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
  

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%
Overdrive 180F 210F 240F 270F 360F 390F 420F 480F 600F 720F
Ambox warning.png This data is all copied over from BBCPE 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HL 6 6 7 +1 B -

A very short-range uppercut, cancels/links into itself.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HL 9 7 10 ±0 B -

Swipes with the hand, jump-cancelable. Seems to be a strong anti-air due to its hitbox, must be barrier blocked in the air as well.

5BB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR HL 13 3 9 +5 B -

A headbutt, knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR HL 15 6 16 -3 B -

  • Fatal Counter

A yakuza kick, has long reach. One of the few long range moves Azrael has. 5C > Black Hawk Stinger is an unblockable setup if both weakpoints are applied.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 SOR LA 9 3 9 +2 F -

A crouching punch. Typical go-to move to pick up if your opponent doesn't tech. Hits low.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SOR HL 12 6 18 -7 S -

A swinging strike at their feet. Used as a link in various combos.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R All 13 9 23 -3 HBFPr(2) 9-21H

  • 9-21H invul.

Azrael raises a slab of stone from the ground, can be followed up by 5B/6D. Counts as a projectile.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
860 (S*)R L 15 10 18 -9 F 11-24F

  • 11-24F invul.
  • Frame advantage listed is for point-blank range.
  • Can only be special canceled into Sentinel Dump (downed 22C version).

A Kanji-like dropkick, hits low, knocks the opponent away. This is a basic part of Azrael's crouching combos.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
820 R HL 19 9 14 -4 B 7-24B

  • 7-24B invul.
  • Frame Advantage listed is for point-blank range.

A shoulder tackle, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
860 RDa HL 13 6 37 -24 B 6-24H

  • 6-24H invul.
  • Can be dash canceled from F30 regardless of whiff, hit, or block.

An big uppercut, launches the enemy, can’t be jump-canceled. Can be dash canceled during the part where he spins around after the uppercut. Possibly useful against expected cross-ups or as a delayed anti-air. It is very unsafe though, which means you have to forward dash cancel it no matter what or else you'll get punished.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R HL 28 8 9 +2 H 10-35F

  • 10-35F invul.
  • Fatal Counter
  • Frame advantage listed is for standing opponent.

A swinging kick after a short jump, similar to Terry Bogard's Crackshoot. On FC against opponents in the air the move will ground bounce. Can be followed up on FC with various moves.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 COJR HA 7 3 6 - H -

A simple downward punch. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 OJR HA 9 3(2)3 12 - H -

  • One hit max.

Azrael swings his jacket downward, hits behind him as well. This is probably one of Azrael's best normals. Can easily cross-up opponents.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 OJR HA 12 6 15 - H -

An upward kick. Typical follow-up to Hornet Bunker/Chaser. Used in the middle of almost all of Azrael's more advanced combos after air dashing then landing from it.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
840 OR All 22 till L 10L - H -

Azrael stops for a moment, then falls down with a divekick, knocks down on raw air hit. Landing j.2C after Hornet cause them to spin and you are able to continue the combo. Not nearly as strong of a divekick compared to Street Fighter games.


Drive Moves

5D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 (1200) R H 21 3 20 -4 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 (900) R L 15 3 18 -4 F -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 (1500) R L 24 6 15 -2 F -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 (1500) R H 27 7 14 -2 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 (900) OR HA 19 5 16 - H -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
680 (900) OR HA 19 3 18 - H -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw

6B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0•1500 -•R T 7 3 18 - T -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0X2•1500 -X2•SOR T 7 3 18 - T -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw

B+C in Mid-Air

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0•1400 -•R T 7 3 21+3L - T -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault

6A+B during blockstun w/50%

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 19 6 18 -5 B 1-20Inv

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger

A+B w/25%

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 20 +4 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Gustav Buster

236A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R All 13 6 24 +1 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Tiger Magnum

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R All 13 3 18 -4 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Cobra Spike

46C during Tiger Magnum

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 R All 10 5 18 -6 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Leopard Launcher

6C during Cobra Spike

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1250 R All 16 3 30 -14 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Growler Field

214B (Chargeable)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 R All 11 7 47 -37 B 1-11All, 11-(53-117)GP(P)

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Phalanx Cannon

236B (After absorbing projectile with Growler Field)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All 7 - 26T ±0 HBFPr(2) -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Sentinel Dump

214C or 22C on Downed Opponent

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 (600) R All 39(33) 10 46T(50T) +12(+2) HBFPr 1-10GP(A)(1-6GP(A))

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Valiant Crash

236D (Chargeable)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 (1200) R HA 26 9 38 -26 B 11-(active~7)GP

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Valiant Charger

Press [6] during Valiant Crash w/ upper weakpoint applied

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 101T - - -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Hornet Bunker

214D (Chargeable)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 (1200) R LA 27 8 33 -19 B 10-(active~12)GP

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Hornet Chaser

Press [8] during Hornet Bunker w/ lower weakpoint applied

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 106T - - -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Black Hawk Stinger

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 3000 R All 7+4 3 54 -38 B 7 All
Overdrive 3700 R All 7+4 3 54 -38 B 7-13 All

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Scud Punishment

214214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 300•1182 R All 5+14 3 46 -28 B 1-21 All
Overdrive 300•550X3 R All 5+14 3 46 -28 B 1-21 All

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Astral Heat

Patriot Apocalypse

632146C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - All 7+9 15 128 -122 B 1-30Inv

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


Navigation

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

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