BBTag/Azrael

From Dustloop Wiki
< BBTag
Revision as of 04:51, 7 April 2022 by Wakeup720 (talk | contribs) (Formatting for new clr template)
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, 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.

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
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
Reversals

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

5B

5C

2A

2B

2C

j.A

j.B

j.C


Universal Mechanics

Ground Throw

5B+C

Panzer Strike

5A+D


Skills

Gustav Buster

236A

Tiger Magnum

236B

Growler Field

214A

Sentinel Dump

214B


Extra Skills

Valiant Crash

236C (Chargeable)

Hornet Bunker

214C (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Hornet Bunker
214C
1900 [2090] Low 24 8 24 -13 F 9~(8 before active) HBFP GP
Hornet Chaser
Crash > 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. }}

  • 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

6P

Leopard Launcher

4P

Growler Field


Distortion Skills

Black Hawk Stinger

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5500 [6500] All 7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 B 1~13 Guard All

  • 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


Distortion Skill Duo

Black Hawk Stinger

P during Partner's Distoriton Skill


Astral Heat

Patriot Apocalypse

222B+C


External References

Navigation

 Azrael
To edit frame data, edit values in BBTag/Azrael/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes