BBTag/Azrael

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Azrael
BBTag Azrael Portrait.png

Health: 18,000

Jump Startup: 4F

Backdash Time 28F / Invul: 1-20F All

Forward Dash Time 25F / Invul: 7-15F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Teleport
Playstyle
Aggressive, close-range
Team role
Point

Overview[edit]

"Don't get in my way. I'm fine with taking all 3 of you up together"

Backstory[edit]

More commonly known as the "Mad Dog", Azrael is a man with tremendous strength that defies all logic. Bloodthirsty and only interested in fighting strong opponents, Azrael once worked as a mercenary going from battlefield to battlefield and wherever he appeared, it was guaranteed that there would be no survivors. Eventually, Azrael is sealed away by Sector Seven, thanks to the efforts of Kokonoe and Tager. However, during the events of BlazBlue Chrono Phantasma, Sector Seven releases Azrael and puts a special collar on him before sending him to Ikaruga with the task of retrieving the Azure Grimoire.

Playstyle[edit]

Azrael is a character known and feared for his ability to do highly damaging combos with the help of his drive in the BlazBlue series and the same holds true for BlazBlue Cross Tag Battle.

Although Azrael excels in dealing a lot of damage once he gets hits, his neutral can be more difficult than other characters. Azrael dash is teleport dash that moves him forward a fixed distance that has some vulnerable recovery at its end. This can make approaching an opponent and precisely spacing your pokes and jump ins difficult. In order to close the gap between your opponent, you'll need to smartly use a combination of his movement options, Gustaf, Growler+Phalanx and Partner Skills.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Above average amount of health.
  • Can deal great solo damage with amazing corner carry at the cost of one meter with Valiant Charger.
  • Has unique teleporting dashes which can be used to either escape or apply pressure.
  • Has an anti-projectile move in Growler Field, which is also available as an assist.
  • Large body, slow walkspeed.
  • Maneuvering in neutral can be awkward due to his unique movement options.
  • Lacks a fast-hitting low.
  • Weakpoints progressively become harder to trigger the more they are used in a combo.


Drive: The Terror[edit]

In the BlazBlue series, Azrael could 'mark' the opponent with a weakpoint with certain attacks. Hitting this mark would trigger the weakpoint and enhance the attack.

This has been adapted for BlazBlue Cross Tag Battle by having certain attacks gain enhanced properties by timing a button press right when said attack hits opponent. These attacks will gain enhanced properties like more damage, more stun, or followup attacks that allow Azrael to extend his combos in different ways than usual.

The following moves have the option to press the input again for a followup:

  • 5AAAA
  • 5BB
  • 2A
  • 2C
  • j.B
  • Valiant Crash
  • Hornet Bunker





Normal Moves[edit]

4A[edit]
4A
BBCP Azrael 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 6 6 9 -1
  • Fast jab, can be used as a reactionary antiair is many situations.
  • Very good for stagger pressure.

Detailed description of the usefulness of the move go here


5A[edit]
5A
BBCP Azrael 5B.png
BBCP Azrael 5BB.png
BBCP Azrael 6A.png
BBCP Azrael 5D.png
A great overhead if your opponent doesn't know that this is stuck in an autocombo
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 7 7 10 1
  • Fast normal, great hitbox, hits behind, can be used as a semi-reliable AA against airdash.
  • Great for stagger pressure and can be jump cancelled for IAD j.A mix on block.

Detailed description of the usefulness of the move go here

5AA 1500 All 11 3 15 0
  • +0 OB means this can go back into 4A and frametrap lots of characters.
  • Good for bringing characters down for better grounded combos.

Detailed description of the usefulness of the move go here

5AAA 1700 All 15 9 14 -4
  • Leads into a high/low mix or even throw cancelled for another layer.

Detailed description of the usefulness of the move go here

5AAAA 1700 [2000] High 21 3 20 -4 [-2]
  • Values in [] are for Weakpoint version
  • Fast (~20f) safe overhead.
  • Will frametrap mashing and stuff attempts to chicken block.

Detailed description of the usefulness of the move go here


5B[edit]
5B
BBCP Azrael 5C.png
Throw the coat
BBCP Azrael 3C.png
Jump on the couch
BBCP Azrael SentinelDump.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 13 6 16 -3
  • Very rewarding poke with a disjointed hitbox.
  • Special cancellable.
  • This is one of your primary ways of establishing yourself in neutral relatively safely.

Detailed description of the usefulness of the move go here

5BB 1700 [2000] Low 15 10 23L -14
  • Values in [] are for Weakpoint version
  • Low hit
  • Cancellable
  • Automatically performs followup on successful weakpoint hit
5BB Followup 1500 All - 3 - -
  • Low hit.
  • Only comes out on hit with a just frame.


5C[edit]
5C
BBCP Azrael 6D.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -4
  • Another safe overhead

Old 6D.


2A[edit]
2A
BBCP Azrael 2D.png
Because Azrael's old 2B would just be too good in this game.
Damage Guard Startup Active Recovery Frame Adv.
1500 [2000] Low 15 3 15 -1 [+3]
  • Values in [] are for Weakpoint version.
  • This is his fastest low.
  • Lots of reward from this move from just frame.

Detailed description of the usefulness of the move go here


2B[edit]
2B
BBCP Azrael 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 13 6 30 -19
  • Very poor anti-air.
  • Good vs dives or very telegraphed aerial movement.
  • Not as good as 5A but useful when you need some head invul.

Detailed description of the usefulness of the move go here


2C[edit]
2C
BBCP Azrael 3D.png
Scuff them Jordans.
Damage Guard Startup Active Recovery Frame Adv.
1700 [2000] Low 24 6 15 -2 [0]
  • Values in [] are for Weakpoint version
  • Similar animation to 5C however it lacks the flash and sound effect.
  • Despite the previous point. It's quite effective at checking players on defense and can open up 5C opportunities.
  • Very rewarding on hit and safe on block.

Detailed description of the usefulness of the move go here


j.A[edit]
j.A
BBCP Azrael jB.png
BBCP Azrael jC.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 9 6 14 -
  • Very good aerial button, covers a good space and fast start up.
  • It hits behind Azrael and is good for a cross up tool.
  • Primary jump in button, commonly used with IAD.

Detailed description of the usefulness of the move go here

j.AA 1500 High 10 6 15 -
  • Combo Filler, can be used to jail aerial opponents however this is fairly uncommon.

Detailed description of the usefulness of the move go here


j.B[edit]
j.B
BBCP Azrael jD.png
Damage Guard Startup Active Recovery Frame Adv.
1500 [2000] High 19 5 16 -
  • Values in [] are for Weakpoint version
  • Ground bounces on weak point. Height of the ground bounce is based on the opponent's height.
  • Primarily combo filler.


j.C[edit]
j.C
BBCP Azrael j2C.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All 22 Until landing 10L +1
  • Advantage based on immediate j.C
  • Stalled air movement can bait out AA attempts.
  • Special cancellable on landing, useful for frame trapping and combos.
  • Can send airborne opponents upwards when hit in an specific way.

Detailed description of the usefulness of the move go here



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCP Azrael ForwardThrow.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7-30 3 23 -
  • Backward throw knocks down
  • 100% minimum damage

Detailed description of the usefulness of the move go here


Panzer Strike[edit]
Panzer Strike
5A+D
BBCF Azrael PanzerStrike.png
"I can see the protractor on your screen."
Damage Guard Startup Active Recovery Frame Adv.
1800*2 Air Unblockable, All 18 12(16)Until landing+4 34L -19
  • Around a full second between the first hit being blocked and recovery, but it's still punishable if you block the second hit.
  • Very useful for dealing with high up diagonal enemies. However it is very committal.
  • Good oki from the second hit.

2-hit DP.


Skills[edit]

Gustaf Buster[edit]
Gustav Buster
236A
BBCP Azrael GustafBuster.png
Azrael's last remaining approach tool. RIP frame advantage.
Damage Guard Startup Active Recovery Frame Adv.
1800 All 12~31 6 26 -1
  • Will skip to attack if Azrael reaches within a certain horizontal distance from opponent.
  • Good way of closing a gap and forcing a RPS situation on most the cast.
  • Many characters with 8 frame or slower buttons are forced to super or DP out of Gustav > 4A OB.

Detailed description of the usefulness of the move go here


Tiger Magnum[edit]
Tiger Magnum
236B
BBCP Azrael TigerMagnum.png
BBCP Azrael CobraStrike.png
BBCP Azrael LeopardLauncher.png
Version Damage Guard Startup Active Recovery Frame Adv.
Tiger Magnum
236A
1800 All 15 3 18 -4
Cobra Strike
Tiger > A/B/C
1800 All 10 5 18 -6
Leopard Launcher
Cobra > A/B/C
2100 All 16 3 30 -14
  • Combo filler "rekka"
  • Cheesy frametrap (with delayed followups)
  • Blockstring extender with assists


Growler Field[edit]
Growler Field
214A
BBCP Azrael Growler Field.png
That's a nice projectile you got there.
BBCP Azrael Phalanx Cannon.png
It'd be a shame if somebody...reflected it.
Version Damage Guard Startup Active Recovery Frame Adv.
Growler Field
214A
1800 All 7 5 36 -24
Phalanx Cannon
Growler > A
1800 All 5 Until hit 26T +26
  • Hold A to prolong Growler
  • Becomes full invul for remaining duration on successful projectile absorb; Can cancel into Phalanx Cannon on successful projectile absorb

Absorb a projectile, throw a projectile


Sentinel Dump[edit]
Sentinel Dump
214B
BBCP Azrael SentinelDump.png
Slav Squat
Damage Guard Startup Active Recovery Frame Adv.
1800 All 39 3 50T +8
  • Interruptible pressure reset
  • Can cross up on crouchers.
  • His only +OB tool.



Extra Skills[edit]

Valiant Crash[edit]
Valiant Crash
236C (Chargeable)
BBCP Azrael ValiantCrash.png
Go sit in the corner.
BBCP Azrael ValiantCharger.png
Hang on, I'm coming too.
Version Damage Guard Startup Active Recovery Frame Adv.
Valiant Crash
236C
1900 [2090] High 24 9 38 -28
  • Values in [] are for Weakpoint version
  • Hits overhead
  • Obvious because of the blue flash and raised leg. Can be timed for weakpoint allowing for damage of Charged version.
  • 11~(3 before active) HBFP GP
Valiant Charger
Crash > 6
- - 1 - - 1
  • All weakpoint attacks automatically hit weakpoint


Hornet Bunker[edit]
Hornet Bunker
214C
BBCP Azrael HornetBunker.png
BBCP Azrael HornetChaser.png
Version Damage Guard Startup Active Recovery Frame Adv.
Hornet Bunker
214C
1900 [2090] Low 24 8 24 -13
  • Values in [] are for Weakpoint version
  • Hits low
  • 9~(8 before active) HBFP GP

Was way more ambiguous when it wasn't one of the two moves he has that glows blue. Can be timed for weakpoint allowing for damage of Charged version.

Hornet Chaser
Crash > 8
- - 8 - - 1
  • All weakpoint attacks automatically hit weakpoint



Partner Skills[edit]

5P[edit]
6P
Leopard Launcher
BBCP Azrael LeopardLauncher.png
Damage Guard Startup Active Recovery Frame Adv.
2500 All (18+)22 6 49 -19
  • +OB from Active Switch.
  • Can be comboed from after a Active Switch.
  • Very damaging and can be used for high damage loops.

Detailed description of the usefulness of the move go here


6P[edit]
5P
6C
BBCP Azrael 6C.png
Damage Guard Startup Active Recovery Frame Adv.
2400 All (18)+15 8 2+21L -12
  • Azrael's original 6C.
  • Ground bounces

Detailed description of the usefulness of the move go here


4P[edit]
4P
Growler Field
BBCP Azrael Growler Field.png
BBCP Azrael Phalanx Cannon.png
Version Damage Guard Startup Active Recovery Frame Adv.
Growler 1800 All (18)+28 5 79 -68
Phalanx Cannon
Absorb Projectile
1800 All 25 - Total: 46 -2
  • On successful absorption of a projectile, Azrael will automatically do a Phalanx Cannon followup
  • Projectile invul frame 1.
  • Will stop walking sooner if the opponent is within reach.

Detailed description of the usefulness of the move go here



Distortion Skills[edit]

Black Hawk Stinger[edit]
Black Hawk Stinger
236B+C
BBCP Azrael BlackHawkStinger.png
You wish this was as good as Bionic Arm.
Damage Guard Startup Active Recovery Frame Adv.
5500 [6500] All 7(+122)+4 [7(+149)+4] 3 54 -38
  • Values in [] for Enhanced version
  • 33% minimum damage (1815) [31% (2015)]
  • Very fast, so it can punish enemy carelessness.
  • Can lead into combos from Counter hit during Resonance Blaze.
  • Can be used in reaction to whiffed buttons for a 3/4ths screen punish.
  • Time freeze locks opponents from canceling the armor hit into DP. If the are too far, they can cancel into DP/Super.

Detailed description of the usefulness of the move go here


Full Spartan[edit]
Full Spartan
214B+C
BBCF Azrael FullSpartan.png
TCL but with more pzazz.
Damage Guard Startup Active Recovery Frame Adv.
1500, 1800*2, 4000 [1500, 1800*2, 5800] All 7(+77)+1 5 44 -22
  • Values in [] for Enhanced version
  • Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
  • Cinematic super, good for Cross Combo.
  • Can catch some bursts.

Detailed description of the usefulness of the move go here



Distortion Skill Duo[edit]

Black Hawk Stinger
P during Main Character's Distortion Skill
BBCP Azrael BlackHawkStinger.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All - 3 54 -38
  • Values in [] for Enhanced version
  • 100% minimum damage (2000) [2500]

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Patriot Apocalypse
222B+C
BBCP Azrael PatriotApocalypse1.png
BBCP Azrael PatriotApocalypse3.png
Flipping the table.
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -123
  • Extremely punishable Astral

Don't drop your 5A confirm into it in Grand Finals.


Navigation[edit]


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