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{| | {{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Azrael|discord=https://discord.gg/TuusbnZ|forums=http://www.dustloop.com/forums/index.php?/forums/forum/236-azrael/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_AZ.html}} | ||
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FlexContainer}} | |||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box|header=Overview | |||
|content= | |||
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. | 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. | ||
{{Bio | |||
| name = Azrael | |||
| game = BBCF | |||
| voice = | |||
| quote = | |||
| lore = | |||
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. | |||
}} | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
|pros= | |||
{ | |||
| | |||
| | |||
*High amount of health. | *High amount of health. | ||
*Does solid damage on average (Weakpoint damage considered). | *Does solid damage on average (Weakpoint damage considered). | ||
Line 57: | Line 27: | ||
*Because of his health, backdash, reversal super, DP and Growler Field, opponents need to know how to deal with his wakeup options. | *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. | *Valiant Charger combos give great corner carry and good damage, and can be burst-safe. | ||
| | |||
|cons= | |||
*Large body, relatively slow character (slow walking speed). | *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. | *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. | *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 | *Pressure can be short, and is often full of holes and thus falls to proper use of Barrier and IB. Players can take advantage of gaps with reversals/quick moves. | ||
*Big damage combos require you to have weakpoints already applied in most cases. | *Big damage combos require you to have weakpoints already applied in most cases. | ||
|- | }} | ||
}} | |||
{{ | {{FP Box|header=Drive: The Terror | ||
|content= | |||
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 / 214214D | |||
*Lower Weakpoint Moves: 2D / 3D / j.2D / 214D / 214214D | |||
Revealed weakpoints in their own don't do anything by themselves, however using an attack that reveals a weakpoint of the same type that has already been revealed consumes the weakpoint and boosts the effectiveness of the move, allowing for combo extensions. There there is no limit on how many times a weakpoint can be revealed and consumed in a single combo, however each drive's "weakpoint version" has repeat proration, preventing loops from doing much damage. | |||
| subheader1=Overdrive: Mind Colosseo | |||
| content2= | |||
* 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. | |||
}} | |||
{{Closediv}}<!--END TOP SECTION--> | |||
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | |||
{{FP TOC}} | |||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
| game=BBCF | |||
| fullname=Azrael | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| prejump={{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| forwarddash={{#lst:{{PAGENAME}}/Data|forwarddash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_5A.png |caption=Basic Poke | |image=BBCP_Azrael_5A.png |caption=Basic Poke | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5A}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_5B.png |caption=Good Poke/Decent Anti-air | |image=BBCP_Azrael_5B.png |caption=Good Poke/Decent Anti-air | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5B}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5BB</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_5BB.png |caption=Easy Hitconfirm | |image=BBCP_Azrael_5BB.png |caption=Easy Hitconfirm | ||
|name=5BB | |name=5BB | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5BB}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_5C.png |caption=Mid-range Poke | |image=BBCP_Azrael_5C.png |caption=Mid-range Poke | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Fatal Counter | * Fatal Counter | ||
* Excellent | * Excellent proration values | ||
* Hitbox fully extends on frame 18 | * Hitbox fully extends on frame 18 | ||
Line 125: | Line 127: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_2A.png |caption=Crouching Low Poke | |image=BBCP_Azrael_2A.png |caption=Crouching Low Poke | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2A}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_2B.png |caption=Further Crouching Poke/Combo Extender | |image=BBCP_Azrael_2B.png |caption=Further Crouching Poke/Combo Extender | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2B}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_2C.png |caption=Mostly Combo Filler/Somewhat Anti-air | |image=BBCP_Azrael_2C.png |caption=Mostly Combo Filler/Somewhat Anti-air | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* 9-18H invul. | * 9-18H invul. | ||
Line 166: | Line 168: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">3C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_3C.png |caption=Long-range Low | |image=BBCP_Azrael_3C.png |caption=Long-range Low | ||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|3C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*11-23F invul. | *11-23F invul. | ||
*Frame advantage listed is for point-blank range. | *Frame advantage listed is for point-blank range. | ||
Line 183: | Line 185: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_6A.png |caption=Combo Filler/Decent Against Ground Attacks | |image=BBCP_Azrael_6A.png |caption=Combo Filler/Decent Against Ground Attacks | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6A}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*7-24B invul. | *7-24B invul. | ||
*Frame Advantage listed is for point-blank range. | *Frame Advantage listed is for point-blank range. | ||
Line 199: | Line 201: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_6B.png |caption=Situational Anti-air | |image=BBCP_Azrael_6B.png |caption=Situational Anti-air | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6B}} | |||
{{!}}- | |||
{{Description|8|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. | ||
Line 215: | Line 217: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_6C.png |caption=Good Range | |image=BBCP_Azrael_6C.png |caption=Good Range | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Fatal Counter | *Fatal Counter | ||
*Frame advantage listed is for standing opponent. | *Frame advantage listed is for standing opponent. | ||
Line 232: | Line 234: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_jA.png |caption=Basic Air Poke | |image=BBCP_Azrael_jA.png |caption=Basic Air Poke | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.A}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_jB.png |caption=Good Air Poke/Crosses-Up | |image=BBCP_Azrael_jB.png |caption=Good Air Poke/Crosses-Up | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*One hit max. | *One hit max. | ||
Line 260: | Line 262: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_jC.png |caption=Mostly Combo Filler | |image=BBCP_Azrael_jC.png |caption=Mostly Combo Filler | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.C}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.2C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_j2C.png |caption=Dive Kick | |image=BBCP_Azrael_j2C.png |caption=Dive Kick | ||
|name=j.2C | |name=j.2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.2C}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Taunt</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=Azrael_Taunt.png |caption=This is a thing. | |image=Azrael_Taunt.png |caption=This is a thing. | ||
|name=Taunt | |name=Taunt | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|Taunt}} | |||
{{!}}- | |||
Azrael's Taunt can deal damage for some reason. | {{Description|8|text= | ||
Azrael's Taunt can deal damage for some reason. It's unsafe even on hit so 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== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5D</span> ====== | ||
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. | 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. | ||
{{MoveData | {{MoveData | ||
Line 307: | Line 310: | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5D}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2D</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_2D.png |caption=Low | |image=BBCP_Azrael_2D.png |caption=Low | ||
|name=2D | |name=2D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2D}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">3D</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_3D.png |caption=Slightly ambiguous low | |image=BBCP_Azrael_3D.png |caption=Slightly ambiguous low | ||
|name=3D | |name=3D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|3D}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6D</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_6D.png |caption=Overhead | |image=BBCP_Azrael_6D.png |caption=Overhead | ||
|name=6D | |name=6D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6D}} | |||
{{!}}- | |||
{{Description|8|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. | ||
Line 357: | Line 361: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.D</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_jD.png |caption=Upper weakpoint air ender | |image=BBCP_Azrael_jD.png |caption=Upper weakpoint air ender | ||
|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.D}} | |||
{{!}}- | |||
{{Description|8|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. | 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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.2D</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_j2D.png |caption=Lower weakpoint air ender | |image=BBCP_Azrael_j2D.png |caption=Lower weakpoint air ender | ||
|name=j.2D | |name=j.2D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.2D}} | |||
{{!}}- | |||
A horizontal roundhouse, causes knockdown, wide crossover range. Overhead, applies lower weakness and smashes the opponent below you. 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|8|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== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_ForwardThrow.png |caption=Launches upward | |image=BBCP_Azrael_ForwardThrow.png |caption=Launches upward | ||
Line 392: | Line 396: | ||
|input=6B+C | |input=6B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|BC}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*100% Minimum Damage | *100% Minimum Damage | ||
Line 401: | Line 406: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_BackThrow.png |caption=Slams behind him | |image=BBCP_Azrael_BackThrow.png |caption=Slams behind him | ||
Line 408: | Line 412: | ||
|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|4BC}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*100% Minimum Damage | *100% Minimum Damage | ||
Line 417: | Line 422: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_AirThrow.png |caption=Drops to the ground | |image=BBCP_Azrael_AirThrow.png |caption=Drops to the ground | ||
Line 424: | Line 428: | ||
|input=B+C in Mid-Air | |input=B+C in Mid-Air | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.BC}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*100% Minimum Damage | *100% Minimum Damage | ||
Line 433: | Line 438: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_6A.png |caption=Counter Assault | |image=BBCP_Azrael_6A.png |caption=Counter Assault | ||
Line 440: | Line 444: | ||
|input=6A+B during blockstun w/50% | |input=6A+B during blockstun w/50% | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6AB}} | |||
{{!}}- | |||
{{Description|8|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 451: | Line 456: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_CrushTrigger.png |caption=Crush Trigger | |image=BBCP_Azrael_CrushTrigger.png |caption=Crush Trigger | ||
Line 458: | Line 462: | ||
|input=A+B w/25% | |input=A+B w/25% | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lst:{{PAGENAME}}/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lst:{{PAGENAME}}/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|9|text= | |||
*Can be charged | *Can be charged | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
Line 473: | Line 477: | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Gustaf Buster</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_GustafBuster.png |caption=Neutral Attack/Pressure Ender | |image=BBCP_Azrael_GustafBuster.png |caption=Neutral Attack/Pressure Ender | ||
Line 481: | Line 485: | ||
|input=236A | |input=236A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236A}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Start-up listed is for point-blank range | *Start-up listed is for point-blank range | ||
Line 490: | Line 495: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Tiger Magnum</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_TigerMagnum.png |caption=Combo filler/Big damage starter | |image=BBCP_Azrael_TigerMagnum.png |caption=Combo filler/Big damage starter | ||
Line 497: | Line 501: | ||
|input=236C | |input=236C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236C}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Cobra Strike</span> ====== | |||
====== < | |||
{{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}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/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|8|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. | |||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Leopard Launcher</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|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}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236C 6C 6C}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Growler Field</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_Growler Field.png |caption= Anti-projectile | |image=BBCP_Azrael_Growler Field.png |caption= Anti-projectile | ||
Line 539: | Line 543: | ||
|input=214B (Chargeable) | |input=214B (Chargeable) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214B}} | |||
{{!}}- | |||
*Can be | {{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Phalanx Cannon</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_Phalanx Cannon.png |caption=Only long-range attack | |image=BBCP_Azrael_Phalanx Cannon.png |caption=Only long-range attack | ||
Line 558: | Line 565: | ||
|input=236B (After absorbing projectile with Growler Field) | |input=236B (After absorbing projectile with Growler Field) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*3 stock max. | *3 stock max. | ||
Line 568: | Line 575: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Sentinel Dump</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_SentinelDump.png |caption=Used for crouch confirm / Random attack | |image=BBCP_Azrael_SentinelDump.png |caption=Used for crouch confirm / Random attack | ||
Line 575: | Line 581: | ||
|input=214C (or 22C on downed opponent) | |input=214C (or 22C on downed opponent) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=214C}} | |||
{{#lst:{{PAGENAME}}/Data|214C}} | |||
{{!}}- | |||
{{AttackVersion|name=Knockdown > 22C}} | |||
{{#lst:{{PAGENAME}}/Data|Knockdown 22C}} | |||
{{!}}- | |||
{{Description|9|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 590: | Line 601: | ||
*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}} | ||
}} | |||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Panzer Strike</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Azrael_PanzerStrike.png |caption=Two-part move | |image=BBCF_Azrael_PanzerStrike.png |caption=Two-part move | ||
Line 600: | Line 609: | ||
|input=623B | |input=623B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|623B}} | |||
{{!}}- | |||
{{Description|8|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 612: | Line 622: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Valiant Crash</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_ValiantCrash.png |caption=Dodgy looking overhead | |image=BBCP_Azrael_ValiantCrash.png |caption=Dodgy looking overhead | ||
Line 619: | Line 628: | ||
|input=236D (Chargeable) | |input=236D (Chargeable) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*11-(active~6)GP | *11-(active~6)GP | ||
*Can be charged | *Can be charged | ||
Line 629: | Line 639: | ||
*Retains GP during charging | *Retains GP during charging | ||
*Weakpoint applied causes a special type of knockback | *Weakpoint applied causes a special type of knockback | ||
*Can be followed with Valiant Charger | *Can be followed with Valiant Charger 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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Valiant Charger</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|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}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236D 6}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Hornet Bunker</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_HornetBunker.png |caption=Strange looking low hit | |image=BBCP_Azrael_HornetBunker.png |caption=Strange looking low hit | ||
Line 659: | Line 669: | ||
|input=214D (Chargeable) | |input=214D (Chargeable) | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*10-(active~9)GP | *10-(active~9)GP | ||
*Can be charged | *Can be charged | ||
Line 669: | Line 680: | ||
*Retains GP during charging | *Retains GP during charging | ||
*Weakpoint applied causes a special type of knockback | *Weakpoint applied causes a special type of knockback | ||
*Can be followed with Hornet Chaser | *Can be followed with Hornet Chaser 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}} | ||
}} | |||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Hornet Chaser</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_HornetChaser.png |caption=Allows follow-up to Hornet Bunker | |image=BBCP_Azrael_HornetChaser.png |caption=Allows follow-up to Hornet Bunker | ||
Line 681: | Line 690: | ||
|input= Press [8] during Hornet Bunker w/ lower weakpoint applied | |input= Press [8] during Hornet Bunker w/ lower weakpoint applied | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214D 8}} | |||
{{!}}- | |||
{{Description|8|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 701: | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Drives== | ==Distortion Drives== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Black Hawk Stinger</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_BlackHawkStinger.png |caption=Combo ender for extra damage | |image=BBCP_Azrael_BlackHawkStinger.png |caption=Combo ender for extra damage | ||
Line 699: | Line 710: | ||
|input=236236D | |input=236236D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236236D}} | |||
{{!}}- | |||
}} | {{Description|8|text= | ||
*7th frame All invul. OD version 7-13 All invul. | |||
*Applied weakpoints make move unblockable 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 | |||
*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. | |||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Scud Punishment</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_ScudPunishment.png |caption=Gets both weakpoints / Special effect | |image=BBCP_Azrael_ScudPunishment.png |caption=Gets both weakpoints / Special effect | ||
Line 725: | Line 733: | ||
|input=214214D | |input=214214D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214214D}} | |||
{{!}}- | |||
}} | {{Description|8|text= | ||
*1-18 All invul | *1-18 All invul | ||
*Applies both weakpoints on hit | *Applies both weakpoints on hit | ||
Line 741: | Line 743: | ||
*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== | ||
Line 754: | Line 757: | ||
|input=ABCD during Overdrive | |input=ABCD during Overdrive | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|ABCD}} | |||
{{!}}- | |||
}} | {{Description|8|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 | ||
Line 773: | Line 770: | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Azrael_PatriotApocalypse1.png |caption="Enchant Dragunov" | |image=BBCP_Azrael_PatriotApocalypse1.png |caption="Enchant Dragunov" | ||
|image2=BBCP_Azrael_PatriotApocalypse3.png |caption2= | |image2=BBCP_Azrael_PatriotApocalypse3.png |caption2="Have a taste... Of The ULTIMATE DEATH!! | ||
|name=Patriot Apocalypse | |name=Patriot Apocalypse | ||
|input=632146C | |input=632146C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|Astral}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*1-30 All invul | *1-30 All invul | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
Line 791: | Line 789: | ||
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== | ||
Line 804: | Line 802: | ||
*[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;"/> | ||
---- | |||
{{ | ==Roadmap== | ||
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBCF--> | |||
{{Roadmap}} | |||
==Navigation== | |||
{{#lst:{{PAGENAME}}/Data|Links}} | |||
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Revision as of 19:38, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
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.
Lore: | 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'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 / 214214D
- Lower Weakpoint Moves: 2D / 3D / j.2D / 214D / 214214D
- 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.
Normal Moves
5A | Template:AttackDataHeader-BBCF |
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5B | Template:AttackDataHeader-BBCF |
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5BB | Template:AttackDataHeader-BBCF |
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5C | Template:AttackDataHeader-BBCF |
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2A | Template:AttackDataHeader-BBCF |
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2B | Template:AttackDataHeader-BBCF |
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2C | Template:AttackDataHeader-BBCF |
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3C | Template:AttackDataHeader-BBCF |
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6A | Template:AttackDataHeader-BBCF |
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6B | Template:AttackDataHeader-BBCF |
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6C | Template:AttackDataHeader-BBCF |
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j.A | Template:AttackDataHeader-BBCF |
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j.B | Template:AttackDataHeader-BBCF |
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j.C | Template:AttackDataHeader-BBCF |
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j.2C | Template:AttackDataHeader-BBCF |
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Taunt | Template:AttackDataHeader-BBCF |
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Drive Moves
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 | Template:AttackDataHeader-BBCF |
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2D | Template:AttackDataHeader-BBCF |
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3D | Template:AttackDataHeader-BBCF |
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6D | Template:AttackDataHeader-BBCF |
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j.D | Template:AttackDataHeader-BBCF |
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j.2D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw 6B+C |
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Back Throw 4B+C |
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Air Throw B+C in Mid-Air |
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Counter Assault 6A+B during blockstun w/50% |
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Crush Trigger A+B w/25% |
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Special Moves
Gustaf Buster 236A |
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Tiger Magnum 236C |
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Cobra Spike 6C during Tiger Magnum |
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Leopard Launcher 6C during Cobra Spike |
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Growler Field 214B (Chargeable) |
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Phalanx Cannon 236B (After absorbing projectile with Growler Field) |
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Sentinel Dump 214C (or 22C on downed opponent) |
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Panzer Strike 623B |
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Valiant Crash 236D (Chargeable) |
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Valiant Charger Press 6 during Valiant Crash w/ upper weakpoint applied |
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Hornet Bunker 214D (Chargeable) |
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Hornet Chaser Press [8] during Hornet Bunker w/ lower weakpoint applied |
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Distortion Drives
Black Hawk Stinger 236236D |
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Scud Punishment 214214D |
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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
Roadmap
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 [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
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Defense •
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Attack Attributes •
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Misc •