BBCF/Azrael

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Revision as of 02:44, 26 March 2018 by GunBlaze (talk | contribs) (Undo revision 87949 by 70.121.37.245 (talk))
Azrael
BBCF Azrael Portrait.png
Health: 12,000

Combo Rate: 60%
Prejump:
Backdash Time 28 / Invul: 1-20
Forward Dash Time 20 / Invul: 7-10

Movement Options
Double Jump, 1 Airdash, Dash type: Teleport
Play-style
Low mobility, very strong mixup
  

Overview

Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself.

Azrael is a big, heavy-hitting offensive character. He has to effectively use his teleport dashes to get around the screen, and try to get in on the opponent. Once in he has to use his pokes and various specials to get a combo that usually ends with a "weakpoint" attack. Azrael's unique Drive is the ability to apply weakpoints, which can lead to big damage.

Drive: The Terror

Azrael's Drive attacks reveal weakpoints when they hit the opponent. Weakpoints are active for 1000F (roughly 17 seconds) before disappearing if not used.

  • Upper Weakpoint Moves: 5D / 6D / j.D / 236D
  • Lower Weakpoint Moves: 2D / 3D / j.2D / 214D

These moves gain new properties when you hit the corresponding weakpoint. This consumes the weakpoint, but you can re-apply it in the same combo. Of course, the moves apply the same weakpoints that they get the additional properties from. All regular ground Drives can potentially be followed up on CH without weakpoint. Hornet (and possibly Valiant), can be followed up on CH with a regular-style combo, and you can use the weakpoint earned within that very same combo. Each Drive's "weakpoint version" has repeat proration.

The properties the moves gain:

  • 5D – Staggers, can go into 5B>~ for a combo.
  • 2D - Knockdown, which can be followed up with 2A>5A>5B to aerial.
  • 6D - Bounces, goes into 5B>TCL,etc.
  • 3D - Bounces, Goes into 5B>~.
  • j.D / j.2D - Ground bounces the opponent into the air to follow-up with a combo, staggers on ground hit. j.D is used rarely out of the corner, as the ground bounce knocks them away. While possible, it is hard to follow up in most cases.
  • 236D (Valiant Crash) - Knocks the opponent away, enabling Valiant Charger. Can repeat (6>5C) multiple times for insane corner carry, or various other attacks in the corner.
  • 214D (Hornet Bunker) – Sort of like Guilty Gear's Dust. Enables Hornet Chaser to be used, followed up with aerial combos.
  • 236236D (Black Hawk Stinger) - Can't be blocked high with UW, or low with LW. Unblockable with both but can be Barrier blocked if in the air.

Overdrive: Mind Colosseo

Azrael's Drive attacks now reveal weakpoints even on block. Weakpoints are not used up when you hit the opponent with weakpoint moves. Weakpoints do not disappear over time like they normally would as long as OD is active. Black Hawk Stinger and Scud Punishment are enhanced. You can use each of Azrael's Drive attacks in the same combo for big damage. On top of that, Azrael can now special-cancel his Drive normals.

Strengths/Weaknesses

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


Normal Moves

5A
5A
BBCP Azrael 5A.png
Basic Poke
300 Mid 6 6 9 - B -
5B
5B
BBCP Azrael 5B.png
The unga button; you'll press this a lot you damn gorilla
750 Mid 9 7 10 - B -
5BB
5BB
BBCP Azrael 5BB.png
Easy Hitconfirm
750 Mid 11 3 9 - B -
5C
5C
BBCP Azrael 5C.png
Mid-range Poke
1050 Mid 15 6 16 - B -
2A
2A
BBCP Azrael 2A.png
Crouching Low Poke
300 Low/Air 9 3 9 - F -
2B
2B
BBCP Azrael 2B.png
Further Crouching Poke/Combo Extender
750 Mid 12 6 18 - F -
2C
2C
BBCP Azrael 2C.png
Mostly Combo Filler/Somewhat Anti-air
1100 All 13 6 Total 50 - BP -
3C
3C
BBCP Azrael 3C.png
Long-range Low
1120 Low 15 9 18 - F -
6A
6A
BBCP Azrael 6A.png
Combo Filler/Decent Against Ground Attacks
1060 Mid 19 9 14 - B -
6B
6B
BBCP Azrael 6B.png
Situational Anti-air
1100 Mid 13 6 37 - B -
6C
6C
BBCP Azrael 6C.png
Good Range
1300 Mid 28 8 9L - H -
j.A
j.A
BBCP Azrael jA.png
Basic Air Poke
450 High/Air 7 3 9 - H -
j.B
j.B
BBCP Azrael jB.png
Good Air Poke/Crosses-Up
780 High/Air 9 3(2)3 12 - H -
j.C
j.C
BBCP Azrael jC.png
Mostly Combo Filler
990 High/Air 12 6 15 - H -
j.2C
j.2C
BBCP Azrael j2C.png
"What doesn't he have?" A divekick. "WELL THEN GIVE IT TO HIM!"
1000 All 22 till L 10L - H -
Taunt
Taunt This is a thing.
100 All ? 24 4 114 - B -


Drive Moves

5D
5D
BBCP Azrael 5D.png
Overhead
900 (1080) High 21 3 20 - B -
2D
2D
BBCP Azrael 2D.png
Low
700 (840) Low 15 3 12 - F -
3D
3D
BBCP Azrael 3D.png
Slightly ambiguous low
1000 (1200) Low 24 6 15 - F -
6D
6D
BBCP Azrael 6D.png
Overhead
1000 (1200) High 27 7 14 - B -
j.D
j.D
BBCP Azrael jD.png
Upper weakpoint air ender
900 (1080) High/Air 19 5 16+4L - H -
j.2D
j.2D
BBCP Azrael j2D.png
Lower weakpoint air ender
900 (1080) High/Air 19 3 16+4L - H -


Universal Mechanics

Forward Throw
Forward Throw
6B+C
BBCP Azrael ForwardThrow.png
Launches upward
0•1500 Throw 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCP Azrael BackThrow.png
Slams behind him
0X2•1500 Throw 7 3 23 - T -
Air Throw
Air Throw
B+C in Mid-Air
BBCP Azrael AirThrow.png
Drops to the ground
0•1500 Throw 7 3 23+3L - T -
Counter Assault
Counter Assault
6A+B during blockstun w/50%
BBCP Azrael 6A.png
Counter Assault
0 All 19 6 30 - B -
Crush Trigger
Crush Trigger
A+B w/25%
BBCP Azrael CrushTrigger.png
Crush Trigger
1000 Barrier 20 1 25 - B - 1000 Barrier 30-61 1 25 - B -


Special Moves

Gustaf Buster
Gustaf Buster
236A
BBCP Azrael GustafBuster.png
+1, because Azrael players don't know how to extend pressure without this crutch
800 All 13-22 6 24 - B -
Tiger Magnum
Tiger Magnum
236C
BBCP Azrael TigerMagnum.png
Combo filler/Big damage starter
800 All 13 3 18 - B -
Cobra Strike
Cobra Strike
6C during Tiger Magnum
BBCP Azrael CobraStrike.png
Filler Move
800 All 10 5 18 - B -
Leopard Launcher
Leopard Launcher
6C during Cobra Strike
BBCP Azrael LeopardLauncher.png
Filler move
1300 All 16 3 30 - B -
Growler Field
Growler Field
214B (Chargeable)
BBCP Azrael Growler Field.png
Anti-projectile
900 All 5 7 36 - B -
Phalanx Cannon
Phalanx Cannon
236B (After absorbing projectile with Growler Field)
BBCP Azrael Phalanx Cannon.png
Only long-range attack
1400 All 5 Until Offscreen 26T - P2* -
Sentinel Dump
Sentinel Dump
214C (or 22C on downed opponent)
BBCP Azrael SentinelDump.png
ANGRY POOP
1000 (600) All 47(33) 3 55T(50T) - P1* -
Panzer Strike
Panzer Strike
623B
BBCF Azrael PanzerStrike.png
More tools this gorilla really doesn't need
1000, 1000 All 18 12(14)Until L+4 30 - -
Valiant Crash
Valiant Crash
236D (Chargeable)
BBCP Azrael ValiantCrash.png
It's an overhead because he kicks you in the face. Because Terumi 5C[2] is also an overhead.
1200 (1440) High/Air 25-56 9 38 - B -
Valiant Charger
Valiant Charger
Press [6] during Valiant Crash w/ upper weakpoint applied
BBCP Azrael ValiantCharger.png
Free corner carry because you hit someone with an overhead twice! Congratulations!
101T - -
Hornet Bunker
Hornet Bunker
214D (Chargeable)
BBCP Azrael HornetBunker.png
TABLE FLIP
1200 (1440) Low/Air 25-57 10 24 - B -
Hornet Chaser
Hornet Chaser
Press [8] during Hornet Bunker w/ lower weakpoint applied
BBCP Azrael HornetChaser.png
Azrael moves faster during this than Tager does even with unlimited.
106T - -


Distortion Drives

Black Hawk Stinger
Black Hawk Stinger
236236D
BBCP Azrael BlackHawkStinger.png
Unbarrierable if you hit them twice. Because hitting someone more than twice requires skill.
3000 All 7+4 3 54 - B - 3700 All 7+4 3 54 - B -
Scud Punishment
Scud Punishment
214214D
BBCP Azrael ScudPunishment.png
PoTaTo PuNiShMeNt
600, 1500 All 6+10 3 45 - B - 600, 300*2, 1500 All 6+10 3 45 - B -


Exceed Accel

Full Spartan
ABCD during Overdrive
BBCF Azrael FullSpartan.png
Pretty much a souped-up TCL
600*3, 1400 All Fast: 10
Slow: 20
3 34 - - 600, 1200*2, 3100 All Fast: 10
Slow: 20
3 34 - -


Astral Heat

Patriot Apocalypse
632146C
BBCP Azrael PatriotApocalypse1.png
owie my hand huuuuuurts
0,32000 All 7+9 15 128 - B -


External References