BBTag/Azrael

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Revision as of 04:49, 19 November 2020 by 24.251.79.215 (talk)
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Overview
Overview
"Don't get in my way. I'm fine with taking all 3 of you up together"
Lore: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.

 Azrael 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
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.


Azrael
BBTag Azrael Portrait.png
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

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  • 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

5A

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5A
5AA
5AAA
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.
  • 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.

5B

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5B
5BB
5BB Followup

  • 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.

5C

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  • Another safe overhead

Old 6D.

2A

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  • Values in [] are for Weakpoint version.
  • This is his fastest low.
  • Lots of reward from this move from just frame.

2B

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  • 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

2C

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  • 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.

j.A

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j.A
j.AA

  • 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.

j.B

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  • 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.

j.C

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  • 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.


Universal Mechanics

Ground Throw 5B+C

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  • Backward throw knocks down
  • 100% minimum damage

Panzer Strike

5A+D

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  • 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.


Skills

Gustav Buster

236A

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  • 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.

Tiger Magnum

236B

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Tiger Magnum
236A
Cobra Strike
Tiger > A/B/C
Leopard Launcher
Cobra > A/B/C

  • Combo filler "rekka"
  • Cheesy frametrap (with delayed followups)
  • Blockstring extender with assists

Growler Field

214A

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Growler Field
214A
Phalanx Cannon
Growler > A

  • 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

Sentinel Dump

214B

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  • Interruptible pressure reset
  • Can cross up on crouchers.
  • His only +OB tool.


Extra Skills

Valiant Crash

236C (Chargeable)

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Valiant Crash
236C
Valiant Charger
Crash > 6

  • 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.

Hornet Bunker

214C (Chargeable)

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Hornet Bunker
214C
Hornet Chaser
Crash > 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. }}

  • 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.


Partner Skills

5P

BBCF 6C

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  • Azrael's original 6C.
  • Ground bounces

6P

Leopard Launcher

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  • +OB from Active Switch.
  • Can be comboed from after a Active Switch.
  • Very damaging and can be used for high damage loops.

4P

Growler Field

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Growler
Phalanx Cannon
Absorb Projectile

  • 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.


Distortion Skills

Black Hawk Stinger

236B+C

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  • Values in [] for Enhanced version
  • 33% minimum damage (1815) [31% (2015)]
  • 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

Full Spartan

214B+C

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  • 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.


Distortion Skill Duo

Black Hawk Stinger

P during Partner's Distoriton Skill

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  • Values in [] for Enhanced version
  • 100% minimum damage (2000) [2500]


Astral Heat

Patriot Apocalypse 222B+C

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  • Extremely punishable Astral

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

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.


External References

Navigation

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