BBTag/Azrael

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Overview

Overview

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, he has more difficulties navigating neutral than other characters. Azrael lacks a traditional run, instead using a teleport dash that moves him forward a fixed distance with some vulnerable recovery at its end. His airdash also covers a below-average distance. 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 make smart use of his specials, unique movement options, and his Partner to enforce his gameplan.
Azrael
BBTag Azrael Portrait.png
Health
18,000
Prejump
4F
Backdash
28F (1~20F Inv All)
Forward Dash
25F (7~15F Inv All)
Unique Movement Options
Teleport Step Dash
Fastest Attack
4A (6F)
Reversals
A+D (18F)
236B+C (11F)
214B+C (8F)

 Azrael

Pros
Cons
  • 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

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

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 6 9 -1 B
  • Fast jab, can be used as a reactionary antiair in many situations.
  • Very good for stagger pressure.

Detailed description of the usefulness of the move go here

Level P1 P2
2 100 75

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 7 7 10 +1 B
5AA 1500 All 11 3 15 0 B
5AAA 1700 All 15 9 14 -4 B
5AAAA 1700 [2000] High 21 3 20 -4 [-2] H
  • 5A is a 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.
  • 5AA +0 OB means this can go back into 4A and frametrap lots of characters.
    • Good for bringing characters down for better grounded combos.
  • 5AAA leads into a high/low mix or even throw cancelled for another layer.
  • 5AAAA is a fastish (~20f) safe overhead.
    • Values in [] are for Weakpoint version
    • Will frametrap mashing and stuff attempts to chicken block.
Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 [5] 80 85 [90]

5A:
5AA:
5AAA:
5AAAA:

  • Values in [] are for Weakpoint version

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 All 13 6 16 -3 B
5BB 1700 [2000] Low 15 10 23L -14 F 11~24 F
5BB Followup 1500 All 3 20 +7 P
  • 5B is a very rewarding poke with a disjointed hitbox.
  • Special cancellable.
  • This is one of your primary ways of establishing yourself in neutral relatively safely.

  • 5BB is a low
  • Values in [] are for Weakpoint version
  • Special Cancellable
  • Automatically performs followup on successful weakpoint hit
  • 5BB Followup only comes out on hit with a just frame.
Version Level P1 P2
5B 4 100 85
5BB 4 [5] 90 85 [90]
5BB Followup 3 100 80

5B:
5BB:

  • Values in [] are for Weakpoint version


5BB Followup:

  • Only available after Weakpoint version of 5BB

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 B
  • Another safe overhead

Old 6D.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 [2000] Low 15 3 15 -1 [+3] F
  • Values in [] are for Weakpoint version.
  • This is his fastest low.
  • Lots of reward from this move from just frame.
Level P1 P2
3 [5] 90 80 [90]
  • Values in [] are for Weakpoint version

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 13 6 30 -19 P 7~16 H
  • 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
Level P1 P2
3 90 70

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2000] Low 24 6 15 -2 [0] F
  • 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.
Level P1 P2
4 [5] 90 85 [90]
  • Values in [] are for Weakpoint version
  • Maximum Slide duration 1F

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 9 6 14 H
j.AA 1500 High 10 6 15 H
  • 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.
  • j.AA is Combo Filler, can be used to jail aerial opponents however this is fairly uncommon.
Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 [2000] High 19 5 16 H
  • 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.
Level P1 P2
3 [5] 80 80 [90]
  • Values in [] are for Weakpoint version

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All 22 Until L 10L +1 H
  • 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.
  • Let's be honest, you're only doing this so you can [LOVE PHANTOM]
Level P1 P2
3 80 80


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Backward throw knocks down
  • 100% minimum damage
Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Panzer Strike

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800×2 Air Unblockable, All 18 12(16)Until L+4 34L -19 B, H 1~29 All
  • 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.

Level P1 P2
4 80 60
  • Minimum Damage 90×2 (180)


Skills

Gustav Buster

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All 12~31 6 26 -1 B
  • 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.
Level P1 P2
3 80 80
  • Minimum Damage 90

Tiger Magnum

236B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 1800 All 15 3 18 -4 B
236B > X 1800 All 10 5 18 -6 B
236B > X > X 2100 All 16 3 30 -14 B
  • Combo filler "rekka"
  • Cheesy frametrap (with delayed followups)
  • Blockstring extender with assists
Version Level P1 P2
236B 3 80 80
236B > X 3 80 80
236B > X > X 4 80 85

236B:

  • Minimum Damage 90


236B > X:

  • Minimum Damage 90


236B > X > X:

  • Minimum Damage 105

Growler Field

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1800 All 7 5 36 -24 B 1~28 Guard P
214A > A 1800 All 5 Until Hit Total 26 +26 P2 1~26 All
  • 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

Version Level P1 P2
214A 3 90 80
214A > A 3 80 80

214A:

  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
  • Minimum Damage 90


214A > A:

  • Minimum Damage 90

Sentinel Dump

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All 39 3 50 +8 P
  • Interruptible pressure reset
  • Can cross up on crouchers.
  • His only +OB tool.
Level P1 P2
3 100 80
  • Minimum Damage 90


Extra Skills

Valiant Crash

236C (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1900 [2090] High 24 9 38 -28 B 11~(3 before active) HBFP Guard
236C > 6 1
  • 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.
  • Fully charging this move will cause it to become enhanced. Not very useful outsife niche situations.
Version Level P1 P2
236C 4 [5] 80 85 [90]
236C > 6

236C:

  • Values in [] are for Weakpoint version
  • Automatically becomes Weakpoint version if charged to max
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
  • Minimum Damage 190 [209]


236C > 6:

  • All hits during Valiant Charger gain WStick 30

Hornet Bunker

214C (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1900 [2090] Low 24 8 24 -13 F 9~(8 before active) HBFP GP
214C > 8 8
  • 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 214C > 8
  • All weakpoint attacks automatically hit weakpoint
  • Air attacks can be airdash-cancelled, until you exceed 3 hits.

There isn't much of a reason to use this as Valiant Crash grants a much bigger reward.

Version Level P1 P2
214C 4 [5] 90 85 [90]
214C > 8

214C:

  • Values in [] are for Weakpoint version
  • Automatically becomes Weakpoint version if charged to max
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
  • Minimum Damage 190 [209]


214C > 8:

  • All hits during Hornet Chaser have untech 50


Partner Skills

5P

BBCF 6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 All (18)+15 8 2+21L -12 H
  • Azrael's original 6C.
  • Ground bounces
Level P1 P2
4 70 85
  • Minimum Damage 120

6P

Leopard Launcher

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All (18+)22 6 49 -19 B
  • +OB from Active Switch.
  • Can be comboed from after a Active Switch.
  • Very damaging and can be used for high damage loops.
Level P1 P2
5 70 90
  • Minimum Damage 125

4P

Growler Field

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4P 1800 All (18)+28 5 79 -68 B 1~40 P
41~121 Guard P
Absorb Projectile 1800 All 25 Until Hit Total: 46 -2 P2 1~End All
  • 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.
Version Level P1 P2
4P 3 70 80
Absorb Projectile 3 80 80

4P:

  • On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
  • Minimum Damage 90


Absorb Projectile:

  • Minimum Damage 90


Distortion Skills

Black Hawk Stinger

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5500 [6500] All 7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 B 1~13 Guard All
  • Very fast, so it can punish enemy carelessness.
  • Can lead into combos from Counter Hit during Resonance Blaze, even into itself.
  • 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.
  • Tracks rather than going the full distance unlike in BBCF
Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
  • Minimum damage: 1815 [2015]

Full Spartan

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500, 1800×2, 4000
[1500, 1800×2, 5800]
All 7+(77 Flash)+1 5 44 -22 B 1~12 All
  • 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.
Level P1 P2
4 80 95×3, 70
  • Values in [] are for Enhanced version
  • Minimum damage 225, 288×2, 1320 (2121) [225, 288×2, 1624 (2425)]


Distortion Skill Duo

Black Hawk Stinger

P during Partner's Distoriton Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(157 Flash)+1 3 54 -38 B 1~4 All
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Patriot Apocalypse

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 7+(55 Flash)+9 15 128 -122 B 1~30 All
  • Extremely punishable Astral

Don't drop your 5A confirm into it in Grand Finals. Never use this raw, you will regret it.

Level P1 P2
5


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To edit frame data, edit values in BBTag/Azrael/Data.


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