BBCF/Azrael/Frame Data

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System Data[edit]

Health:12,000
Prejump:4F
Backdash:28F (1~20F Inv All)
Forward Dash:20F (7~10F Inv All)
Unique Movements:Teleport Dash


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCP Azrael 5A.png 300 Mid 6 6 9 -1 B - CSOJR 100 85 Normal 2 13 17 17 21 29 10 +0 +1 Click!
5BBBCP Azrael 5B.png 750 Mid 9 7 10 ±0 B - SOJR 100 89 Long 3 16 19 19 24 33 11 +0 +2 Click!
5BBBBCP Azrael 5BB.png 750 Mid 11 3 9 +5 B - SOR 100 89 Long 3 16 19 24 Launch 38 + GBounce 11 +0 +2 Click!
5CBBCP Azrael 5C.png 1050 Mid 15 6 16 -3 B - SOR 100 92 Long 4 18 19 19 27 37 + WBounce 12 +0 +5 Click!
  • Fatal Counter
  • Hitbox fully extended on frame 18
2ABBCP Azrael 2A.png 300 Low/Air 9 3 9 +2 F - SOR 90 85 Normal 2 13 17 17 21 29 10 +0 +1 Click!
2BBBCP Azrael 2B.png 750 Mid 12 6 18 -7 F - SOR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCP Azrael 2C.png 1100 All 13 6 Total: 50 -9 BP 9~18 H R 90 79 Long 3 16 Launch 50 Launch 64 0/+12 +12 +5 Click!
  • 110% Bonus Proration
  • Counter-hit has +5 hitstop.
3CBBCP Azrael 3C.png 1120 Low 15 9 18 -9 F 11~23 F R 90 92 Long 4 18 Launch + Down 35 42 Launch + Down 35 57 12 +0 +5 Click!
6ABBCP Azrael 6A.png 1060 Mid 19 9 14 -4 B 7~24 B R 90 92 Long 4 18 Launch 42 + WBounce 40 Launch 57 + WBounce 40 12 +0 +5 Click!
6BBBCP Azrael 6B.png 1100 Mid 13 6 37 -24 B 6~18 H JR 90 82 Long 4 18 Launch 44 Launch 59 12 +0 +5 Click!

After 12 frames of normal recovery:

  • Can Jump cancel on Hit or Block
  • Can cancel into 6C, 6D, or 3D on Whiff, Hit, or Block
6CBBCP Azrael 6C.png 1300 Mid 28 8 9L +2 H - R 80 92 Long 4 18 19 24 27 42 + GBounce 12 +0 +5 Click!
  • Fatal Counter
  • 110% Bonus Proration
j.ABBCP Azrael jA.png 450 High/Air 7 3 9 - H - COJR 80 85 Normal 2 13 14 50 18 62 10 +0 +1 Click!
j.BBBCP Azrael jB.png 780 High/Air 9 3(2)3 12 - H - OJR 80 89 Long 3 16 17 50 22 64 11 +0 +2 Click!
  • Does 1 hit. Can crossup on last set of active frames
j.CBBCP Azrael jC.png 990 High/Air 12 6 15 - H - OJR 80 89 Long 3 16 17 50 22 64 11 +0 +2 Click!
j.2CBBCP Azrael j2C.png 1000 All 22 Until L 10 - H - OR 80 89 Long 3 16 17 50 22 64 11 +0 +2 Click!

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCP Azrael 5D.png 900 [1080] High 21 3 20 -4 B - R 90 92 Normal 4 18 Crumple 23 [Crumple 36] 19 [60] Crumple 46 [Crumple 72] 34 + Down 33 [75 + Down 33] 12 [15] +0 +5 Click!
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Values in [] are during High Weak Point
  • On High Weak Point Counter-hit, adds +5 hitstop.
2DBBCP Azrael 2D.png 700 [840] Low 15 3 12 +2 F - R 90 89 Long 3 16 Launch 40 [40 + Down 23] Launch 54 + Down 23 11 [15] +0 +2 Click!
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
6DBBCP Azrael 6D.png 1000 [1200] High 27 7 14 -2 B - R 90 92 Normal 4 18 Launch 40 [60 + GBounce] Launch 55 + GBounce [70 + GBounce] 12 [15] +0 +5 Click!
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
3DBBCP Azrael 3D.png 1000 [1200] Low 24 6 15 -2 F - R 90 92 Long 4 18 Launch 40 [60 + Down 23] Launch 55 + GBounce [70 + GBounce + Down 23] 12 [15] +0 +5 Click!
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
j.DBBCP Azrael jD.png 900 [1080] High/Air 19 5 16+4L - H - OR 80 89 Long 3 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2 Click!
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
j.2DBBCP Azrael j2D.png 900 [1080] High/Air 19 3 18+4L - H - OR 80 89 Long 3 16 17 [Stagger 32] 30 [60 + GBounce] 22 [Stagger 64] 44 [74 + GBounce] 11 [15] +0 +2 Click!
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCP Azrael ForwardThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 60 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCP Azrael BackThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 40 + GBounce - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Azrael AirThrow.png 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - - 19 + Down 33 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Azrael 6A.png 0 All 19 6 30 -17 B 1~20 All R 50 92 Very Short 4 18 Launch 19 + WBounce Launch 34 + WBounce 12 +0 +5 Click!
Crush TriggerBBCP Azrael CrushTrigger.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Tiger MagnumBBCP Azrael TigerMagnum.png
236C
800 All 13 3 18 -4 B - SR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
  • Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff
Cobra SpikeBBCP Azrael CobraStrike.png
Tiger > 6C
800 All 10 5 18 -6 B - SR 100 89 Long 3 16 23 36 Crumple 54 50 11 +0 +2 Click!
  • Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff
Leopard LauncherBBCP Azrael LeopardLauncher.png
Cobra > 6C
1300 All 16 3 30 -14 B - R 100 72 Long 4 18 Launch 60 + WBounce 16 + WStick 35 + Slide 20 Launch 75 + WBounce 16 + WStick 35 + Slide 20 20 +0 +5 Click!
Panzer StrikeBBCF Azrael PanzerStrike.png
623B
1000*2 High/Low, All 18 12 (14) Until L+4 30 - B, H 1~20 All
21-29 H
R 60, 80 92, 92 Very Short 4 18 Launch 60, 60 + GBounce Launch 75, 75 + GBounce 14 +0 +0 Click!
Growler FieldBBCP Azrael Growler Field.png
214B
900 All 5 7 36 -26 B 1~36 Guard P R 70 89 Normal 3 16 Launch 45 Launch 59 11 +0 +2 Click!
  • Hold button to prolong stance
  • After releasing button, Azrael goes into 11F recovery animation
  • Blocking a projectile adds one to phalanx cannon stock (Maximum of 3)
  • Counterhit state for entire move
  • On Guard Point, hitstop for Azrael and Opponent projectile unchanged
Phalanx CannonBBCP Azrael Phalanx Cannon.png
236B
1400 All 5 Until Offscreen Total 26 -2 P2* - R 80 89 Normal 3 16 Launch 30 + WBounce Launch 44 + WBounce 0/+3 +3 +2 Click!
  • Only available if has 214B absorbed a projectile
Gustav Buster200x200px
236A
800 All 13~22 6 24 +1 B - R 80 89 Long 3 30 Crumple 27 24 Crumple 40 38 11 +0 +2 Click!
Sentinel DumpBBCP Azrael SentinelDump.png
214C
1000 All 47 3 Total: 55 +12 P1* 1~10 Guard All R 100 89 Long 3 16 Launch 40 Launch 54 0/+3 +3 +2 Click!
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Sentinel DumpBBCP Azrael SentinelDump.png
Knockdown > 22C
900 - - 3 Total: ?? +10 P1* 1~10 All R 100 89 Long 3 16 Launch 40 Launch 54 0/+3 +3 +2 Click!
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Hornet BunkerBBCP Azrael HornetBunker.png
214D
1200 [1440] Low/Air 27~57 10 24 -15 F 10~(12F Before Active) Guard HBFP R 100 70 Long 4 18 Launch 60 [65] Launch 75 [80] 12 +0 +5 Click!
  • Full charge is Fatal Counter on normal hit and P2 = 80.
  • Loses Guard Point 9F before becoming active
  • Hitbox fully extends 2F after going active
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Hornet ChaserBBCP Azrael HornetChaser.png
214D > 8
- - - - 106T - - - - - - - - - Launch 30 + WStick 30 Launch 30 + WStick 30 - - - Click!
Valiant CrashBBCP Azrael ValiantCrash.png
236D
1200 [1440] High/Air 25~56 9 38 -26 - 11~(6F Before Active) Guard HBFP R 100 70 Long 5 20 Launch 60 + WBounce [60 + WStick 30] Launch 76 + WBounce [76 + WStick 30] 13 +0 +8 Click!
  • Full charge is Fatal Counter on normal hit and P2 = 80.
  • Loses Guard Point 6F before becoming active
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged
Valiant ChargerBBCP Azrael ValiantCharger.png
236D > 6
- - - - 101T - - - - - - - - - Launch 30 + WStick 30 Launch 30 + WStick 30 - - - Click!
Taunt 100 All 24 4 114 -101 B - R 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Black Hawk StingerBBCP Azrael BlackHawkStinger.png
236236D
3000 [3700] All 7+(122 Flash)+4 3 54 -38 B 7~12 Guard HBFPT R 70 92 Normal 4 18 Launch 60 [60 + Slide 40] Launch 75 [75, Slide 40] 20 +0 +5 Click!
  • Values in [] are during OD
  • Unblockable with standing block if high weakpoint is active
  • Unblockable with crouching block if low weakpoint is active
  • Minimum Damage 35% [40%]: 1050 [1480]
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged
  • Can guard point up to 3000 damage.
Scud PunishmentBBCP Azrael ScudPunishment.png
214214D
600, 1500
[600, 300*2, 1500]
All 6+(129 Flash)+10 3 45 -27 B 1~18 All R 100 100 [*3], 60 Very Short 5 20 Crumple 51 Stand - Stand 6 +0 +0 Click!
  • Values in [] are during OD
  • Applies both weakpoints on hit
  • Minimum Damage 20%: 420 [540]
  • For the next 1000F frames, every time your opponent recovers from a combo, both weakpoints are reset to 1000F.

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Full SpartanBBCF Azrael FullSpartan.png
ABCD during Overdrive
600*3, 1400
{600, 1200*2, 3100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 360 + WBounce + Down 24 - - 20 20, 13*2, 30
{20, 13*2, 40}
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 320 {610+61}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Patriot ApocalypseBBCP Azrael PatriotApocalypse1.png
BBCP Azrael PatriotApocalypse3.png

632146C
0,32000 All 7+(55 Flash)+5 19 128 -126 - 1~(End of Active) All - 100 94 Long 5 20 - - - - 3 - - Click!
  • 100% Minimum damage

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5A[*], 2A[*], 6A[*] 5B[*], 2B[*] 2C[*], 6C[*] 5D[*], 2D[*] Throw, Jump, Special
5B 6A[*] 5BB[*] 2C[*], 6C[*], 3C[*] 5D[*], 2D[*] Jump, Special
5BB - - - 5D[*], 2D[*], 6D[*], 3D[*] Special
5C - - 6C 6D[*], 3D[*] Special
5D - - - - -
2A 5A[*], 6A[*] 2B[*] 6C[*] 5D[*], 2D[*], 6D[*], 3D[*] Throw, Special
2B - - 2C[*] 5D[*], 2D[*], 6D[*], 3D[*] Special
2C - - 3C[*] 6D[*], 3D[*]
2D - - - - -
6A - - - - -
6B - - 6C[*] 6D[*], 3D[*] Jump, Special
6C - - - - -
3C - - - - Sentinel Dump[*]
6D - - - - -
3D - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D, j.2D Throw, Jump
j.B j.A - j.C j.D, j.2D Jump
j.C - - - j.D, j.2D Jump
j.D - - - - -
j.2D - - - - -
j.2C - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal
Special = Specials and Supers
Super = Supers only

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Azrael/Data.