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{{ | {{BBTag_Construction_Card}} | ||
= | ==Overview== | ||
{{Overview | {{BBTag/CharacterLinks}} | ||
| | <div id="home-content" class="home-grid"> | ||
{{card|width=4 | |||
|header=Overview | |||
|content= Azrael is a character known and feared for his ability to do highly damaging combos with the help of his drive in the BlazBlue series and the same holds true for BlazBlue Cross Tag Battle. | |||
Although Azrael excels in dealing a lot of damage once he gets hits, | Although Azrael excels in dealing a lot of damage once he gets hits, he has more difficulties navigating neutral than other characters. Azrael lacks a traditional run, instead using a teleport dash that moves him forward a fixed distance with some vulnerable recovery at its end. His airdash also covers a below-average distance. This can make approaching an opponent and precisely spacing your pokes and jump ins difficult. In order to close the gap between your opponent, you'll need to make smart use of his specials, unique movement options, and his Partner to enforce his gameplan. | ||
| | }} | ||
| | {{BBTag/Infobox | ||
| | | fastestAttack = [[#4A|4A]] (6F) | ||
| reversal = [[#Panzer Strike|A+D]] (18F)<br/>[[#Black Hawk Stinger|236B+C]] (11F)<br/>[[#Black Hawk Stinger|214B+C]] (8F) | |||
}} | |||
{{ProsAndCons | |||
|intro = | |||
|pros= | |pros= | ||
*Above average amount of health. | *Above average amount of health. | ||
Line 18: | Line 25: | ||
*Lacks a fast-hitting low. | *Lacks a fast-hitting low. | ||
*Weakpoints progressively become harder to trigger the more they are used in a combo. | *Weakpoints progressively become harder to trigger the more they are used in a combo. | ||
| | }} | ||
| | </div> | ||
{{card|width=4 | |||
|header=Drive: The Terror | |||
|content= | |||
In the BlazBlue series, Azrael could 'mark' the opponent with a weakpoint with certain attacks. Hitting this mark would trigger the weakpoint and enhance the attack. | In the BlazBlue series, Azrael could 'mark' the opponent with a weakpoint with certain attacks. Hitting this mark would trigger the weakpoint and enhance the attack. | ||
Line 37: | Line 48: | ||
===<big>{{clr|1|4A}}</big>=== | ===<big>{{clr|1|4A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=4A | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Fast jab, can be used as a reactionary antiair in many situations. | * Fast jab, can be used as a reactionary antiair in many situations. | ||
* Very good for stagger pressure. | * Very good for stagger pressure. | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | |||
===<big>{{clr|1|5A}}</big>=== | ===<big>{{clr|1|5A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5A,5AA,5AAA,5AAAA | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* {{clr|1|5A}} is a fast normal, great hitbox, hits behind, can be used as a semi-reliable AA against airdash. | * {{clr|1|5A}} is a fast normal, great hitbox, hits behind, can be used as a semi-reliable AA against airdash. | ||
** Great for stagger pressure and can be jump cancelled for IAD {{clr|1|j.A}} mix on block. | ** Great for stagger pressure and can be jump cancelled for IAD {{clr|1|j.A}} mix on block. | ||
Line 109: | Line 70: | ||
** Values in [] are for Weakpoint version | ** Values in [] are for Weakpoint version | ||
** Will frametrap mashing and stuff attempts to chicken block. | ** Will frametrap mashing and stuff attempts to chicken block. | ||
}} | |||
===<big>{{clr|2|5B}}</big>=== | ===<big>{{clr|2|5B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5B,5BB,5BB Followup | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* {{clr|2|5B}} is a very rewarding poke with a disjointed hitbox. | * {{clr|2|5B}} is a very rewarding poke with a disjointed hitbox. | ||
* Special cancellable. | * Special cancellable. | ||
Line 152: | Line 87: | ||
* Automatically performs followup on successful weakpoint hit | * Automatically performs followup on successful weakpoint hit | ||
* {{clr|2|5BB}} Followup only comes out on hit with a just frame. | * {{clr|2|5BB}} Followup only comes out on hit with a just frame. | ||
}} | |||
===<big>{{clr|3|5C}}</big>=== | ===<big>{{clr|3|5C}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5C | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Another safe overhead | * Another safe overhead | ||
Old {{clr|4|6D}}. | Old {{clr|4|6D}}. | ||
}} | |||
===<big>{{clr|1|2A}}</big>=== | ===<big>{{clr|1|2A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2A | |||
|description= | |||
| | |||
| | |||
* Values in [] are for Weakpoint version. | * Values in [] are for Weakpoint version. | ||
* This is his fastest low. | * This is his fastest low. | ||
* Lots of reward from this move from just frame. | * Lots of reward from this move from just frame. | ||
}} | |||
===<big>{{clr|2|2B}}</big>=== | ===<big>{{clr|2|2B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2B | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Very poor anti-air. | * Very poor anti-air. | ||
* Good vs dives or very telegraphed aerial movement. | * Good vs dives or very telegraphed aerial movement. | ||
* Not as good as {{clr|1|5A}} but useful when you need some head invul. | * Not as good as {{clr|1|5A}} but useful when you need some head invul. | ||
* Jump Cancellable | * Jump Cancellable | ||
}} | |||
===<big>{{clr|3|2C}}</big>=== | ===<big>{{clr|3|2C}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2C | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Values in [] are for Weakpoint version | * Values in [] are for Weakpoint version | ||
* Similar animation to {{clr|3|5C}} however it lacks the flash and sound effect. | * Similar animation to {{clr|3|5C}} however it lacks the flash and sound effect. | ||
* Despite the previous point. It's quite effective at checking players on defense and can open up {{clr|3|5C}} opportunities. | * Despite the previous point. It's quite effective at checking players on defense and can open up {{clr|3|5C}} opportunities. | ||
* Very rewarding on hit and safe on block. | * Very rewarding on hit and safe on block. | ||
}} | |||
===<big>{{clr|1|j.A}}</big>=== | ===<big>{{clr|1|j.A}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=j.A,j.AA | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Very good aerial button, covers a good space and fast start up. | * Very good aerial button, covers a good space and fast start up. | ||
* It hits behind Azrael and is good for a cross up tool. | * It hits behind Azrael and is good for a cross up tool. | ||
* Primary jump in button, commonly used with IAD. | * Primary jump in button, commonly used with IAD. | ||
* {{clr|1|j.AA}} is Combo Filler, can be used to jail aerial opponents however this is fairly uncommon. | * {{clr|1|j.AA}} is Combo Filler, can be used to jail aerial opponents however this is fairly uncommon. | ||
}} | |||
===<big>{{clr|2|j.B}}</big>=== | ===<big>{{clr|2|j.B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=j.B | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Values in [] are for Weakpoint version | * Values in [] are for Weakpoint version | ||
* Ground bounces on weak point. Height of the ground bounce is based on the opponent's height. | * Ground bounces on weak point. Height of the ground bounce is based on the opponent's height. | ||
* Primarily combo filler. | * Primarily combo filler. | ||
}} | |||
===<big>{{clr|3|j.C}}</big>=== | ===<big>{{clr|3|j.C}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=j.C | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Advantage based on immediate {{clr|3|j.C}} | * Advantage based on immediate {{clr|3|j.C}} | ||
* Stalled air movement can bait out AA attempts. | * Stalled air movement can bait out AA attempts. | ||
* Special cancellable on landing, useful for frame trapping and combos. | * Special cancellable on landing, useful for frame trapping and combos. | ||
* Can send airborne opponents upwards when hit in an specific way. | * Can send airborne opponents upwards when hit in an specific way. | ||
*Let's be honest, you're only doing this so you can [LOVE PHANTOM] | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 384: | Line 162: | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=BC | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Backward throw knocks down | * Backward throw knocks down | ||
* 100% minimum damage | * 100% minimum damage | ||
}} | |||
===<big>Panzer Strike</big>=== | ===<big>Panzer Strike</big>=== | ||
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=AD | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Around a full second between the first hit being blocked and recovery, but it's still punishable if you block the second hit. | * Around a full second between the first hit being blocked and recovery, but it's still punishable if you block the second hit. | ||
* Very useful for dealing with high up diagonal enemies. However it is very committal. | * Very useful for dealing with high up diagonal enemies. However it is very committal. | ||
Line 448: | Line 180: | ||
2-hit DP. | 2-hit DP. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
===<big>Gustav Buster</big>=== | ===<big>Gustav Buster</big>=== | ||
{{InputBadge|{{clr|1|236A}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236A | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Will skip to attack if Azrael reaches within a certain horizontal distance from opponent. | * Will skip to attack if Azrael reaches within a certain horizontal distance from opponent. | ||
* Good way of closing a gap and forcing a RPS situation on most the cast. | * Good way of closing a gap and forcing a RPS situation on most the cast. | ||
* Many characters with 8 frame or slower buttons are forced to super or DP out of Gustav > {{clr|1|4A}} OB. | * Many characters with 8 frame or slower buttons are forced to super or DP out of Gustav > {{clr|1|4A}} OB. | ||
}} | |||
===<big>Tiger Magnum</big>=== | ===<big>Tiger Magnum</big>=== | ||
{{InputBadge|{{clr|2|236B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236B,236B > X,236B > X > X | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Combo filler "rekka" | * Combo filler "rekka" | ||
* Cheesy frametrap (with delayed followups) | * Cheesy frametrap (with delayed followups) | ||
* Blockstring extender with assists | * Blockstring extender with assists | ||
}} | |||
===<big>Growler Field</big>=== | ===<big>Growler Field</big>=== | ||
{{InputBadge|{{clr|1|214A}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214A,214A > A | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Hold A to prolong Growler | * Hold A to prolong Growler | ||
* Becomes full invul for remaining duration on successful projectile absorb; Can cancel into Phalanx Cannon on successful projectile absorb | * Becomes full invul for remaining duration on successful projectile absorb; Can cancel into Phalanx Cannon on successful projectile absorb | ||
Absorb a projectile, throw a projectile | Absorb a projectile, throw a projectile | ||
}} | |||
===<big>Sentinel Dump</big>=== | ===<big>Sentinel Dump</big>=== | ||
{{InputBadge|{{clr|2|214B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214B | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Interruptible pressure reset | * Interruptible pressure reset | ||
* Can cross up on crouchers. | * Can cross up on crouchers. | ||
* His only +OB tool. | * His only +OB tool. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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==Extra Skills== | ==Extra Skills== | ||
===<big>Valiant Crash</big>=== | ===<big>Valiant Crash</big>=== | ||
{{InputBadge|{{clr|3|236C}} (Chargeable)}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236C,236C > 6 | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Values in [] are for Weakpoint version | * Values in [] are for Weakpoint version | ||
* Hits overhead | * Hits overhead | ||
* Obvious because of the blue flash and raised leg. Can be timed for weakpoint allowing for damage of Charged version. | * Obvious because of the blue flash and raised leg. Can be timed for weakpoint allowing for damage of Charged version. | ||
* Fully charging this move will cause it to become enhanced. Not very useful outsife niche situations. | |||
}} | |||
===<big>Hornet Bunker</big>=== | ===<big>Hornet Bunker</big>=== | ||
{{InputBadge|{{clr|3|214C}} (Chargeable)}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214C,214C > 8 | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Values in [] are for Weakpoint version | * Values in [] are for Weakpoint version | ||
* Hits low | * Hits low | ||
Line 697: | Line 256: | ||
Was way more ambiguous when it wasn't one of the two moves he has that glows blue. Can be timed for weakpoint allowing for damage of Charged version. | Was way more ambiguous when it wasn't one of the two moves he has that glows blue. Can be timed for weakpoint allowing for damage of Charged version. | ||
}} | ---- | ||
;Hornet Chaser {{InputBadge|{{clr|3|214C > 8}}}} | |||
* All weakpoint attacks automatically hit weakpoint | * All weakpoint attacks automatically hit weakpoint | ||
* Air attacks can be airdash-cancelled, until you exceed 3 hits. | * Air attacks can be airdash-cancelled, until you exceed 3 hits. | ||
There isn't much of a reason to use this as Valiant Crash grants a much bigger reward. | There isn't much of a reason to use this as Valiant Crash grants a much bigger reward. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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==Partner Skills== | ==Partner Skills== | ||
===<big>{{clr|5|5P}}</big>=== | ===<big>{{clr|5|5P}}</big>=== | ||
{{InputBadge|BBCF {{clr|3|6C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=5P | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Azrael's original {{clr|3|6C}}. | * Azrael's original {{clr|3|6C}}. | ||
* Ground bounces | * Ground bounces | ||
}} | |||
===<big>{{clr|5|6P}}</big>=== | ===<big>{{clr|5|6P}}</big>=== | ||
{{InputBadge|Leopard Launcher}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=6P | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
= | |||
* +OB from Active Switch. | * +OB from Active Switch. | ||
* Can be comboed from after a Active Switch. | * Can be comboed from after a Active Switch. | ||
* Very damaging and can be used for high damage loops. | * Very damaging and can be used for high damage loops. | ||
}} | |||
===<big>{{clr|5|4P}}</big>=== | ===<big>{{clr|5|4P}}</big>=== | ||
{{InputBadge|Growler Field}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=4P,Absorb Projectile | |||
|versioned=input | |||
|description= | |||
{{ | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
* On successful absorption of a projectile, Azrael will automatically do a Phalanx Cannon followup | * On successful absorption of a projectile, Azrael will automatically do a Phalanx Cannon followup | ||
* Projectile invul frame 1. | * Projectile invul frame 1. | ||
* Will stop walking sooner if the opponent is within reach. | * Will stop walking sooner if the opponent is within reach. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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==Distortion Skills== | ==Distortion Skills== | ||
===<big>Black Hawk Stinger</big>=== | ===<big>Black Hawk Stinger</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=236BC | |||
|description= | |||
| | |||
| | |||
= | |||
* Very fast, so it can punish enemy carelessness. | * Very fast, so it can punish enemy carelessness. | ||
* Can lead into combos from Counter Hit during Resonance Blaze, even into itself. | * Can lead into combos from Counter Hit during Resonance Blaze, even into itself. | ||
Line 857: | Line 309: | ||
* Time freeze locks opponents from canceling the armor hit into DP. If the are too far, they can cancel into DP/Super. | * Time freeze locks opponents from canceling the armor hit into DP. If the are too far, they can cancel into DP/Super. | ||
* Tracks rather than going the full distance unlike in BBCF | * Tracks rather than going the full distance unlike in BBCF | ||
}} | |||
===<big>Full Spartan</big>=== | ===<big>Full Spartan</big>=== | ||
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214BC | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
* Values in [] for Enhanced version | * Values in [] for Enhanced version | ||
* Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)] | * Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)] | ||
* Cinematic super, good for Cross Combo. | * Cinematic super, good for Cross Combo. | ||
* Can catch some bursts. | * Can catch some bursts. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
===<big>Black Hawk Stinger</big>=== | ===<big>Black Hawk Stinger</big>=== | ||
{{InputBadge|{{clr|5|P}} during Partner's Distoriton Skill}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=Distortion Skill Duo | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Patriot Apocalypse</big>=== | ===<big>Patriot Apocalypse</big>=== | ||
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=222BC | |||
|description= | |||
{{ | |||
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| | |||
| | |||
* Extremely punishable Astral | * Extremely punishable Astral | ||
Don't drop your {{clr|1|5A}} confirm into it in Grand Finals. Never use this raw, you will regret it. | Don't drop your {{clr|1|5A}} confirm into it in Grand Finals. Never use this raw, you will regret it. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Colors== | ||
*[https://blazblue.wiki/wiki/Azrael/Gameplay#Palettes Color Palettes on https://blazblue.wiki] | *[https://blazblue.wiki/wiki/Azrael/Gameplay#Palettes Color Palettes on https://blazblue.wiki] | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|BBTag|Azrael|36px}}</center> | <center>{{Character Label|BBTag|Azrael|size=36px}}</center> | ||
{{ | {{BBTag/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | |||
{{BBTag/Navigation}} |
Latest revision as of 04:57, 13 December 2023
The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
Azrael is a character known and feared for his ability to do highly damaging combos with the help of his drive in the BlazBlue series and the same holds true for BlazBlue Cross Tag Battle.
Although Azrael excels in dealing a lot of damage once he gets hits, he has more difficulties navigating neutral than other characters. Azrael lacks a traditional run, instead using a teleport dash that moves him forward a fixed distance with some vulnerable recovery at its end. His airdash also covers a below-average distance. This can make approaching an opponent and precisely spacing your pokes and jump ins difficult. In order to close the gap between your opponent, you'll need to make smart use of his specials, unique movement options, and his Partner to enforce his gameplan.Health |
18,000 |
Prejump |
4F |
Backdash |
28F (1~20F Inv All) |
Forward Dash |
25F (7~15F Inv All) |
Unique Movement Options |
Teleport Step Dash |
Fastest Attack |
4A (6F) |
Reversals |
A+D (18F) 236B+C (11F) 214B+C (8F) |
- Above average amount of health.
- Can deal great solo damage with amazing corner carry at the cost of one meter with Valiant Charger.
- Has unique teleporting dashes which can be used to either escape or apply pressure.
- Has an anti-projectile move in Growler Field, which is also available as an assist.
- Large body, slow walkspeed.
- Maneuvering in neutral can be awkward due to his unique movement options.
- Lacks a fast-hitting low.
- Weakpoints progressively become harder to trigger the more they are used in a combo.
In the BlazBlue series, Azrael could 'mark' the opponent with a weakpoint with certain attacks. Hitting this mark would trigger the weakpoint and enhance the attack.
This has been adapted for BlazBlue Cross Tag Battle by having certain attacks gain enhanced properties by timing a button press right when said attack hits opponent. These attacks will gain enhanced properties like more damage, more stun, or followup attacks that allow Azrael to extend his combos in different ways than usual.
The following moves have the option to press the input again for a followup:
- 5AAAA
- 5BB
- 2A
- 2C
- j.B
- Valiant Crash
- Hornet Bunker
Normal Moves
4A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 6 | 9 | -1 | B |
- Fast jab, can be used as a reactionary antiair in many situations.
- Very good for stagger pressure.
Detailed description of the usefulness of the move go here
Level | P1 | P2 |
---|---|---|
2 | 100 | 75 |
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 7 | 7 | 10 | +1 | B | |
5AA | 1500 | All | 11 | 3 | 15 | 0 | B | |
5AAA | 1700 | All | 15 | 9 | 14 | -4 | B | |
5AAAA | 1700 [2000] | High | 21 | 3 | 20 | -4 [-2] | H |
- 5A is a fast normal, great hitbox, hits behind, can be used as a semi-reliable AA against airdash.
- Great for stagger pressure and can be jump cancelled for IAD j.A mix on block.
- 5AA +0 OB means this can go back into 4A and frametrap lots of characters.
- Good for bringing characters down for better grounded combos.
- 5AAA leads into a high/low mix or even throw cancelled for another layer.
- 5AAAA is a fastish (~20f) safe overhead.
- Values in [] are for Weakpoint version
- Will frametrap mashing and stuff attempts to chicken block.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 4 [5] | 80 | 85 [90] |
5A:
5AA:
5AAA:
5AAAA:
- Values in [] are for Weakpoint version
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1700 | All | 13 | 6 | 16 | -3 | B | |
5BB | 1700 [2000] | Low | 15 | 10 | 23L | -14 | F | 11~24 F |
5BB Followup | 1500 | All | 3 | 20 | +7 | P |
- 5B is a very rewarding poke with a disjointed hitbox.
- Special cancellable.
- This is one of your primary ways of establishing yourself in neutral relatively safely.
- 5BB is a low
- Values in [] are for Weakpoint version
- Special Cancellable
- Automatically performs followup on successful weakpoint hit
- 5BB Followup only comes out on hit with a just frame.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 4 | 100 | 85 |
5BB | 4 [5] | 90 | 85 [90] |
5BB Followup | 3 | 100 | 80 |
5B:
5BB:
- Values in [] are for Weakpoint version
5BB Followup:
- Only available after Weakpoint version of 5BB
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 26 | 3 | 18 | -4 | B |
- Another safe overhead
Old 6D.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 [2000] | Low | 15 | 3 | 15 | -1 [+3] | F |
- Values in [] are for Weakpoint version.
- This is his fastest low.
- Lots of reward from this move from just frame.
Level | P1 | P2 |
---|---|---|
3 [5] | 90 | 80 [90] |
- Values in [] are for Weakpoint version
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 13 | 6 | 30 | -19 | P | 7~16 H |
- Very poor anti-air.
- Good vs dives or very telegraphed aerial movement.
- Not as good as 5A but useful when you need some head invul.
- Jump Cancellable
Level | P1 | P2 |
---|---|---|
3 | 90 | 70 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 [2000] | Low | 24 | 6 | 15 | -2 [0] | F |
- Values in [] are for Weakpoint version
- Similar animation to 5C however it lacks the flash and sound effect.
- Despite the previous point. It's quite effective at checking players on defense and can open up 5C opportunities.
- Very rewarding on hit and safe on block.
Level | P1 | P2 |
---|---|---|
4 [5] | 90 | 85 [90] |
- Values in [] are for Weakpoint version
- Maximum Slide duration 1F
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 9 | 6 | 14 | H | ||
j.AA | 1500 | High | 10 | 6 | 15 | H |
- Very good aerial button, covers a good space and fast start up.
- It hits behind Azrael and is good for a cross up tool.
- Primary jump in button, commonly used with IAD.
- j.AA is Combo Filler, can be used to jail aerial opponents however this is fairly uncommon.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 [2000] | High | 19 | 5 | 16 | H |
- Values in [] are for Weakpoint version
- Ground bounces on weak point. Height of the ground bounce is based on the opponent's height.
- Primarily combo filler.
Level | P1 | P2 |
---|---|---|
3 [5] | 80 | 80 [90] |
- Values in [] are for Weakpoint version
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | 22 | Until L | 10L | +1 | H |
- Advantage based on immediate j.C
- Stalled air movement can bait out AA attempts.
- Special cancellable on landing, useful for frame trapping and combos.
- Can send airborne opponents upwards when hit in an specific way.
- Let's be honest, you're only doing this so you can [LOVE PHANTOM]
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7~30 | 3 | 23 | T |
- Backward throw knocks down
- 100% minimum damage
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 |
- Minimum Damage 2000
Panzer Strike
5A+D
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800×2 | Air Unblockable, All | 18 | 12(16)Until L+4 | 34L | -19 | B, H | 1~29 All |
- Around a full second between the first hit being blocked and recovery, but it's still punishable if you block the second hit.
- Very useful for dealing with high up diagonal enemies. However it is very committal.
- Good oki from the second hit.
2-hit DP.
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Minimum Damage 90×2 (180)
Skills
Gustav Buster
236A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | 12~31 | 6 | 26 | -1 | B |
- Will skip to attack if Azrael reaches within a certain horizontal distance from opponent.
- Good way of closing a gap and forcing a RPS situation on most the cast.
- Many characters with 8 frame or slower buttons are forced to super or DP out of Gustav > 4A OB.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Minimum Damage 90
Tiger Magnum
236B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B | 1800 | All | 15 | 3 | 18 | -4 | B | |
236B > X | 1800 | All | 10 | 5 | 18 | -6 | B | |
236B > X > X | 2100 | All | 16 | 3 | 30 | -14 | B |
- Combo filler "rekka"
- Cheesy frametrap (with delayed followups)
- Blockstring extender with assists
Version | Level | P1 | P2 |
---|---|---|---|
236B | 3 | 80 | 80 |
236B > X | 3 | 80 | 80 |
236B > X > X | 4 | 80 | 85 |
236B:
- Minimum Damage 90
236B > X:
- Minimum Damage 90
236B > X > X:
- Minimum Damage 105
Growler Field
214A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 1800 | All | 7 | 5 | 36 | -24 | B | 1~28 Guard P |
214A > A | 1800 | All | 5 | Until Hit | Total 26 | +26 | P2 | 1~26 All |
- Hold A to prolong Growler
- Becomes full invul for remaining duration on successful projectile absorb; Can cancel into Phalanx Cannon on successful projectile absorb
Absorb a projectile, throw a projectile
Version | Level | P1 | P2 |
---|---|---|---|
214A | 3 | 90 | 80 |
214A > A | 3 | 80 | 80 |
214A:
- On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
- Minimum Damage 90
214A > A:
- Minimum Damage 90
Sentinel Dump
214B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | 39 | 3 | 50 | +8 | P |
- Interruptible pressure reset
- Can cross up on crouchers.
- His only +OB tool.
Level | P1 | P2 |
---|---|---|
3 | 100 | 80 |
- Minimum Damage 90
Extra Skills
Valiant Crash
236C (Chargeable)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C | 1900 [2090] | High | 24 | 9 | 38 | -28 | B | 11~(3 before active) HBFP Guard |
236C > 6 | 1 |
- Values in [] are for Weakpoint version
- Hits overhead
- Obvious because of the blue flash and raised leg. Can be timed for weakpoint allowing for damage of Charged version.
- Fully charging this move will cause it to become enhanced. Not very useful outsife niche situations.
Version | Level | P1 | P2 |
---|---|---|---|
236C | 4 [5] | 80 | 85 [90] |
236C > 6 |
236C:
- 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
- Minimum Damage 190 [209]
236C > 6:
- All hits during Valiant Charger gain WStick 30
Hornet Bunker
214C (Chargeable)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | 1900 [2090] | Low | 24 | 8 | 24 | -13 | F | 9~(8 before active) HBFP GP |
214C > 8 | 8 |
- Values in [] are for Weakpoint version
- Hits low
- 9~(8 before active) HBFP GP
Was way more ambiguous when it wasn't one of the two moves he has that glows blue. Can be timed for weakpoint allowing for damage of Charged version.
- Hornet Chaser 214C > 8
- All weakpoint attacks automatically hit weakpoint
- Air attacks can be airdash-cancelled, until you exceed 3 hits.
There isn't much of a reason to use this as Valiant Crash grants a much bigger reward.
Version | Level | P1 | P2 |
---|---|---|---|
214C | 4 [5] | 90 | 85 [90] |
214C > 8 |
214C:
- 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
- Minimum Damage 190 [209]
214C > 8:
- All hits during Hornet Chaser have untech 50
Partner Skills
5P
BBCF 6C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2400 | All | (18)+15 | 8 | 2+21L | -12 | H |
- Azrael's original 6C.
- Ground bounces
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 120
6P
Leopard Launcher
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2500 | All | (18+)22 | 6 | 49 | -19 | B |
- +OB from Active Switch.
- Can be comboed from after a Active Switch.
- Very damaging and can be used for high damage loops.
Level | P1 | P2 |
---|---|---|
5 | 70 | 90 |
- Minimum Damage 125
4P
Growler Field
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
4P | 1800 | All | (18)+28 | 5 | 79 | -68 | B | 1~40 P 41~121 Guard P |
Absorb Projectile | 1800 | All | 25 | Until Hit | Total: 46 | -2 | P2 | 1~End All |
- On successful absorption of a projectile, Azrael will automatically do a Phalanx Cannon followup
- Projectile invul frame 1.
- Will stop walking sooner if the opponent is within reach.
Version | Level | P1 | P2 |
---|---|---|---|
4P | 3 | 70 | 80 |
Absorb Projectile | 3 | 80 | 80 |
4P:
- On Guard Point, hitstop for Azrael is 0F. Opponent hitstop unchanged
- Minimum Damage 90
Absorb Projectile:
- Minimum Damage 90
Distortion Skills
Black Hawk Stinger
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
5500 [6500] | All | 7+(122 Flash)+4 [7+(149 Flash)+4] |
3 | 54 | -38 | B | 1~13 Guard All |
- Very fast, so it can punish enemy carelessness.
- Can lead into combos from Counter Hit during Resonance Blaze, even into itself.
- Can be used in reaction to whiffed buttons for a 3/4ths screen punish.
- Time freeze locks opponents from canceling the armor hit into DP. If the are too far, they can cancel into DP/Super.
- Tracks rather than going the full distance unlike in BBCF
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- 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
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500, 1800×2, 4000 [1500, 1800×2, 5800] |
All | 7+(77 Flash)+1 | 5 | 44 | -22 | B | 1~12 All |
- Values in [] for Enhanced version
- Minimum damage 225, 288*2, 1320 (2121) [225, 288*2, 1624 (2425)]
- Cinematic super, good for Cross Combo.
- Can catch some bursts.
Level | P1 | P2 |
---|---|---|
4 | 80 | 95×3, 70 |
- Values in [] are for Enhanced version
- Minimum damage 225, 288×2, 1320 (2121) [225, 288×2, 1624 (2425)]
Distortion Skill Duo
Black Hawk Stinger
P during Partner's Distoriton Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 [2500] | All | 1+(157 Flash)+1 | 3 | 54 | -38 | B | 1~4 All |
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
Astral Heat
Patriot Apocalypse
222B+C when Astral Conditions are met
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 7+(55 Flash)+9 | 15 | 128 | -122 | B | 1~30 All |
- Extremely punishable Astral
Don't drop your 5A confirm into it in Grand Finals. Never use this raw, you will regret it.
Level | P1 | P2 |
---|---|---|
5 |
Colors