Counter on normal hit and P2 = 80
Remaining startup after button release is 12F
Values in [] are during Low Weak Point
Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged


  • 10-(active~9)GP
  • Can be charged
  • Fully charged version forces a Fatal Counter
  • GP doesn't apply to T, UNB property attacks
  • Retains GP during charging
  • Weakpoint applied causes a special type of knockback
  • 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

Hornet Chaser
Hornet Chaser
Press [8] during Hornet Bunker w/ lower weakpoint applied
BBCP Azrael HornetChaser.png
Allows follow-up to Hornet Bunker
Template:AttackDataHeader-BBCF
  • 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)

A homing jump, like after Dust attacks in GG. Almost always followed-up by multiple j.Cs>j.2C>~


Distortion Drives

Black Hawk Stinger
Black Hawk Stinger
236236D
BBCP Azrael BlackHawkStinger.png
Combo ender for extra damage
Template:AttackDataHeader-BBCF
236236D
Black Hawk Stinger
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
3000 [3700] All
(see notes)
7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 -41 B 7~13 Guard HBFPT R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 60 [60 + Slide] Launch 75 [75, Slide] 20 +0 +5
BBCP Azrael BlackHawkStinger.pngBBCF Azrael Stinger.png
• Combo ender for extra damage, situational unblockable
BBCF Azrael 236236D Hitbox.png
Values in [] are during OD
Hits low if high weakpoint is active
Hits overhead if low weakpoint is active
Unblockable on the ground if both weakpoints are active
Minimum Damage 35% [40%]: 1050 [1480]
Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged
Can guard point up to 3000 [infinite] damage
Azrael takes damage equal to the base damage of attacks guarded [does not take damage]
[Maximum Slide duration 40F]


  • 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.
  • 180F Heat Gauge Cooldown
  • 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.

Scud Punishment
Scud Punishment
214214D
BBCP Azrael ScudPunishment.png
Gets both weakpoints / Special effect
Template:AttackDataHeader-BBCF
214214D
Scud Punishment
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600, 1500
[600, 300×2, 1500]
All 6+(129 Flash)+10 3 46 -28 -38 B 1~18 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 [×3], 60 Very Short 5 20 Crumple Stand Crumple Stand 6 +0 +0
BBCP Azrael ScudPunishment.pngBBCF Azrael SCUD2.png
• Special Weakpoint state
BBCF Azrael 214214D Htibox.png
Values in [] are during OD
Applies both weakpoints on hit
Minimum Damage 25% [30%]: 525 [810]
For the next 1000F frames, every time your opponent recovers from a combo, both weakpoints are reset to 1000F
On hit, Azrael is +9[+19] (+77 on counterhit) excluding crumple recovery
Reversal
Crumple Duration 51F, Crumple Fall 74F


  • 1-18 All invul
  • Applies both weakpoints on hit
  • 180F Heat Gauge Cooldown
  • Short range jab.
  • Damage is somewhat low, around 1100 raw.
  • 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, 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
BBCF Azrael FullSpartan.png
Pretty much a souped-up TCL
Template:AttackDataHeader-BBCF
  • Does not cost Heat, but immediately ends Overdrive if used
  • 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 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).


Astral Heat

Patriot Apocalypse
632146C
BBCP Azrael PatriotApocalypse1.png
"Enchant Dragunov"
BBCP Azrael PatriotApocalypse3.png
Template:AttackDataHeader-BBCF
  • 1-30 All invul
  • 180F Heat Gauge Cooldown

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 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.


External References


Navigation


To edit frame data, edit values in BBCF/Azrael/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.