(→Taunt) |
(revmoving <nowiki/>. No longer needed to preserve space) |
||
(25 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
{| | {{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}} | ||
| | |||
| | |||
======<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 55: | 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. | ||
|- | }} | ||
|} | }} | ||
{{#lst: | {{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 | ||
Line 74: | Line 78: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 88: | Line 91: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 102: | Line 104: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 116: | Line 117: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Fatal Counter | * Fatal Counter | ||
* Excellent proration values | * Excellent proration values | ||
Line 126: | 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 | ||
Line 134: | Line 134: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 148: | Line 147: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 162: | Line 160: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 9-18H invul. | * 9-18H invul. | ||
Line 170: | 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 | ||
Line 178: | Line 175: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|3C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 188: | 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 | ||
Line 196: | Line 192: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 205: | 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 | ||
Line 213: | Line 208: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 222: | 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 | ||
Line 230: | Line 224: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Fatal Counter | *Fatal Counter | ||
*Frame advantage listed is for standing opponent. | *Frame advantage listed is for standing opponent. | ||
Line 240: | 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 | ||
Line 248: | Line 241: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 262: | Line 254: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*One hit max. | *One hit max. | ||
Line 270: | 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 | ||
Line 278: | Line 269: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 292: | Line 282: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
Line 305: | Line 295: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Taunt}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | 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. | ||
}} | }} | ||
Line 314: | Line 304: | ||
==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 322: | Line 312: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 336: | Line 325: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 350: | Line 338: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|3D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 365: | Line 352: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 374: | 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 | ||
Line 382: | Line 368: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 396: | Line 381: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.2D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | 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. | ||
}} | }} | ||
Line 405: | Line 390: | ||
==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 413: | Line 398: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% Minimum Damage | *100% Minimum Damage | ||
Line 421: | 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 430: | Line 414: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|4BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% Minimum Damage | *100% Minimum Damage | ||
Line 438: | 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 447: | Line 430: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% Minimum Damage | *100% Minimum Damage | ||
Line 455: | 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 464: | Line 446: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6AB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 474: | 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 484: | Line 465: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged}} | {{AttackVersion|name=Uncharged}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AB}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Charged}} | {{AttackVersion|name=Charged}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5[AB]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Can be charged | *Can be charged | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
Line 498: | Line 479: | ||
<br style="clear:both;"/> | <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 506: | Line 487: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Start-up listed is for point-blank range | *Start-up listed is for point-blank range | ||
Line 514: | 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 523: | Line 503: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 | ||
Line 538: | Line 517: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236C 6C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | 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 | ||
Line 553: | Line 531: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236C 6C 6C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 568: | Line 545: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Projectile guard point until recovery | *Projectile guard point until recovery | ||
*Can be held to extend guardpoint | *Can be held to extend guardpoint | ||
Line 582: | Line 559: | ||
}} | }} | ||
}} | }} | ||
====== <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 591: | Line 567: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*3 stock max. | *3 stock max. | ||
Line 599: | 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 609: | Line 584: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=214C}} | {{AttackVersion|name=214C}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Knockdown > 22C}} | {{AttackVersion|name=Knockdown > 22C}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Knockdown 22C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 628: | Line 603: | ||
*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 637: | Line 611: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|623B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 648: | 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 657: | Line 630: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*11-(active~6)GP | *11-(active~6)GP | ||
*Can be charged | *Can be charged | ||
Line 666: | 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 | ||
Line 680: | Line 652: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236D 6}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 from any normal non-drive move while the Valiant Crash knockback is in effect. | ||
*Can be cancelled into any normal move. | *Can be cancelled into any normal move. | ||
Line 691: | Line 663: | ||
}} | }} | ||
}} | }} | ||
====== <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 700: | Line 671: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*10-(active~9)GP | *10-(active~9)GP | ||
*Can be charged | *Can be charged | ||
Line 709: | 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 722: | Line 692: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214D 8}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 732: | Line 702: | ||
}} | }} | ||
<br style="clear:both;"/> | <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 741: | Line 712: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*7th frame All invul. OD version 7-13 All invul. | *7th frame All invul. OD version 7-13 All invul. | ||
*Applied weakpoints make move | *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. | *Also unlike other drive moves, Black Hawk Stinger applies no weakpoints on hit. | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
Line 756: | Line 727: | ||
}} | }} | ||
====== < | ====== <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 764: | Line 735: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214214D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*1-18 All invul | *1-18 All invul | ||
*Applies both weakpoints on hit | *Applies both weakpoints on hit | ||
Line 788: | Line 759: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|ABCD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 810: | Line 781: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Astral}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*1-30 All invul | *1-30 All invul | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
Line 838: | Line 809: | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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}} | ||
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 |
---|
5B | Template:AttackDataHeader-BBCF |
---|
5BB | Template:AttackDataHeader-BBCF |
---|
5C | Template:AttackDataHeader-BBCF |
---|
2A | Template:AttackDataHeader-BBCF |
---|
2B | Template:AttackDataHeader-BBCF |
---|
2C | Template:AttackDataHeader-BBCF |
---|
3C | Template:AttackDataHeader-BBCF |
---|
6A | Template:AttackDataHeader-BBCF |
---|
6B | Template:AttackDataHeader-BBCF |
---|
6C | Template:AttackDataHeader-BBCF |
---|
j.A | Template:AttackDataHeader-BBCF |
---|
j.B | Template:AttackDataHeader-BBCF |
---|
j.C | Template:AttackDataHeader-BBCF |
---|
j.2C | Template:AttackDataHeader-BBCF |
---|
Taunt | Template:AttackDataHeader-BBCF |
---|
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 |
---|
2D | Template:AttackDataHeader-BBCF |
---|
3D | Template:AttackDataHeader-BBCF |
---|
6D | Template:AttackDataHeader-BBCF |
---|
j.D | Template:AttackDataHeader-BBCF |
---|
j.2D | Template:AttackDataHeader-BBCF |
---|
Universal Mechanics
Forward Throw 6B+C |
Template:AttackDataHeader-BBCF |
---|
Back Throw 4B+C |
Template:AttackDataHeader-BBCF |
---|
Air Throw B+C in Mid-Air |
Template:AttackDataHeader-BBCF |
---|
Counter Assault 6A+B during blockstun w/50% |
Template:AttackDataHeader-BBCF |
---|
Crush Trigger A+B w/25% |
Template:AttackDataHeader-BBCF |
---|
Special Moves
Gustaf Buster 236A |
Template:AttackDataHeader-BBCF |
---|
Tiger Magnum 236C |
Template:AttackDataHeader-BBCF |
---|
Cobra Spike 6C during Tiger Magnum |
Template:AttackDataHeader-BBCF |
---|
Leopard Launcher 6C during Cobra Spike |
Template:AttackDataHeader-BBCF |
---|
Growler Field 214B (Chargeable) |
Template:AttackDataHeader-BBCF |
---|
Phalanx Cannon 236B (After absorbing projectile with Growler Field) |
Template:AttackDataHeader-BBCF |
---|
Sentinel Dump 214C (or 22C on downed opponent) |
Template:AttackDataHeader-BBCF |
---|
Panzer Strike 623B |
Template:AttackDataHeader-BBCF |
---|
Valiant Crash 236D (Chargeable) |
Template:AttackDataHeader-BBCF |
---|
Valiant Charger Press 6 during Valiant Crash w/ upper weakpoint applied |
Template:AttackDataHeader-BBCF |
---|
Hornet Bunker 214D (Chargeable) |
Template:AttackDataHeader-BBCF |
---|
Hornet Chaser Press [8] during Hornet Bunker w/ lower weakpoint applied |
Template:AttackDataHeader-BBCF |
---|
Distortion Drives
Black Hawk Stinger 236236D |
Template:AttackDataHeader-BBCF |
---|
Scud Punishment 214214D |
Template:AttackDataHeader-BBCF |
---|
Exceed Accel
Full Spartan ABCD during Overdrive |
Template:AttackDataHeader-BBCF |
---|
Astral Heat
Patriot Apocalypse 632146C |
Template:AttackDataHeader-BBCF |
---|
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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •