BBTag/Azrael/Frame Data

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System Data[edit]

Health:18,000
Prejump:4F
Backdash:28F (1~20F Inv All)
Forward Dash:25F (7~15F Inv All)
Unique Movements:Teleport Step Dash

Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1000 All 6 6 9 -1 B - 100 75 CSTJP 2 13 17 17 21 29 10 +0 +1 -
5A 1500 All 7 7 10 +1 B - 100 80 CSTJP 3 17 22 19 27 33 11 +0 +2 -
5AA 1500 All 11 3 15 0 B - 100 80 CSTP 3 17 23 22 + GBounce 28 36 + GBounce 11 +0 +2 -
5AAA 1700 All 15 9 14 -4 B - 100 85 CSP 4 18 23 23 28 38 12 +0 +5 -
5AAAA 1700 [2000] High 21 3 20 -4 [-2] H - 80 85 [90] P 4 [5] 18 [20] Launch 19 + Down 23 [60 + GBounce] Launch 34 + Down 23 [76 + GBounce] 12 [15] +0 +5 -
  • Values in [] are for Weakpoint version
2A 1500 [2000] Low 15 3 15 -1 [+3] F - 90 80 [90] CSTP 3 [5] 16 [20] 17 [25] 25 [40 + Down 23] 22 [31] 39 [56 + Down 23] 11 [15] +0 +2 [+8] -
  • Values in [] are for Weakpoint version
5B 1700 All 13 6 16 -3 B - 100 85 CSP 4 18 22 22 27 37 12 +0 +5 -
5BB 1700 [2000] Low 15 10 23L -14 F 11~24 F 90 85 [90] CSP 4 [5] 18 Launch 42 + Down 23 [Down 43] Launch 57 + Down 23 [Down 43] 12 [13] +0 +5 [+8] -
  • Values in [] are for Weakpoint version
5BB Followup 1500 All - 3 20 +7 P - 100 80 CSP 3 16 Launch 40 Launch 54 0/+11 +11 +11 -
  • Only available after Weakpoint version of 5BB
2B 1500 All 13 6 30 -19 P 7~16 H 90 70 CSJP 3 16 Launch 30 Launch 44 11 +0 +2 -
5C 800+ High 26 3 18 -4 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 [2000] Low 24 6 15 -2 [0] F - 90 85 [90] P 4 [5] [20] Launch 40 + Slide 2 + Down 23 [60 + GBounce] - 55 + Slide 2 + Down 23 [76 + GBounce] 12 [15] +0 +5 [+8] -
  • Values in [] are for Weakpoint version
j.A 1500 High 9 6 14 - H - 80 80 JP 3 16 17 50 22 64 11 +0 +2 -
j.AA 1500 High 10 6 15 - H - 80 80 JP 3 16 17 50 22 64 11 +0 +2 -
j.B 1500 [2000] High 19 5 16 - H - 80 80 [90] P 3 [5] 16 17 [21] 30 [60 + GBounce] 22 [27] 44 [76 + GBounce] 11 [15] +0 +2 [+8] -
  • Values in [] are for Weakpoint version
j.C 1800 All 22 Until L 10L +1 H - 80 80 P 3 16 17 50 22 64 11 +0 +2 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7-30 3 23 - T - 100 50 (Once) SP 0, 4 - Launch 60 - - - 0, 12 +0 -
  • Minimum Damage 100%
Back Throw 0, 2000 Throw 7-30 3 23 - T - 100 50 (Once) SP 0, 4 - Launch 40 + GBounce + Down 23 - - - 0, 12 +0 -
  • Minimum Damage 100%
Panzer Striker
Reversal Action
1800*2 Air Unblockable, All 18 12(16)Until L+4 34L -19 B, H 1~29 All 80 60 (Once) - 4 18 Launch 60, 60 + GBounce Launch 75, 75 + GBounce 14 +0 +5 -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Gustav Buster
236A
1800 All 12~31 6 26 -1 B - 80 80 P 3 30 33 24 38 38 11 +0 +2 -
Tiger Magnum
236B
1800 All 15 3 18 -4 B - 80 80 P 3 16 17 17 22 31 11 +0 +2 -
Cobra Spike
Tiger > A/B/C
1800 All 10 5 18 -6 B - 80 80 P 3 16 23 36 28 50 11 +0 +2 -
Leopard Launcher
Cobra > A/B/C
2100 All 16 3 30 -14 B - 80 85 P 4 18 Launch 60 Launch 75 20 +0 +5 -
Growler Field
214A
1800 All 7 5 36 -24 B 1~28 Guard P 90 80 P 3 16 Launch 45 Launch 59 11 +0 +2 -
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
Phalanx Cannon
Growler > A
1800 All 5 Until Hit Total 26 +26 P2 1~26 All 80 80 P 3 16 Launch 40 + WBounce Launch 56 + WBounce 0/+3 +3 +5 -
Sentinel Dump
214B
1800 All 39 3 50 +8 P - 100 80 P 3 16 Launch 40 Launch 54 0/+3 +0 +2 -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Valiant Crash
236C
1900 [2090] High 24 9 38 -28 B 11~(3 before active) HBFP Guard 80 85 [90] P 4 [5] 18 [20] 60 + WBounce [Launch] 60 + WBounce [75 + Valiant] Launch 75 + WBounce [75 + Valiant] 12 [20] +0 +5 [+8] -
  • 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
Valiant Chaser
Valiant Crash > 6
- - 1 - - - - - - - CSTJP - - - WStick 30 - - - - - -
Hornet Bunker
214C
1900 [2090] Low 24 8 24 -13 F 9~(8 before active) HBFP GP 90 85 [90] P 4 [5] 18 [20] Launch 60 [65 + Hornet] Launch 75 [81 + Hornet] 12 [20] +0 +5 [+8] -
  • 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
Hornet Chaser
Hornet Bunker > 8
- - 8 - - - - - - - CSTJP - - - 50 - - - - - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
BBCF 6C
2400 All (18)+15 8 2+21L -12 H - 70 85 - 4 18 Launch 60 + GBounce - - 12 +0 - -
6P
Leopard Launcher
2500 All (18+)22 6 49 -19 B - 70 90 - 5 35 Launch 60 - - 20 +0 - -
4P
Growler
1800 All (18)+28 5 79 -68 B 1~40 P
41~121 Guard P
70 80 - 3 16 Launch 45 - - 11 +0 - -
  • On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
Phalanx Cannon
Absorb Projectile
1800 All 25 Until Hit Total: 46 -2 P2 1~End All 80 80 - 3 16 Launch 30 + WBounce Launch 44 + WBounce 0/+3 +3 +5 -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Black Hawk Stinger
236B+C
5500 [6500] All 7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 B 1~13 Guard All 80 60 - 4 26 Crumple 60 19 Crumple 134 34 20 +0 +5 -
  • 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
1500, 1800*2, 4000
[1500, 1800*2, 5800]
All 7+(77 Flash)+1 5 44 -22 B 1~12 All 80 95*3, 70 - 4 26 Launch 360 + WBounce + Down 23 - - 20 20, 13*2, 30 +5 -
  • Values in [] are for Enhanced version
  • Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
Black Hawk Stinger
Distortion Skill Duo
2000 [2500] All 1+(157 Flash)+1 3 54 -38 B - 100 100 - 4 18 Launch 60 Launch 75 20 +0 +5 -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Patriot Apocalypse
222B+C
- All 7+(55 Flash)+9 15 128 -122 B 1~30 All - - - 5 20 - - - - 3 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A 5AA[+], 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A - 5C, 2C Special, Super
5AAA 5AAAA, 2A - 5C, 2C Special, Super
5AAAA - - - -
2A - - 5C, 2C Special, Super
5B - 5BB, 2B 5C, 2C Special, Super
5BB - - - -
5BB Followup - - - Special[-], Super[-]
2B - - - Jump, Special, Super
5C - - - -
2C - - - -
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump
j.AA - j.B j.C Jump
j.B - - j.C Jump
j.C - - - Special (on landing), Super (on landing)
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources[edit]

Early Proration Data from Hima based on the Beta
Link

Navigation[edit]

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