BBTag/Azrael: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Azrael}}
{{BBTag_Construction_Card}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{FlexContainer}}
{{BBTag/CharacterLinks}}
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
<div id="home-content" class="home-grid">
{{FP Box|header=Overview
{{card|width=4
|content=
|header=Overview
{{Bio
|content= 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.
| name = Azrael
 
| game = BBTag
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.
| icon = BBTag_Azrael_Icon.png
}}
| quote = Don't get in my way. I'm fine with taking all 3 of you up together
{{BBTag/Infobox
| lore =
| fastestAttack = [[#4A|4A]] (6F)
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.
| reversal = [[#Panzer Strike|A+D]] (18F)<br/>[[#Black Hawk Stinger|236B+C]] (11F)<br/>[[#Black Hawk Stinger|214B+C]] (8F)
}}
}}
{{StrengthsAndWeaknesses
{{ProsAndCons
|intro=
|intro =
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.
|pros=
|pros=
*Above average amount of health.
*Above average amount of health.
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*Has unique teleporting dashes which can be used to either escape or apply pressure.
*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.
*Has an anti-projectile move in Growler Field, which is also available as an assist.
| style="width: 50%;"|
*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.
|cons=
|cons=
*Large body, slow walkspeed.
*Large body, slow walkspeed.
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*Weakpoints progressively become harder to trigger the more they are used in a combo.
*Weakpoints progressively become harder to trigger the more they are used in a combo.
}}
}}
}}
</div>
{{Closediv}}<!--END TOP SECTION-->
 
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{card|width=4
{{FP TOC}}
|header=Drive: The Terror
{{FP Box
|content=
| padding=no
| content={{CharaInfo
| game=BBTag
| fullname=Azrael
| health={{#lst:{{PAGENAME}}/Data|health}}
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}
{{FP Box
| header=Drive: The Terror
| content=
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.
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.


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The following moves have the option to press the input again for a followup:
The following moves have the option to press the input again for a followup:
* 5AAAA
* {{clr|1|5AAAA}}
* 5BB
* {{clr|2|5BB}}
* 2A
* {{clr|1|2A}}
* 2C
* {{clr|3|2C}}
* j.B
* {{clr|2|j.B}}
* Valiant Crash
* Valiant Crash
* Hornet Bunker
* Hornet Bunker
Line 71: Line 47:
==Normal Moves==
==Normal Moves==


===<big>4A</big>===
===<big>{{clr|1|4A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_4A.png | Reach for the Banana
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|4A}}
|}
==== ====
* Fast jab, can be used as a reactionary antiair in many situations.
* Fast jab, can be used as a reactionary antiair in many situations.
* Very good for stagger pressure.
* Very good for stagger pressure.


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
</div>
}}
</div>


===<big>5A</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5A,5AA,5AAA,5AAAA
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Azrael_5A.png | Angrily grab the banana
|description=
BBTag_Azrael_5AA.png |Headbutt the tree to shake the banana down
* {{clr|1|5A}} is a fast normal, great hitbox, hits behind, can be used as a semi-reliable AA against airdash.
BBTag_Azrael_5AAA.png |Shoulder tackle the tree to obtain the banana
** Great for stagger pressure and can be jump cancelled for IAD {{clr|1|j.A}} mix on block.
BBTag_Azrael_5AAAA.png |Hope that your opponent is stupid enough to not realize this is an overhead
* {{clr|1|5AA}} +0 OB means this can go back into {{clr|1|4A}} and frametrap lots of characters.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
|-
{{AttackVersion|name=5AA}}
{{#lst:{{PAGENAME}}/Data|5AA}}
|-
{{AttackVersion|name=5AAA}}
{{#lst:{{PAGENAME}}/Data|5AAA}}
|-
{{AttackVersion|name=5AAAA}}
{{#lst:{{PAGENAME}}/Data|5AAAA}}
|}
==== ====
* 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.
** Good for bringing characters down for better grounded combos.
* 5AAA leads into a high/low mix or even throw cancelled for another layer.
* {{clr|1|5AAA}} leads into a high/low mix or even throw cancelled for another layer.
* 5AAAA is a fastish (~20f) safe overhead.
* {{clr|1|5AAAA}} is a fastish (~20f) safe overhead.
** Values in [] are for Weakpoint version
** Values in [] are for Weakpoint version
** Will frametrap mashing and stuff attempts to chicken block.
** Will frametrap mashing and stuff attempts to chicken block.
</div>
}}
</div>


===<big>5B</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5B,5BB,5BB Followup
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Azrael_5B.png | Throw the coat
|description=
BBTag_Azrael_5BB.png |Jump on the couch
* {{clr|2|5B}} is a very rewarding poke with a disjointed hitbox.
BBTag_Azrael_SentinelDump.png |Dump on 'em
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5B}}
{{#lst:{{PAGENAME}}/Data|5B}}
|-
{{AttackVersion|name=5BB}}
{{#lst:{{PAGENAME}}/Data|5BB}}
|-
{{AttackVersion|name=5BB Followup}}
{{#lst:{{PAGENAME}}/Data|5BB Followup}}
|}
==== ====
* 5B is a very rewarding poke with a disjointed hitbox.
* Special cancellable.
* Special cancellable.
* This is one of your primary ways of establishing yourself in neutral relatively safely.
* This is one of your primary ways of establishing yourself in neutral relatively safely.


----
----
* 5BB is a low
* {{clr|2|5BB}} is a low
* Values in [] are for Weakpoint version
* Values in [] are for Weakpoint version
* Special Cancellable
* Special Cancellable
* Automatically performs followup on successful weakpoint hit
* Automatically performs followup on successful weakpoint hit
* 5BB Followup only comes out on hit with a just frame.
* {{clr|2|5BB}} Followup only comes out on hit with a just frame.
</div>
}}
</div>


===<big>5C</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_5C.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
* Another safe overhead
* Another safe overhead


Old 6D.
Old {{clr|4|6D}}.
</div>
}}
</div>
 
===<big>2A</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_2A.png | Because Azrael's old 2B would just be too good in this game.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
|}
==== ====
* Values in [] are for Weakpoint version.
* Values in [] are for Weakpoint version.
* This is his fastest low.
* This is his fastest low.
* Lots of reward from this move from just frame.
* Lots of reward from this move from just frame.
}}


</div>
===<big>{{clr|2|2B}}</big>===
</div>
{{BBTag Move Card|game=BBTag
===<big>2B</big>===
|input=2B
<div class="attack-container">
|description=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Azrael_2B.png | Upset he cannot get the banana; Azrael uproots the tree
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
|}
==== ====
* Very poor anti-air.
* Very poor anti-air.
* Good vs dives or very telegraphed aerial movement.
* Good vs dives or very telegraphed aerial movement.
* Not as good as 5A but useful when you need some head invul.
* Not as good as {{clr|1|5A}} but useful when you need some head invul.
* Jump Cancellable
* Jump Cancellable
}}


</div>
===<big>{{clr|3|2C}}</big>===
</div>
{{BBTag Move Card|game=BBTag
 
|input=2C
===<big>2C</big>===
|description=
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Azrael_2C.png | Scuff them Jordans. 
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
* Values in [] are for Weakpoint version
* Values in [] are for Weakpoint version
* Similar animation to 5C however it lacks the flash and sound effect.
* Similar animation to {{clr|3|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.
* Despite the previous point. It's quite effective at checking players on defense and can open up {{clr|3|5C}} opportunities.
* Very rewarding on hit and safe on block.
* Very rewarding on hit and safe on block.
 
}}
</div>
===<big>{{clr|1|j.A}}</big>===
</div>
{{BBTag Move Card|game=BBTag
===<big>j.A</big>===
|input=j.A,j.AA
<div class="attack-container">
|versioned=input
<div class="attack-gallery">
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Azrael_jA.png |
BBTag_Azrael_jAA.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
|-
{{AttackVersion|name=j.AA}}
{{#lst:{{PAGENAME}}/Data|j.AA}}
|}
==== ====
* Very good aerial button, covers a good space and fast start up.
* Very good aerial button, covers a good space and fast start up.
* It hits behind Azrael and is good for a cross up tool.
* It hits behind Azrael and is good for a cross up tool.
* Primary jump in button, commonly used with IAD.
* 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.
* {{clr|1|j.AA}} is Combo Filler, can be used to jail aerial opponents however this is fairly uncommon.
}}


</div>
===<big>{{clr|2|j.B}}</big>===
</div>
{{BBTag Move Card|game=BBTag
===<big>j.B</big>===
|input=j.B
<div class="attack-container">
|description=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Azrael_jB.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
==== ====
* Values in [] are for Weakpoint version
* Values in [] are for Weakpoint version
* Ground bounces on weak point. Height of the ground bounce is based on the opponent's height.
* Ground bounces on weak point. Height of the ground bounce is based on the opponent's height.
* Primarily combo filler.
* Primarily combo filler.
</div>
}}
</div>
 
===<big>j.C</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_jC.png |What rational person expects you to do this randomly
* Advantage based on immediate {{clr|3|j.C}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
==== ====
* Advantage based on immediate j.C
* Stalled air movement can bait out AA attempts.
* Stalled air movement can bait out AA attempts.
* Special cancellable on landing, useful for frame trapping and combos.
* Special cancellable on landing, useful for frame trapping and combos.
* Can send airborne opponents upwards when hit in an specific way.
* Can send airborne opponents upwards when hit in an specific way.
</div>
*Let's be honest, you're only doing this so you can [LOVE PHANTOM]
</div>
}}


<br style="clear:both;"/>
<br style="clear:both;"/>
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==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>  <span class="input-badge"><small>5B+C</small></span>===
===<big>Ground Throw</big>===  
<div class="attack-container">
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
<div class="attack-gallery">
{{BBTag Move Card|game=BBTag
<gallery widths="210px" heights="210px" mode="nolines">
|input=BC
BBTag_Azrael_GroundThrow.png |
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|BC}}
|}
==== ====
* Backward throw knocks down
* Backward throw knocks down
* 100% minimum damage
* 100% minimum damage
</div>
}}
</div>
 
===<big>Panzer Strike</big>===
===<big>Panzer Strike</big>===
<span class="input-badge">'''5A+D'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=AD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_PanzerStrike.png |"I can see the protractor on your screen."
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|AD}}
|}
==== ====
* Around a full second between the first hit being blocked and recovery, but it's still punishable if you block the second hit.
* 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.
* Very useful for dealing with high up diagonal enemies. However it is very committal.
Line 356: Line 180:


2-hit DP.
2-hit DP.
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
===<big>Gustaf Buster</big>===
===<big>Gustav Buster</big>===
<span class="input-badge">'''236A'''</span>
{{InputBadge|{{clr|1|236A}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_GustafBuster.png |Azrael's last remaining approach tool. RIP frame advantage.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|236A}}
|}
==== ====
* Will skip to attack if Azrael reaches within a certain horizontal distance from opponent.
* 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.
* 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.
* Many characters with 8 frame or slower buttons are forced to super or DP out of Gustav > {{clr|1|4A}} OB.
 
}}


</div>
</div>
===<big>Tiger Magnum</big>===
===<big>Tiger Magnum</big>===
<span class="input-badge">'''236B'''</span>
{{InputBadge|{{clr|2|236B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236B,236B > X,236B > X > X
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Azrael_TigerMagnum.png | THIS
|description=
BBTag_Azrael_CobraStrike.png |IS
BBTag_Azrael_LeopardLauncher.png |UNGA!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Tiger Magnum|subtitle=236A}}
{{#lst:{{PAGENAME}}/Data|236B}}
|-
{{AttackVersion|name=Cobra Strike|subtitle=Tiger > A/B/C}}
{{#lst:{{PAGENAME}}/Data|236A X}}
|-
{{AttackVersion|name=Leopard Launcher|subtitle=Cobra > A/B/C}}
{{#lst:{{PAGENAME}}/Data|236A X X}}
|}
==== ====
* Combo filler "rekka"
* Combo filler "rekka"
* Cheesy frametrap (with delayed followups)
* Cheesy frametrap (with delayed followups)
* Blockstring extender with assists
* Blockstring extender with assists
</div>
}}
</div>


===<big>Growler Field</big>===
===<big>Growler Field</big>===
<span class="input-badge">'''214A'''</span>
{{InputBadge|{{clr|1|214A}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214A,214A > A
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Azrael_GrowlerField.png |That's a nice projectile you got there.
|description=
BBTag_Azrael_PhalanxCannon.png |It'd be a shame if somebody... reflected it.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Growler Field|subtitle=214A}}
{{#lst:{{PAGENAME}}/Data|214A}}
|-
{{AttackVersion|name=Phalanx Cannon|subtitle=Growler > A}}
{{#lst:{{PAGENAME}}/Data|214A A}}
|}
==== ====
* Hold A to prolong Growler
* Hold A to prolong Growler
* Becomes full invul for remaining duration on successful projectile absorb; Can cancel into Phalanx Cannon on successful projectile absorb
* 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
Absorb a projectile, throw a projectile
</div>
}}
</div>


===<big>Sentinel Dump</big>===
===<big>Sentinel Dump</big>===
<span class="input-badge">'''214B'''</span>
{{InputBadge|{{clr|2|214B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_SentinelDump.png | Slav Squat
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|214B}}
|}
==== ====
* Interruptible pressure reset
* Interruptible pressure reset
* Can cross up on crouchers.
* Can cross up on crouchers.
* His only +OB tool.
* His only +OB tool.


</div>
}}
</div>


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 465: Line 233:
==Extra Skills==
==Extra Skills==
===<big>Valiant Crash</big>===
===<big>Valiant Crash</big>===
<span class="input-badge">'''236C (Chargeable)'''</span>
{{InputBadge|{{clr|3|236C}} (Chargeable)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236C,236C > 6
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Azrael_ValiantCrash.png |Go sit in the corner.
|description=
BBTag_Azrael_ValiantCharger.png |Hang on, I'm coming too.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Valiant Crash|subtitle=236C}}
{{#lst:{{PAGENAME}}/Data|236C}}
|-
{{AttackVersion|name=Valiant Charger|subtitle=Crash > 6}}
{{#lst:{{PAGENAME}}/Data|Valiant Crash 6}}
|}
==== ====
* Values in [] are for Weakpoint version
* Values in [] are for Weakpoint version
* Hits overhead
* Hits overhead
* Obvious because of the blue flash and raised leg. Can be timed for weakpoint allowing for damage of Charged version.
* 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.
}}


</div>
</div>
===<big>Hornet Bunker</big>===
===<big>Hornet Bunker</big>===
<span class="input-badge">'''214C (Chargeable)'''</span>
{{InputBadge|{{clr|3|214C}} (Chargeable)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214C,214C > 8
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Azrael_HornetBunker.png | After uprooting the tree, Azrael propels it into the atmosphere
|description=
BBTag_Azrael_HornetChaser.png |No clue why he decided to go up with it
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Hornet Bunker|subtitle=214C}}
{{#lst:{{PAGENAME}}/Data|214C}}
|-
{{AttackVersion|name=Hornet Chaser|subtitle=Crash > 8}}
{{#lst:{{PAGENAME}}/Data|Hornet Bunker 8}}
|}
==== ====
* Values in [] are for Weakpoint version
* Values in [] are for Weakpoint version
* Hits low
* Hits low
Line 515: Line 256:


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.
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 {{InputBadge|{{clr|3|214C > 8}}}}
* All weakpoint attacks automatically hit weakpoint
* All weakpoint attacks automatically hit weakpoint
* Air attacks can be airdash-cancelled, until you exceed 3 hits.
* 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.
There isn't much of a reason to use this as Valiant Crash grants a much bigger reward.
</div>
}}
</div>


<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
===<big>5P</big>===
===<big>{{clr|5|5P}}</big>===
<span class="input-badge">'''BBCF 6C'''</span>
{{InputBadge|BBCF {{clr|3|6C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5P
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_6P.png |
* Azrael's original {{clr|3|6C}}.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5P}}
|}
==== ====
* Azrael's original 6C.
* Ground bounces
* Ground bounces
}}


</div>
===<big>{{clr|5|6P}}</big>===
</div>
{{InputBadge|Leopard Launcher}}
 
{{BBTag Move Card|game=BBTag
===<big>6P</big>===
|input=6P
<span class="input-badge">'''Leopard Launcher'''</span>
|description=
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Azrael_LeopardLauncher.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|6P}}
|}
==== ====
* +OB from Active Switch.
* +OB from Active Switch.
* Can be comboed from after a Active Switch.
* Can be comboed from after a Active Switch.
* Very damaging and can be used for high damage loops.
* Very damaging and can be used for high damage loops.
}}


</div>
===<big>{{clr|5|4P}}</big>===
</div>
{{InputBadge|Growler Field}}
 
{{BBTag Move Card|game=BBTag
===<big>4P</big>===
|input=4P,Absorb Projectile
<span class="input-badge">'''Growler Field'''</span>
|versioned=input
<div class="attack-container">
|description=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Azrael_GrowlerField.png | When you need to block out the haters on command
BBTag_Azrael_PhalanxCannon.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Growler}}
{{#lst:{{PAGENAME}}/Data|4P}}
|-
{{AttackVersion|name=Phalanx Cannon|subtitle=Absorb Projectile}}
{{#lst:{{PAGENAME}}/Data|Absorb Projectile}}
|}
==== ====
* On successful absorption of a projectile, Azrael will automatically do a Phalanx Cannon followup
* On successful absorption of a projectile, Azrael will automatically do a Phalanx Cannon followup
* Projectile invul frame 1.
* Projectile invul frame 1.
* Will stop walking sooner if the opponent is within reach.
* Will stop walking sooner if the opponent is within reach.
 
}}
</div>
</div>


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 602: Line 301:
==Distortion Skills==
==Distortion Skills==
===<big>Black Hawk Stinger</big>===
===<big>Black Hawk Stinger</big>===
<span class="input-badge">'''236B+C'''</span>
{{BBTag Move Card|game=BBTag
<div class="attack-container">
|input=236BC
<div class="attack-gallery">
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Azrael_BlackHawkStinger.png |You wish this was as good as Bionic Arm.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|236BC}}
|}
==== ====
* Values in [] for Enhanced version
* 33% minimum damage (1815) [31% (2015)]
* Very fast, so it can punish enemy carelessness.
* Very fast, so it can punish enemy carelessness.
* Can lead into combos from Counter hit during Resonance Blaze.
* 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.
* 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.
* 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
* Tracks rather than going the full distance unlike in BBCF
 
}}
</div>
</div>


===<big>Full Spartan</big>===
===<big>Full Spartan</big>===
<span class="input-badge">'''214B+C'''</span>
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214BC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_FullSpartan.png |TCL but with more pzazz.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|214BC}}
|}
==== ====
* Values in [] for Enhanced version
* Values in [] for Enhanced version
* Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
* Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
* Cinematic super, good for Cross Combo.
* Cinematic super, good for Cross Combo.
* Can catch some bursts.
* Can catch some bursts.
</div>
}}
</div>


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 653: Line 326:
==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>Black Hawk Stinger</big>===
===<big>Black Hawk Stinger</big>===
<span class="input-badge">'''P during Partner's Distoriton Skill'''</span>
{{InputBadge|{{clr|5|P}} during Partner's Distoriton Skill}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=Distortion Skill Duo
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Azrael_BlackHawkStinger.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
|}
==== ====
* Values in [] for Enhanced version
* 100% minimum damage (2000) [2500]


</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===Patriot Apocalypse <span class="input-badge"><small>222B+C</small></span>===
===<big>Patriot Apocalypse</big>===
<div class="attack-container">
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-gallery">
{{BBTag Move Card|game=BBTag
<gallery widths="210px" heights="210px" mode="nolines">
|input=222BC
BBTag_Azrael_PatriotApocalypse.png |
|description=
BBTag_Azrael_PatriotApocalypse2.png |Flipping the table.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|222BC}}
|}
==== ====
* Extremely punishable Astral
* Extremely punishable Astral


Don't drop your 5A confirm into it in Grand Finals. Never use this raw, you will regret it.
Don't drop your {{clr|1|5A}} confirm into it in Grand Finals. Never use this raw, you will regret it.  
}}
<br style="clear:both;"/>


Azrael gets to his breaking point. He punches the ground and the opponent so hard that he creates an explosion from out under the ground. He then begins to rip that piece of the ground out and toss it up in the air. As it's falling back down, Azrael prepares to throw an uppercut, creating a massive explosion that's comparable to the size of a nuclear bomb.
==Colors==
</div>
*[https://blazblue.wiki/wiki/Azrael/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
</div>
<br style="clear:both;"/>


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBTag|Azrael|size=36px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{BBTag/Navigation}}

Latest revision as of 04:57, 13 December 2023


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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


Colors

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


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