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*Can be dash canceled from F30 regardless of whiff, hit, or block.
*Can be dash canceled from F30 regardless of whiff, hit, or block.
 
*Can also cancel into 6C and 6D 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 you'll get punished.
A big uppercut that 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 you'll get punished.
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Revision as of 22:45, 26 November 2020

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Overview
Overview

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. Azrael's Drive gives him the ability to apply weakpoints, which give his Drives and certain special moves bonus properties. Once Azrael makes his way in he has to use his pokes and various specials to apply a weakpoint. He can also opt to pop these weakpoints to open new combo routes and deal heavy damage. While Azrael may struggle in neutral against more evasive opponents, he has several tools at his disposal to overwhelm anyone unprepared.

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. As of Chrono Phantasma he has ripped apart his dimensional prison and works with Izanami to find more strong opponents.



Azrael
BBCF Azrael Portrait.png


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 / 214214D
  • Lower Weakpoint Moves: 2D / 3D / j.2D / 214D / 214214D
Revealed weakpoints don't do anything by themselves. However, using an attack that triggers the same type of weakpoint already revealed consumes the weakpoint and boosts the effectiveness of the move, opening up new combo possibilities. There there is no limit on how many times a weakpoint can be revealed and consumed in a single combo, however each Drive attack's "weakpoint version" has same move proration, preventing loops from doing much damage.

Azrael's Drive attacks and weakpoint system receive several buffs.

  • Weakpoints are revealed even on block
  • Azrael can now special-cancel his Drive normals.
  • Weakpoints are not used up when they are triggered, allowing Azrael to use each of his Drive attacks in the same combo for big damage.
  • Weakpoints do not disappear over time as long as OD is active.

Normal Moves

5A

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A very short-range uppercut, cancels/links into itself. One of the very few 5As that need to be barriered in the air. Slower than most 5As in the game and whiffs on crouchers, but can function as an anti-air

5B

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Jump-cancelable. A strong anti-air due to its hitbox, it's also air unblockable

5BB

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Knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms.

5C

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  • Fatal Counter
  • Excellent proration values
  • Hitbox fully extends on frame 18

A yakuza kick, has long reach and a fantastic combo starter if you get a counterhit. One of the few long range moves Azrael has. 5C > Black Hawk Stinger is an unblockable setup if both weakpoints are applied.

2A

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Extremely slow 2A. Typical go-to move to pick up if your opponent doesn't tech. Hits low.

2B

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

2C

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  • 9-18H invul.

Pickup that can be followed up by 5B/6D. More often than not combo filler. Counts as a projectile.

3C

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  • Frame advantage listed is for point-blank range.
  • Can only be special-cancelled 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

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  • 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

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  • Can be dash canceled from F30 regardless of whiff, hit, or block.
  • Can also cancel into 6C and 6D from F30 regardless of whiff, hit, or block

A big uppercut that 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 you'll get punished.

6C

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  • Fatal Counter
  • Frame advantage listed is for standing opponent.
  • Looks like an overhead, but isn't.

A swinging kick after a short jump, similar to Terry Bogard's Crack Shoot. On FC against opponents in the air the move will ground bounce. Can be followed up on FC with various moves. Because Azrael hops during this move, it will beat many low poke attempts.

j.A

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An average j.A. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A.

j.B

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  • One hit max.

Azrael swings his jacket downward, hits behind him as well. This is probably one of Azrael's best normals. Can easily cross-up opponents.

j.C

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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.

j.2C

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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. Does not function the same as divekicks in other games (e.g Street Fighter). Instead, it's often best to use this divekick as a way of delaying a jump-in

Taunt

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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.


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

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  • Leads to massive damage with weakpoint

Fast Overhead that applies/consumes upper weakpoint. Can be followed-up on CH without weakpoint. Staggers with weakpoint. Lands before it goes active, so it can lose to throw attempts. Use this move to catch an opponent off guard. With RC, you can apply lower weakpoint immediately afterwards.

2D

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Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Hard knockdown with weakpoint.

3D

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  • Shares the same animation as 6D from frames 1-9

Stomps at the enemy’s feet. Very deceptive startup to the animation. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. Great to use when your opponent has been conditioned with 6D

6D

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  • 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.

In neutral it forms a 50/50 Mixup with 3D, but can be mashed out of at neutral. Useful against passive opponents or if you have both weakpoints and a knockdown to work with. Used in tandem with 3D, it can surprise your opponent with its ambiguous startup animation

j.D

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An aerial smash. This is your typical air combo ender without weakpoint. With weakpoint, it functions as a combo extender. Overhead, applies upper weakness and smashes the opponent away from you. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit.

j.2D

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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.


Universal Mechanics

Forward Throw

5/6B+C

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  • 100% Minimum Damage

An uppercut, blows the enemy about one step forward. Can be followed up with an aerial combo or special, but it doesn’t wallbounce in the corner. Can guarantee a weakpoint is applied or followed up with Tiger Magnum all the way to Leopard Launcher.

Back Throw

4B+C

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  • 100% Minimum Damage

Azrael knocks the enemy down behind himself. Can be special-cancelled. Can guarantee a weakpoint is applied or followed up with Tiger Magnum all the way to Leopard Launcher.

Air Throw

j.B+C

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  • 100% Minimum Damage

Grabs the opponent and slams them straight to the ground. Simple follow-up would be 2A>Tiger Magnum~

Counter Assault

When bocking 6A+B

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  • 1-20 All invul
  • Frame Advantage listed is for point-blank range
  • 180F Heat Gauge Cooldown

Azrael does a shoulder tackle move similar to his 6A.

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • Can be charged
  • 180F Heat Gauge Cooldown

Can be used with 25% to guard crush your opponent. Can be barrier blocked to not cause guard crush. Adds some more combo-ability to combos, as well as increases damage.


Special Moves

Gustav Buster

236A

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  • Start-up listed is for point-blank range
  • Can only followup on CH
  • Can be used during a forward dash to "cancel" it

Azrael's premier gap closer/pressure ender. Its huge range and fast startup make it great for catching out an opponent and/or starting pressure. The slight frame advantage on normal block means you'll beat out most 5A mashes with your own 5A. If your opponent can't IB this move reliably, you can essentially snatch neutral at any time. If your opponent IBs you can backdash after relatively safely most of the time.

Tiger Magnum

236C

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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.

Cobra Spike

6C during Tiger Magnum

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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.

Leopard Launcher

6C during Cobra Spike

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Slides on midscreen, wallsticks in the corner. Can often combo into other moves, especially near/in the corner.

Growler Field

214B (Chargeable)

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  • Projectile guard point until recovery
  • Can be held to extend guardpoint
  • Phalanx Cannon stock goes up by 1 for each P property attack received during GP frames(Maximum 3)
  • Becomes fully invuln until the end of its recovery upon absorbing a projectile
  • Can cancel into Phalanx Cannon
  • Azrael's fastest move, but not a reversal

Azrael's anti-projectile zoning move. Projectiles he absorbs can be used for the powerful Phalanx Cannon attack. It also has a hitbox of its own that becomes active very quickly and blows away the opponent if it hits. However, it very punishable if blocked.

This is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. Similarly, recklessly using this move is also a liability because of the huge recovery. It's not a cure-all solution to ranged characters but it is an extremely useful tool in some matchups. Keep in mind that Azrael is safe as long as he absorbs a projectile with this move.

Phalanx Cannon

236B (After absorbing projectile with Growler Field)

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  • 3 stock max.

Fires a considerably fast projectile with surprising damage. You can use this after you absorb a projectile with Growler Field. This move has a lot of priority over other projectiles and will blow right through most of them. Can combo into itself or even Black Hawk Stinger. Can be used to extend some combos and deal good damage, but you'll mostly spend these trying to suppress projectile spamming.

Sentinel Dump

214C 22C on downed opponent)

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214C
Knockdown > 22C

  • 22C only possible to perform when opponent is downed
  • 1-10F Guard Point
  • 22C version tracks the opponent, up to a max range, when in a downed state
  • 214C makes Azrael jump about 2 character spaces forward
  • Can cross up if opponent is crouching
  • Has a hitbox on both sides
  • Technically a projectile
  • Loses cleanly to multi-hitting moves or rapid fired jabs

Azrael jumps and slams to the ground, sitting on top of the opponent. On a not-downed opponent, it launches them in place and hits them as they land. 214C can be used for oki to beat tech rolls, and is + on block if they do block it. A common misconception of this move is that it only GPs one attack. In reality, the GP frames are so short that most 5A mashes will hit Azrael out of 214C on the second jab.

Panzer Strike

623B

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  • 1-20 full invul, 21-29 head invul AKA it's a meterless reversal
  • Counterhit state for duration
  • On contact with something, you can RC at any point. RCing while rising will retain the launching momentum.
  • Cannot emergency tech second hit.
  • You can hold 6 during the move to slightly alter the trajectory, used mostly in combos.

They gave the gorilla a DP. This serves as another reversal alongside Growler. The main benefit of using this move is Rapid Cancelling it. Because you can RC at any time, you can opt to reset back to midscreen, or RC during the falling portion to catch your opponent off guard.

Valiant Crash

236D (Chargeable)

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  • 11-(active~6)GP
  • Can be charged. Fully charged version forces a Fatal Counter
  • Retains GP during charging
  • Weakpoint applied causes a special type of knockback
  • Can be followed with Valiant Charger on hit if weakpoint is applied

A kick that blows the enemy away. Overhead, applies upper weakpoint. On hit, it'll consume a previously applied upper weakpoint and blow the opponent back, leading to Azrael's famous Valiant Charger combos. These provide big damage and huge corner carry. Its guard point can be used to catch an inattentive opponent, but it's extremely unsafe in pressure.

Valiant Charger

Press 6 during Valiant Crash w/ upper weakpoint applied

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  • 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.
  • Special knockback persists if follow-up from Valiant Charger is not a D move or a special (Gustaf Buster and Phalanx Cannon are exceptions)
  • Normals used during Valiant Charger can be canceled with Valiant Charger

Charges at the enemy and allows you to loop the same move over and over by cancelling back into this move while your opponent remains in Valiant Charger tumble state. Can also do jump attacks mid-followup. This is the core of Azrael's damaging combos and what you should be trying to go for most of the time.

Hornet Bunker

214D (Chargeable)

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  • 10-(active~9)GP
  • Can be charged. Fully charged version forces a Fatal Counter
  • Retains GP during charging
  • Applied weakpoint causes same type of knockback as Valiant Crash.
  • Can be followed with Hornet Chaser on hit if weakpoint is applied

Azrael launches the enemy. Hits low, and 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 recovery on whiff and on block, don't use this for mixup.

Hornet Chaser

Press [8] during Hornet Bunker w/ lower weakpoint applied

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  • 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)

A homing jump, like after Dust attacks in GG. Almost always followed-up by multiple j.Cs>j.2C>~


Distortion Drives

Black Hawk Stinger

236236D

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  • 7th frame All invul. OD version 7-13 All invul.
  • Applied weakpoints make move unblockable for that attribute, but provide no extra damage or hitstun
  • 180F Heat Gauge Cooldown
  • OD Version has an extended superflash.

Basically a super version of Gustav Buster; it's a long distance rush followed by a punch, covers lots of space, has quick start-up and is mostly used as a combo ender for extra damage because of its generous minimum damage. Can't followup without additional meter. Standing unblockable with upper weakpoint and crouching unblockable with lower weakpoint. Unblockable on the ground if both weakpoints are applied; can still be air barrier guarded though. Overdrive BHS CH leads to huge damage if near the corner.

Scud Punishment

214214D

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  • 1-18 All invul
  • Applies both weakpoints on hit
  • 180F Heat Gauge Cooldown
  • Short range jab.
  • Damage is somewhat low, around 1100 raw.
  • For 1000F (about 16 seconds), Azrael will appear to have an afterimage. After your opponent recovers from any hitstun during this time (Including the combo from Scud Punishment itself), both weakpoints will be reapplied for 1000F (about 16 seconds).

An interesting move that trades damage up front for the chance to get much more damage later by ensuring both weakpoints are available for any combo you are able to start. Not recommended to be used as a reversal in most cases due to its poor recovery. Panzer strike is a much safer option if you already have 50 Heat to make it safe. On counterhit it is possible to get a decently damaging, if short, combo. Can be very useful when combined with Black Hawk Stinger due to it being unblockable when both weakpoints are active. It's somewhat unnecessary to stack this with Overdrive due to their similar effects.


Exceed Accel

Full Spartan

ABCD during Overdrive

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  • Does not cost Heat, but immediately ends Overdrive if used
  • Becomes stronger and flashier with Active Flow

Puts Azrael in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has a mere 10% minimum damage and cannot be rapid-canceled.

While Azrael's EA is among the most damaging in the game, it puts him in an unfavourable position in most match-ups (takes people out of corners and places opponents across the screen).


Astral Heat

Patriot Apocalypse

632146C

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Can be combo'd into very easily and has a pretty big vertical hitbox.

Functions as a hail mary reversal due to its crazy active frames, invulnerability and huge hitbox, so will beat out pretty much every reversal attempted against it, no matter how late (Unless they have a guard point instead of invulnerability). Has awful recovery on block but Azrael is not in a counterhit state in this time, so the best response to this move is simply to block it if you can.

Can also be comboed into from literally anything, including 5A.


External References


Roadmap

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Navigation

To edit frame data, edit values in BBCF/Azrael/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.