BBCPE/Azrael

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Azrael
BBCP Azrael Portrait.png

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
Full Frame Data
BBCPE/Azrael/Frame Data
  

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 a decent 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.


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.
  • 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.
  • Because of the above it means the opponent bursting can really hinder Azrael's gameplan due to the nature of weakpoints and getting them.
  • Has match-ups that aren't necessarily bad, but can be tough to get used to. Bad match-ups include characters that give Azrael problems in neutral.


External References




BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc