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* Time freeze locks opponents from canceling the armor hit into DP. If the are too far, they can cancel into DP/Super.
* 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
Detailed description of the usefulness of the move go here
* Tracks rather than going the full distance unlike in BBCF
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====== <span style="visibility:hidden;font-size:0">Full Spartan</span> ======
====== <span style="visibility:hidden;font-size:0">Full Spartan</span> ======
{{MoveData
{{MoveData
Azrael
Movement Options
Double Jump, 1 Airdash, Dash Type: Teleport
Playstyle
Aggressive, close-range
Team role
Point
Overview
"Don't get in my way. I'm fine with taking all 3 of you up together" Lore: 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.
Drive: The Terror
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
Playstyle
Azrael 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.
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.
Normal Moves
4A
4A
Reach for the Banana
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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
5A
Angrily grab the banana Headbutt the tree to shake the banana down Shoulder tackle the tree to obtain the banana A great overhead if your opponent doesn't know that this is stuck in an autocombo
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5A
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
+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
Leads into a high/low mix or even throw cancelled for another layer.
Detailed description of the usefulness of the move go here
5AAAA
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
5B
Throw the coat Jump on the couch Dump on 'em
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5B
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
Values in [] are for Weakpoint version
Low hit
Special Cancellable
Automatically performs followup on successful weakpoint hit
5BB Followup
Only comes out on hit with a just frame.
5C
2A
2A
Because Azrael's old 2B would just be too good in this game.
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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
2B
Upset he cannot get the banana; Azrael uproots the tree
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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.
Jump Cancellable
Detailed description of the usefulness of the move go here
2C
2C
Scuff them Jordans.
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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
j.A
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j.A
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
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
j.B
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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
j.C
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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
Ground Throw
Panzer Strike
Panzer Strike 5A+D
"I can see the protractor on your screen."
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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
Gustaf Buster
Gustav Buster 236A
Azrael's last remaining approach tool. RIP frame advantage.
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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
Tiger Magnum 236B
Unga time
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Tiger Magnum236A
Cobra StrikeTiger > A/B/C
Leopard LauncherCobra > A/B/C
Combo filler "rekka"
Cheesy frametrap (with delayed followups)
Blockstring extender with assists
Growler Field
Growler Field 214A
That's a nice projectile you got there. It'd be a shame if somebody...reflected it.
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Growler Field214A
Phalanx CannonGrowler > A
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
Valiant Crash
Valiant Crash 236C (Chargeable)
Go sit in the corner. Hang on, I'm coming too.
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Valiant Crash236C
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 ChargerCrash > 6
All weakpoint attacks automatically hit weakpoint
Hornet Bunker
Hornet Bunker 214C
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Hornet Bunker214C
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 ChaserCrash > 8
All weakpoint attacks automatically hit weakpoint
Partner Skills
6P
5P
6P Leopard Launcher
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+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
4P
4P Growler Field
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Growler
Phalanx CannonAbsorb Projectile
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
Black Hawk Stinger
Black Hawk Stinger 236B+C
You wish this was as good as Bionic Arm.
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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
Tracks rather than going the full distance unlike in BBCF
Full Spartan
Full Spartan 214B+C
TCL but with more pzazz.
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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
Black Hawk Stinger P during Main Character's Distortion Skill
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Values in [] for Enhanced version
100% minimum damage (2000) [2500]
Detailed description of the usefulness of the move go here
Astral Heat
Patriot Apocalypse 222B+C
Flipping the table.
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Extremely punishable Astral
Don't drop your 5A confirm into it in Grand Finals.
Roadmap Navigation
To edit frame data, edit values in BBTag/Azrael/Data . Be sure to update both the move
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