BBCF/Azrael

From Dustloop Wiki
Azrael
BBCF Azrael Portrait.png
Health: 12,000

Combo Rate: 60%
Prejump:
Backdash Time 28 / Invul: 1-20
Forward Dash Time 20 / Invul: 7-10

Movement Options
Double Jump, 1 Airdash, Dash type: Teleport
Play-style
Offensive, Power, Footsies
  

Overview

Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself.

Azrael is a big, heavy-hitting offensive character. He has to effectively use his teleport dashes to get around the screen, and try to get in on the opponent. Once in he has to use his pokes and various specials to get a combo that usually ends with a "weakpoint" attack. Azrael's unique Drive is the ability to apply weakpoints, which can lead to big damage.

Drive: The Terror

Azrael's Drive attacks reveal weakpoints when they hit the opponent. Weakpoints are active for roughly 17 seconds before disappearing if not used.

  • Upper Weakpoint Moves: 5D / 6D / j.D / 236D
  • Lower Weakpoint Moves: 2D / 3D / j.2D / 214D

These moves gain new properties when you hit the corresponding weakpoint. This consumes the weakpoint, but you can re-apply it in the same combo. Of course, the moves apply the same weakpoints that they get the additional properties from. All regular ground Drives can potentially be followed up on CH without weakpoint. Hornet (and possibly Valiant), can be followed up on CH with a regular-style combo, and you can use the weakpoint earned within that very same combo. Each Drive's "weakpoint version" has repeat proration.

The properties the moves gain:

  • 5D – Staggers, can go into 5B>~ for a combo.
  • 2D - Knockdown, which can be followed up with 2A>5A>5B to aerial.
  • 6D - Bounces, goes into 5B>TCL,etc.
  • 3D - Bounces, Goes into 5B>~.
  • j.D / j.2D - Ground bounces the opponent into the air to follow-up with a combo, staggers on ground hit. j.D is used rarely out of the corner, as the ground bounce knocks them away. While possible, it is hard to follow up in most cases.
  • 236D (Valiant Crash) - Knocks the opponent away, enabling Valiant Charger. Can repeat (6>5C) multiple times for insane corner carry, or various other attacks in the corner.
  • 214D (Hornet Bunker) – Sort of like Guilty Gear's Dust. Enables Hornet Chaser to be used, followed up with aerial combos.
  • 236236D (Black Hawk Stinger) - Can't be blocked high with UW, or low with LW. Unblockable with both but can be Barrier blocked if in the air.

Overdrive: Mind Colosseo

Azrael's Drive attacks now reveal weakpoints even on block. Weakpoints are not used up when you hit the opponent with weakpoint moves. Weakpoints do not disappear over time like they normally would as long as OD is active. Black Hawk Stinger and Scud Punishment are enhanced. You can use each of Azrael's Drive attacks in the same combo for big damage. On top of that, Azrael can now special-cancel his Drive normals.

Pros/Strengths

  • High amount of health.
  • Does solid damage on average (Weakpoint damage considered).
  • Does great meterless damage with Weakpoints.
  • Intimidating pressure that can discourage people from disrespecting you, which in turn allows you to go for mixups (dash cross-ups, basic high/low mixups).
  • Has a great backdash for getting out of pressure midscreen.
  • Has a decent anti-projectile move (214B - Growler Field), that can also absorb projectiles and gains one of his own in return (up to 3). You can also choose to shoot it back right after absorption.
  • Because of his health, backdash, reversal super, DP and Growler Field, opponents need to know how to deal with his wakeup options.
  • Valiant Charger combos give great corner carry and good damage, and can be burst-safe.

Cons/Weaknesses

  • Large body, relatively slow character (slow walking speed).
  • 5A/2A have short reach, doesn't have a good balance of move ranges and startup speed.
  • While his forward dash is great for offense, it can be awkward to move around with. Neutral can be difficult against chars and players that can zone effectively.
  • Pressure can be short, and falls to proper use of Barrier and IB. Players can take advantage of gaps with reversals/quick moves, especially with IB.
  • Big damage combos require you to have weakpoints already applied in most cases.
  • Below-average defensive options: his DP is slow and can be low profiled by many different things, his backdash is less effective in the corner, and Scud Punishment is slow and has a very linear hitbox.
Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 91% 90 - 82% 81 - 73% 72 - 63% 62 - 54% 53 - 45% 44 - 35% 34 - 0%
Overdrive 240F 270F 300F 330F 360F 390F 420F 480F
Ambox warning.png Most of this data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Azrael 5A.png
Basic Poke
300 HL 6 6 9 - B -
5B
5B
BBCP Azrael 5B.png
Good Poke/Decent Anti-air
500 HL 9 7 10 - B -
5BB
5BB
BBCP Azrael 5BB.png
Easy Hitconfirm
500 HL 11 3 9 - B -
5C
5C
BBCP Azrael 5C.png
Mid-range Poke
800 HL 15 6 16 - B -
2A
2A
BBCP Azrael 2A.png
Crouching Low Poke
300 L 9 3 9 - F -
2B
2B
BBCP Azrael 2B.png
Further Crouching Poke/Combo Extender
580 HL 12 6 18 - S -
2C
2C
BBCP Azrael 2C.png
Mostly Combo Filler/Somewhat Anti-air
800 All 13 9 23 - HBFPr(2) -
3C
3C
BBCP Azrael 3C.png
Long-range Low
860 L 15 10 18 - F -
6A
6A
BBCP Azrael 6A.png
Combo Filler/Decent Against Ground Attacks
820 HL 19 9 14 - B -
6B
6B
BBCP Azrael 6B.png
Situational Anti-air
860 HL 13 6 37 - B -
6C
6C
BBCP Azrael 6C.png
Good Range
900 HL 28 8 9 - H -
j.A
j.A
BBCP Azrael jA.png
Basic Air Poke
300 HA 7 3 6 - H -
j.B
j.B
BBCP Azrael jB.png
Good Air Poke/Crosses-Up
600 HA 9 3(2)3 12 - H -
j.C
j.C
BBCP Azrael jC.png
Mostly Combo Filler
760 HA 12 6 15 - H -
j.2C
j.2C
BBCP Azrael j2C.png
Dive Kick
840 All 22 till L 10L - H -


Drive Moves

5D
5D
BBCP Azrael 5D.png
Overhead
800 (1200) H 21 3 20 - B -
2D
2D
BBCP Azrael 2D.png
Low
680 (900) L 15 3 12 - F -
3D
3D
BBCP Azrael 3D.png
Slightly ambiguous low
1000 (1500) L 24 6 15 - F -
6D
6D
BBCP Azrael 6D.png
Overhead
1000 (1500) H 27 7 14 - B -
j.D
j.D
BBCP Azrael jD.png
Upper weakpoint air ender
680 (900) HA 19 5 16 - H -
j.2D
j.2D
BBCP Azrael j2D.png
Lower weakpoint air ender
680 (900) HA 19 3 18 - H -


Universal Mechanics

Forward Throw
Forward Throw
6B+C
BBCP Azrael ForwardThrow.png
Launches upward
0•1500 T 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCP Azrael BackThrow.png
Slams behind him
0X2•1500 T 7 3 18 - T -
Air Throw
Air Throw
B+C in Mid-Air
BBCP Azrael AirThrow.png
Drops to the ground
0•1400 T 7 3 21+3L - T -
Counter Assault
Counter Assault
6A+B during blockstun w/50%
BBCP Azrael 6A.png
Counter Assault
0 All 19 6 18 - B -
Crush Trigger
Crush Trigger
A+B w/25%
BBCP Azrael CrushTrigger.png
Crush Trigger
1000 B 30-60 1 20 - B -


Special Moves

Gustaf Buster
Gustaf Buster
236A
BBCP Azrael GustafBuster.png
Neutral Attack/Pressure Ender
800 All 13 6 24 - B -
Tiger Magnum
Tiger Magnum
236C
BBCP Azrael TigerMagnum.png
Combo filler/Big damage starter
600 All 13 3 18 - B -
Cobra Strike
Cobra Strike
6C during Tiger Magnum
BBCP Azrael CobraStrike.png
Filler Move
450 All 10 5 18 - B -
Leopard Launcher
Leopard Launcher
6C during Cobra Strike
BBCP Azrael LeopardLauncher.png
Filler move
1250 All 16 3 30 - B -
Growler Field
Growler Field
214B (Chargeable)
BBCP Azrael Growler Field.png
Reversal / Anti-projectile
500 All 5 7 36 - B -
Phalanx Cannon
Phalanx Cannon
236B (After absorbing projectile with Growler Field)
BBCP Azrael Phalanx Cannon.png
Only long-range attack
1000 All 7 26T - HBFPr(2) -
Sentinel Dump
Sentinel Dump
214C (or 22C on downed opponent)
BBCP Azrael SentinelDump.png
Used for crouch confirm / Random attack
1000 (600) All 39(33) 10 46T(50T) - HBFPr -
Panzer Strike
Panzer Strike
623B
BBCF Azrael PanzerStrike.png
Two-part move
1000, 1000 All 15 12(16)16 28 - -
Valiant Crash
Valiant Crash
236D (Chargeable)
BBCP Azrael ValiantCrash.png
Overhead / Leads to corner carry / Big damage
900 (1200) HA 26 9 38 - B -
Valiant Charger
Valiant Charger
Press [6] during Valiant Crash w/ upper weakpoint applied
BBCP Azrael ValiantCharger.png
Provides huge corner carry
101T - -
Hornet Bunker
Hornet Bunker
214D (Chargeable)
BBCP Azrael HornetBunker.png
Low / Slightly Useful
900 (1200) LA 27 8 33 - B -
Hornet Chaser
Hornet Chaser
Press [8] during Hornet Bunker w/ lower weakpoint applied
BBCP Azrael HornetChaser.png
Allows follow-up to Hornet Bunker
106T - -


Distortion Drives

Black Hawk Stinger
Black Hawk Stinger
236236D
BBCP Azrael BlackHawkStinger.png
Combo ender for extra damage
3000 All 7+4 3 54 - B - 3700 All 7+4 3 54 - B -
Scud Punishment
Scud Punishment
214214D
BBCP Azrael ScudPunishment.png
Gets both weakpoints / Special effect
300•1182 All 6+10 3 45 - B - 300•550X3 All 6+10 3 45 - B -


Exceed Accel

Full Spartan
ABCD during Overdrive
BBCF Azrael FullSpartan.png
Pretty much a souped-up TCL
2040 All - - - 4070 All - -


Astral Heat

Patriot Apocalypse
632146C
BBCP Azrael PatriotApocalypse1.png
"Enchant Dragunov"
DESTROY All 7+9 15 128 - B -


External References