BBCPE/Azrael: Difference between revisions

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*List what the move is used for
*6-24H invul.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Can be dash canceled from F30 regardless of whiff, hit, or block.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
An big uppercut, launches the enemy, can’t be jump-canceled. Can be dash canceled during the part where he spins around after the uppercut. Possibly useful against expected cross-ups or as a delayed anti-air. It is very unsafe though, which means you have to forward dash cancel it no matter what or else you'll get punished.
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Revision as of 18:06, 26 May 2016

Azrael
BBCP Azrael Portrait.png

Health: 12,000

Combo Rate: 90%

Jump Startup: 4

Backdash Time: 28

Backdash Invincibility: 1-20

Movement Options
Double Jump, 1 Airdash, Dash type: Teleport
Play-style
Offensive, Power, Footsies
  

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 weak points on the opponent when they hit the opponent. Weakpoints are active for 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 weak point. This consumes the weak point, but you can re-apply it in the same combo. Of course, the moves apply the same weak points 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. Since 2.0 is in effect, 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 GG'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 weak points even on block. Weak points are not used up when you hit the opponent with weak point moves. Weak points 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.

Pros/Strengths

  • Good amount of health.
  • Does great meterless damage with weakpoints.
  • Does great meterless damage in the corner/into the corner.
  • Great corner carry with weakpoints/meter.
  • Many options for anti-airing. Overall good air normals.
  • Intimidating pressure with frame traps.
  • Great cross-ups(especially with meter).
  • Has possibly one of the best back dashes in the game.
  • Has an anti-projectile move (214B - Growler Field). Absorbs projectile and gains one of his own in return (up to 3). You can also choose to shoot it back immediately after absorption or to hold onto it. Can be used to make Valiant combos burst-safe. Used as a fast cross-up (Dash-through TK Growler RC)


Cons/Weaknesses

  • Awkward movement due to slow walking speed and teleport dash.
  • Pressure can be short, and falls to proper use of barrier and IB.
  • Quick normals are short ranged, medium to long-ranged normals are slow/unsafe.
  • In the corner your backdash's lengthy frames can be poor against stagger pressure(you need to backdash at the right moment, against moves with high recovery).
  • Has combos that involve links/delayed gatlings, if execution is a problem.
  • Oki somewhat lackluster midscreen.
  • Big damage combos require you to have weakpoints already applied in most cases.
  • Because of the above it means Azrael has to get multiple chances to land decent combos. Getting reset back to neutral can really hinder Azrael's gameplan due to the nature of weakpoints and getting them.
  • Neutral can be difficult in certain match ups.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 360F 390F 420F 480F 600F 720F
Ambox warning.png This data is all copied over from BBCPE 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Azrael 5A.png
Basic Poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HL 6 6 7 +1 B -

A very short-range uppercut, cancels/links into itself.

5B
5B
BBCP Azrael 5B.png
Good Poke/Decent Anti-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 9 7 10 ±0 B -

Swipes with the hand, jump-cancelable. Seems to be a strong anti-air due to its hitbox, must be barrier blocked in the air as well.

5BB
5BB
BBCP Azrael 5BB.png
Easy Hitconfirm
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR HL 13 3 9 +5 B -

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

5C
5C
BBCP Azrael 5C.png
Mid-range Poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR HL 15 6 16 -3 B -
  • Fatal Counter

A yakuza kick, has long reach. One of the few long range moves Azrael has. 5C > Black Hawk Stinger is an unblockable setup if both weakpoints are applied.

2A
2A
BBCP Azrael 2A.png
Crouching Low Poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR LA 9 3 9 +2 F -

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

2B
2B
BBCP Azrael 2B.png
Further Crouching Poke/Combo Extender
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SOR HL 12 6 18 -7 S -

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

2C
2C
BBCP Azrael 2C.png
Mostly Combo Filler/Somewhat Anti-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R All 13 9 23 -3 HBFPr(2) 9-21H
  • 9-21H invul.

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

3C
3C
BBCP Azrael 3C.png
Long-range Low
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
860 (S*)R L 15 10 18 -9 F 11-24F
  • 11-24F invul.
  • Frame advantage listed is for point-blank range.
  • Can only be special canceled into Sentinel Dump (downed 22C version).

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

6A
6A
BBCP Azrael 6A.png
Combo Filler/Decent Against Ground Attacks
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
820 R HL 19 9 14 -4 B 7-24B
  • 7-24B invul.
  • Frame Advantage listed is for point-blank range.

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

6B
6B
BBCP Azrael 6B.png
Situational Anti-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
860 RDa HL 13 6 37 -24 B 6-24H
  • 6-24H invul.
  • Can be dash canceled from F30 regardless of whiff, hit, or block.

An big uppercut, launches the enemy, can’t be jump-canceled. Can be dash canceled during the part where he spins around after the uppercut. Possibly useful against expected cross-ups or as a delayed anti-air. It is very unsafe though, which means you have to forward dash cancel it no matter what or else you'll get punished.

6C
6C
BBCP Azrael 6C.png
Good Range
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R HL 28 8 9 +2 H 10-35F
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCP Azrael jA.png
Basic Air Poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 COJR HA 7 3 6 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B
BBCP Azrael jB.png
Good Air Poke/Crosses-Up
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 OJR HA 9 3(2)3 12 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C
BBCP Azrael jC.png
Mostly Combo Filler
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 OJR HA 12 6 15 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2C
j.2C
BBCP Azrael j2C.png
Dive Kick
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
840 OR All 22 till L 10L - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

5D
5D
BBCP Azrael 5D.png
Overhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 (1200) R H 21 3 20 -4 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D
2D
BBCP Azrael 2D.png
Low
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 (900) R L 15 3 18 -4 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3D
3D
BBCP Azrael 3D.png
Slightly Ambiguous Low
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 (1500) R L 24 6 15 -2 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6D
6D
BBCP Azrael 6D.png
Overhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 (1500) R H 27 7 14 -2 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
BBCP Azrael jD.png
Upper Weakpoint Air Ender
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 (900) OR HA 19 5 16 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2D
j.2D
BBCP Azrael j2D.png
Lower Weakpoint Air Ender
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 (900) OR HA 19 3 18 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
6B+C
BBCP Azrael ForwardThrow.png
Launches Forward
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0•1500 -•R T 7 3 18 - T -
  • List what the move is used for
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Back Throw
Back Throw
4B+C
BBCP Azrael BackThrow.png
Slams Behind Him
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0X2•1500 -X2•SOR T 7 3 18 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
B+C in Mid-Air
BBCP Azrael AirThrow.png
Drops to the Ground
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0•1400 -•R T 7 3 21+3L - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault
Counter Assault
6A+B during blockstun w/50%
BBCP Azrael CounterAssault.png
Counter Assault
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 19 6 18 -5 B 1-20Inv
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger
A+B w/25%
BBCP Azrael CrushTrigger.png
Crush Trigger
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 20 +4 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Gustaf Buster
Gustaf Buster
236A
BBCP Azrael GustafBuster.png
Neutral Attack/Pressure Ender
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R All 13 6 24 +1 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Tiger Magnum
Tiger Magnum
236C
BBCP Azrael TigerMagnum.png
Combo Filler/Big Damage Starter
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R All 13 3 18 -4 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Cobra Strike
Cobra Strike
46C during Tiger Magnum
BBCP Azrael CobraStrike.png
Filler Move
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 R All 10 5 18 -6 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Leopard Launcher
Leopard Launcher
6C during Cobra Strike
BBCP Azrael LeopardLauncher.png
Filler Move
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1250 R All 16 3 30 -14 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Growler Field
Growler Field
214B (Chargeable)
BBCP Azrael Growler Field.png
Reversal / Anti-Projectile
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 R All 11 7 47 -37 B 1-11All, 11-(53-117)GP(P)
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Phalanx Cannon
Phalanx Cannon
236B (After absorbing projectile with Growler Field)
BBCP Azrael Phalanx Cannon.png
Only Long-range Attack
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All 7 - 26T ±0 HBFPr(2) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Sentinel Dump
Sentinel Dump
214C or 22C on Downed Opponent
BBCP Azrael SentinelDump.png
Used for Crouch Confirm / Random Attack
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 (600) R All 39(33) 10 46T(50T) +12(+2) HBFPr 1-10GP(A)(1-6GP(A))
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Valiant Crash
Valiant Crash
236D (Chargeable)
BBCP Azrael ValiantCrash.png
Overhead / Leads to Corner Carry / Big Damage
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 (1200) R HA 26 9 38 -26 B 11-(active~7)GP
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Valiant Charger
Valiant Charger
Press [6] during Valiant Crash w/ upper weakpoint applied
BBCP Azrael ValiantCharger.png
Provides Huge Corner Carry
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 101T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Hornet Bunker
Hornet Bunker
214D (Chargeable)
BBCP Azrael HornetBunker.png
Low / Slightly Useful
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 (1200) R LA 27 8 33 -19 B 10-(active~12)GP
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Hornet Chaser
Hornet Chaser
Press [8] during Hornet Bunker w/ lower weakpoint applied
BBCP Azrael HornetChaser.png
Allows Follow-up to Hornet Bunker
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 106T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Black Hawk Stinger
Black Hawk Stinger
236236D
BBCP Azrael BlackHawkStinger.png
Combo Ender for Extra Damage
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 3000 R All 7+4 3 54 -38 B 7 All
Overdrive 3700 R All 7+4 3 54 -38 B 7-13 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Scud Punishment
Scud Punishment
214214D
BBCP Azrael ScudPunishment.png
Gets Both Weakpoints / Special Effect
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300•1182 R All 5+14 3 46 -28 B 1-21 All
Overdrive 300•550X3 R All 5+14 3 46 -28 B 1-21 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Patriot Apocalypse
632146C
BBCP Azrael PatriotApocalypse1.png
"Enchant Dragunov"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - All 7+9 15 128 -122 B 1-30Inv
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References




BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc