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| *Because of the above it means Azrael has to get multiple chances to land decent combos. Getting reset back to neutral can really hinder Azrael's gameplan due to the nature of weakpoints and getting them. | | *Because of the above it means Azrael has to get multiple chances to land decent combos. Getting reset back to neutral can really hinder Azrael's gameplan due to the nature of weakpoints and getting them. |
| *Neutral can be difficult in certain match ups. | | *Neutral can be difficult in certain match ups. |
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| {| class="wikitable" style="text-align: center;" | | {| class="wikitable" style="text-align: center;" |
| |+Remaining Health vs. Overdrive Duration (in Frames) | | |+Remaining Health vs. Overdrive Duration (in Frames) |
Azrael
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Health: 12,000
Combo Rate: 90%
Jump Startup: 4
Backdash Time: 28
Backdash Invincibility: 1-20
- Movement Options
- Double Jump, 1 Airdash, Dash type: Teleport
- Play-style
- Offensive, Power, Footsies
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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 weak points on the opponent 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 weak point. This consumes the weak point, but you can re-apply it in the same combo. Of course, the moves apply the same weak points 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. Since 2.0 is in effect, 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 GG'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 weak points even on block. Weak points are not used up when you hit the opponent with weak point moves. Weak points 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
- Good amount of health.
- Does great meterless damage with weakpoints.
- Does great meterless damage in the corner/into the corner.
- Great corner carry with weakpoints/meter.
- Many options for anti-airing. Overall good air normals.
- Intimidating pressure with frame traps.
- Great cross-ups(especially with meter).
- Has possibly one of the best back dashes in the game.
- Has an anti-projectile move (214B - Growler Field). Absorbs projectile and gains one of his own in return (up to 3). You can also choose to shoot it back immediately after absorption or to hold onto it. Can be used to make Valiant combos burst-safe. Used as a fast cross-up (Dash-through TK Growler RC)
Cons/Weaknesses
- Awkward movement due to slow walking speed and teleport dash.
- Pressure can be short, and falls to proper use of barrier and IB.
- Quick normals are short ranged, medium to long-ranged normals are slow/unsafe.
- In the corner your backdash's lengthy frames can be poor against stagger pressure(you need to backdash at the right moment, against moves with high recovery).
- Has combos that involve links/delayed gatlings, if execution is a problem.
- Oki somewhat lackluster midscreen.
- Big damage combos require you to have weakpoints already applied in most cases.
- Because of the above it means Azrael has to get multiple chances to land decent combos. Getting reset back to neutral can really hinder Azrael's gameplan due to the nature of weakpoints and getting them.
- Neutral can be difficult in certain match ups.
Remaining Health vs. Overdrive Duration (in Frames)
Health |
100 - 90% |
89 - 80% |
79 - 70% |
69 - 60% |
59 - 50% |
49 - 40% |
39 - 30% |
29 - 20% |
19 - 10% |
9 - 0%
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Overdrive
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180F |
210F |
240F |
270F |
360F |
390F |
420F |
480F |
600F |
720F
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This data is all copied over from BBCPE 1.1. Replace with 2.0 data as it becomes available (and delete this warning)
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Normal Moves
5A
5B
5B
Good Poke/Decent Anti-air
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5BB
5C
2A
2B
2B
Further Crouching Poke/Combo Extender
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2C
2C
Mostly Combo Filler/Somewhat Anti-air
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3C
6A
6A
Combo Filler/Decent Against Ground Attacks
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6B
6C
j.A
j.B
j.B
Good Air Poke/Crosses-Up
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j.C
j.2C
Drive Moves
5D
2D
3D
3D
Slightly Ambiguous Low
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6D
j.D
j.D
Upper Weakpoint Air Ender
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j.2D
j.2D
Lower Weakpoint Air Ender
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Universal Mechanics
Forward Throw
Forward Throw 6B+C
Launches Forward
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Back Throw
Back Throw 4B+C
Slams Behind Him
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Air Throw
Air Throw B+C in Mid-Air
Drops to the Ground
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Counter Assault
Counter Assault 6A+B during blockstun w/50%
Counter Assault
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Crush Trigger
Crush Trigger A+B w/25%
Crush Trigger
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Special Moves
Gustaf Buster
Gustaf Buster 236A
Neutral Attack/Pressure Ender
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Tiger Magnum
Tiger Magnum 236C
Combo Filler/Big Damage Starter
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Cobra Strike
Cobra Strike 46C during Tiger Magnum
Filler Move
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Leopard Launcher
Leopard Launcher 6C during Cobra Strike
Filler Move
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Growler Field
Growler Field 214B (Chargeable)
Reversal / Anti-Projectile
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Phalanx Cannon
Phalanx Cannon 236B (After absorbing projectile with Growler Field)
Only Long-range Attack
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Sentinel Dump
Sentinel Dump 214C or 22C on Downed Opponent
Used for Crouch Confirm / Random Attack
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Valiant Crash
Valiant Crash 236D (Chargeable)
Overhead / Leads to Corner Carry / Big Damage
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Valiant Charger
Valiant Charger Press [6] during Valiant Crash w/ upper weakpoint applied
Provides Huge Corner Carry
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Hornet Bunker
Hornet Bunker 214D (Chargeable)
Low / Slightly Useful
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Hornet Chaser
Hornet Chaser Press [8] during Hornet Bunker w/ lower weakpoint applied
Allows Follow-up to Hornet Bunker
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Distortion Drives
Black Hawk Stinger
Black Hawk Stinger 236236D
Combo Ender for Extra Damage
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Scud Punishment
Scud Punishment 214214D
Gets Both Weakpoints / Special Effect
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Astral Heat
Patriot Apocalypse 632146C
"Enchant Dragunov"
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External References