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On defense, Azrael has several useful tools. For example, he has multiple anti airs: 5A, 5B, 6B, and 2C. Each work in different situations. His DP is somewhat situational because it can be low profiled, but it's still useful. With 50 meter, you can rapid cancel and launch yourself across the screen. Backdash is also a great way to get out of pressure and reset to neutral.
On defense, Azrael has several useful tools. For example, he has multiple anti airs: 5A, 5B, 6B, and 2C. Each work in different situations. His DP is somewhat situational because it can be low profiled, but it's still useful. With 50 meter, you can rapid cancel and launch yourself across the screen. Backdash is also a great way to get out of pressure and reset to neutral.
===TK Specials===
Azrael can't cancel his dash directly into specials. Because of this, he has to cancel it into jump and then cancel the jump startup into his specials. These are Tiger Knee (TK) inputs. An example of this is TK Tiger: 662369C. Visually, Azrael will dash and - depending on the speed of your input - cancel it into Tiger either immediately or after gaining some distance from his forward dash. Bear in mind that if you switch sides with his forward dash, you’ll have to reverse the input of the special (662369C becoming 662147C if you switch).
Growler is a particularly known example of this. By using a TK, Azrael can quickly crossup the opponent with a dash Growler by inputting 662147B.


==Blockstrings==
==Blockstrings==

Revision as of 01:18, 28 February 2022



General Tactics

If you want a day 1 guide for Azrael, this written guide is a good starting point that goes into more detail. The guide below discusses Azrael at length. If you want to jump right in with the character, consider using the video below as a reference as you learn more about him. For another video resource, check Bojack's guide

TL;DR (For Beginners)

Important Moves
  • 236A: Primary engage tool
  • 6C: Alternate engage tool
  • Backdash: Strong option in neutral and defense
  • 6B: One of many antiairs
  • 623B: Reversal, can be low profiled
  • 5C: Good poke/Counterpoke
  • 5C is a stellar poke/counterpoke.
  • 214B: Absorbs Projectiles


Azrael attracts many players with his stylish animations, big damage, insane lore, and kickass theme. Azrael's gameplan is to play calmly in neutral, pick a spot to engage, apply a weakpoint, and pop it for great damage. In the right hands, Azrael can overwhelm many opponents. In the wrong hands, reckless aggression with Azrael will get blown up and put him in the backseat. Players need to get used to relatively small pressure strings and navigating neutral with a teleport dash. Against certain zoners, 214B is a great way to deal with projectiles. It also gives a stock of 236B which can blow up most projectiles. It's important to understand the range of Azrael's pokes, and how to back off and reset pressure accordingly. Gustav is a great button for engaging, but if it's IB'd you often want to backdash or jump afterwards. 6C is also a neat tool for approaching because it'll beat low hitting moves and is air unblockable. However, it'll lose to fast pokes (e.g Ragna 5B). A healthy rotation of Azrael's pokes and calm neutral play are key to playing effectively.

Once Azrael is in, he can start to threaten weakpoints and other mixups. 5D is a great way to set up or trigger an upper weakpoint. 2D is a solid way to reset pressure or set up a lower weakpoint. You can also crossup with forward dash, though that can be blown up with certain tools.

On defense, Azrael has several useful tools. For example, he has multiple anti airs: 5A, 5B, 6B, and 2C. Each work in different situations. His DP is somewhat situational because it can be low profiled, but it's still useful. With 50 meter, you can rapid cancel and launch yourself across the screen. Backdash is also a great way to get out of pressure and reset to neutral.

TK Specials

Azrael can't cancel his dash directly into specials. Because of this, he has to cancel it into jump and then cancel the jump startup into his specials. These are Tiger Knee (TK) inputs. An example of this is TK Tiger: 662369C. Visually, Azrael will dash and - depending on the speed of your input - cancel it into Tiger either immediately or after gaining some distance from his forward dash. Bear in mind that if you switch sides with his forward dash, you’ll have to reverse the input of the special (662369C becoming 662147C if you switch).

Growler is a particularly known example of this. By using a TK, Azrael can quickly crossup the opponent with a dash Growler by inputting 662147B.

Blockstrings

Azrael blockstrings are generally free-form, but if you absolutely need some blockstrings, these are good to start with:

5A > 2A

5A > 2A has a gap because 2A is slow, but 2A is also +2.

5A > 5BB

You can stagger 5B or 5BB to frame trap and catch mashes

5A > 2A > 2B > 2D

2D is useful in pressure to reset pressure or use its weakpoint. This string also has many stagger points to frame trap, reset entirely, or special cancel into Gustav.

Okizeme

For more information, see this Oki Guide

Tips and Tricks

  • 5C is a stellar poke.
  • If Gustav is IB'd, you can backdash safely most of the time.
  • Remember that forward dash is jump cancellable!
  • You can often backdash to wait for a better situation to move into a close range.
  • It's generally best to get double weakpoints to get great reward off of more conversions.

Fighting Azrael

  • IB Gustav Buster. It makes the move -1 so that you can beat out Azrael's 5A mash afterwards. It also means that Azrael can't blindly reset pressure.
  • In the corner, the majority of the cast can cover most of Azrael's wakeup options with 1A > 1B. It'll time a 2B to beat backdash, you'll low profile DP with and the 2B will knock him out of Sentinel Dump (214C).
  • If Azrael has 50 meter, be wary that Azrael can safely return to neutral on 623B > RC, even on block.
  • Use Crossup OS (1[B] > Ax) in order to call out Azrael's crossup dashes. By holding 1[B] and mashing A, you'll block lows facing the same side and 2A mash Azrael out of his forward dash crossup. Done properly, you'll see Barrier flicker while Azrael stays on the same side. If he opts to crossup dash, you'll hit Azrael with a 2A.
  • If you're not confident in reacting between 6D/3D, you can always jump and barrier when you see the startup. You'll barrier 6D and jump over 3D.

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