Duels of Fortune/Azutron: Difference between revisions

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Revision as of 01:35, 5 June 2024

Overview
Overview

Azutron S-Type is the robotic scout of the multiversal police. As well as enforcing the law, they also enforce one of the most powerful neutral presences in the game as a high speed pixie character, focused on forcing then punishing mistakes from the opponent.

Azutron's main strength is their incredible movement and how that pairs with their punish tools. Azutron's movement speeds are all well above average and is also one of the few characters with a double jump, which when combined with their air dash and fast air drift, gives them a great air game. However, their jump ins and pokes besides 2M are a bit lacking. That's where their specials come in. 5S (Relocate), more often called teleport, is Azutron's character defining special. 5S lets Azutron quickly teleport in one of 8 directions, having invuln mid teleport and creating a plus on block hitbox upon reappearing. On top of that, they retain all air options after using it, allowing for incredibly tricky air movement and anti-air baits. This move alone dictates the pace of the match with Azutron, and while it has a cooldown, extra scaling, and can be countered, it's still incredibly dangerous. Then when you further add 4S (Hot Pursuit), a fast dash slash, 2S (Long Arm of the Law), a huge long range anti-air, j.2S (Under Arrest), a fast divekick, and 5SP (Omega Beam), a fast fullscreen beam, you get one of the most threatening neutral games, as any whiff or attempted approach can be swiftly shot down into a huge punish. And once their threat is established, Azutron can start to use them to begin their own offensive turns and get their pressure going.

This level of menace in the neutral doesn't come with downsides though. Azutron is tied for second lowest health in the game at 20000, a notable flaw when some characters' bnbs do 10K damage. Furthmore, Azutron's damage is on the lower end, especially if they want to go for their (admittedly incredibly good) oki setups, as most damage focused routes end in an air tech. While Azutron's anti-air capabilities are very good, they'd still much rather take a guaranteed mixup. Finally, Azutron's actual mixups mid blockstring are on the weaker end. They have two options, those being the usual hit/throw and the additional option of crossing up with teleport, although this is decently reactable. However, in the face of their overpowering neutral, Azutron's flaws can only hold them back so much.

Playstyle
Azutron uses their long range punish tools to threaten the opponent into making mistakes.
Pros Cons
  • Flashy Movement - Azutron's movement is among the best in the game thanks to having a run, double jump, multiple air stall moves, and most importantly, their 5S teleport, which makes them terrifying to anti-air.
  • Amazing Punish Tools - Azutron's kit lends itself to long distance punishes very well between 5S, 4S, 2S , j.2S, and 5SP.
  • Incredible Mixup Potential - Without even having to spend resources, Azutron can run unreactable 4 ways mixups with good reward, as well as simply having solid left/rights on any knock down.
  • Squishy Metal - Azutron is tied for the second lowest health in the game, same as the likes of Annie and Shoto. This makes them far less survivable than other members of the cast.
  • Oki or Damage - Azutron's best oki requires them to sacrifice a lot of damage potential, as while they can definitely hurt, their damage focused routes all end in an air tech rather than any kind of knock down.
  • Limited Blockstring Mixup - While Azutron's knock down mixups are incredibly strong, their ability to apply mixups mid blockstring is much more limited, only able to hit/throw and use the fairly reactable 5S left/right.

Character Properties
Health
20000
Backdash
XF
Unique Movement
Double Jump, Run
Fastest Attack
X (XF)


Unique Mechanics: Lock-Down and Relocate

Lock-Down

Azutron has the Lock-Down gauge, a meter with 3 pips and a bar above. Whenever Azutron connects with any of his Lock-Down moves, the gauge is increased by one pip and the bar fills up. The bar will begin to run out unless another Lock-Down move hits, at which point it is reset. If 5 seconds pass, the bar expires and all pips are emptied. If Azutron fills all 3 pips, the opponent is put in a Lock-Down Cube. The Lock-Down Cube is a fixed hitstun state, during which the opponent can be hit by any move and it is guaranteed to combo (although if triggered Loop Protection will act immediately upon the state ending). If 3 moves are hit, the cube breaks and the opponent is launched with some additional damage. After a Lock-Down Cube is used, there's a cooldown of ~5 seconds before it can start being filled again. Generally, the Lock-Down gauge has two uses. One is to fill it up in one combo, then use the lock-down cube to get some extra damage, which is often how Azutron gets their higher damaging combos, but this removes the ability to end in good okizeme. The other is to fill 2 pips then end the combo, allow Azutron to get extra damage near the start of the next combo. Moves that add to the Lock-Down Gauge are as follows:
  • 4H (Rocket Punch)
  • 5S (Relocate)
  • 4S (Hot Pursuit)
  • 2S (Long Arm of the Law)

Relocate

Relocate is Azutron's neutral special and an incredibly strong 8 way teleport. In exchange for its many, many strengths, the move has a cooldown of ~3 seconds before it can be used again. While this may sound short, this cooldown only starts once Azutron is on the ground. Additionally, if Azutron uses teleport as a follow-up from 4S, the cooldown lasts for ~8 seconds.
File:DoF Azutron Relocate Cooldown
The cooldown for Relocate

Character Summary

Move list

Command Normals
4H - Rocket Punch: Fast projectile that counts as a normal.
j.2H - Justice Boot: Aerial jump cancelable launcher.
j.4H - Law Lariat: Air only dashing lariat, combo extender.
Special Moves
5S (Air OK, Hold OK) - Relocate: Azutron teleports in one of 8 directions, plus on block but has a cooldown.
2S - Long Arm of the Law: Huge but unsafe anti-air move, also great combo ender.
4S - Hot Pursuit: Long range dash slash, can be canceled into Relocate.
j.2S - Hot Pursuit: Very fast and overhead hitting divekick.
Supers
5SP (Air OK) - Omega Beam: Fast fullscreen beam, good ender and punish tool.
2SP - System Override: Install that buffs Azutron's movement, damage, and ends with a massive explosion.
Quick combo reference

5L > 5M > 5H > 4S, 2M > 2H > jc j.M, 2M > 2S: Basic combo ending in an HKD for Az's strong oki game.
2M > delay 5H > 4S, 2M > 5H, 2M > 2H > jc j.H, 2M > 4H > 4S, 5H > 4S, 5H > 5SP: Somewhat more advanced combo focused on damage.

Normal Moves

5L
DoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low XF - - XF XF XF Invul, Dash Cancelable, Jump Cancelable, Tracker, Ground Bounce, Wall Bounce, XF Anti-Air Invul, XF Armored, Projectile Invul, Disjointed

Describe the move and the uses it has.

Toggle Hitboxes
Toggle Hitboxes
5M
DoF Buttons M.png
Caption
Caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5H
DoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2L
DoF Direction Down.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2M
DoF Direction Down.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2H
DoF Direction Down.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.L
DoF Direction Up.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.M
DoF Direction Up.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.H
DoF Direction Up.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Command Normal Name
4H
DoF Direction Left.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe a command normal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
6H
DoF Direction Right.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Unblockable - - - - N/A -

Describe their throw. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Reversals
Reversal
5R
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their regular reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Wakeup Reversal
5R on Wakeup
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their wakeup reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Burst
Burst
5B
DoF Buttons Burst.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
0 High/Low - - - - - -

Describe their burst, this should be roughly the same for most characters. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Taunt

Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.

Taunt
5T
DoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Down Taunt
2T
DoF Direction Down.pngDoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Special Name
5S
DoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data things, and if need be, a table.

Toggle Hitboxes
Toggle Hitboxes
Special Name
4S
DoF Direction Left.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
2S
DoF Direction Down.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
j.S
DoF Direction Up.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Super Name
5SP
DoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Super Name
2SP
DoF Direction Down.pngDoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.

Offense

Describe how a character runs their offense.

Defense

Describe how a character defends themselves when they're on the receiving end.

Additional Resources

Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.

Additional Categories

Add any further categories as needed, just make sure they're worth a whole section.

Combos

General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.

Combo Legend

Numpad Notation

DoF Buttons Up-Left.png DoF Buttons Up.png DoF Buttons Up-Right.png
DoF Buttons Left.png DoF Buttons Right.png
DoF Buttons Down-Left.png DoF Buttons Down.png DoF Buttons Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = DoF Direction Down.pngDoF Direction Down-Right.pngDoF Direction Right.png
  • 214 = DoF Direction Down.pngDoF Direction Down-Left.pngDoF Direction Left.png
  • 63214 = DoF Direction 624.png
  • 46 = DoF Direction Left.pngDoF Direction Right.png
  • 28 = DoF Direction Down.pngDoF Direction Up.png
  • Light: DoF Buttons L.png
  • Medium: DoF Buttons M.png
  • Heavy: DoF Buttons H.png
  • Special: DoF Buttons S.png
  • Super: DoF Buttons Super.png
  • Block/Reversal: DoF Buttons Block.png
  • Burst: DoF Buttons Burst.png
  • Taunt: DoF Buttons Taunt.png
Dash = 66 DoF Direction Right.pngDoF Direction Right.png
j. = Jump DoF Direction Up-Left.png / DoF Direction Up.png / DoF Direction Up-Right.png
dc = Dash Cancel
jc = Jump Cancel
dl. = Delay
[X] = Hold
]X[ = Release
gb = Ground Bounce
wb = Wall Bounce
bb = Blast Burst
tc = Trigger Cancel
SP = Super
[X]*N = Repeat sequence N amount of times.
X(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
(X) = Optional input
OTG = On The Ground
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
> = Cancel
, = Link
AA = Anti-air
land = Land before doing the next input.


Basic Combos

Easy combos for starting.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Advanced Combos

Harder combos that deal more damage or provide some other benefit.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

X Combo Category

If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Enders

List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2S X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2SP X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Colors

X (Alt Costume Name)


X (Alt Costume Name)


Trivia

  • Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.


Navigation

General
Getting Started
FAQ
HUD & UI
Updates
Systems
Controls
Offense
Defense
Movement
Game Data
Azutron
Shoto
Clyde
Bosses
Baron
Black Heart
Callowman
Ember
Derrick
Annie
ERROR
Sylvan
Lumina
Johnson
Guy
Red
Rattlebone
Shiverskull
Doodle
Samurai