BBCF/Azrael

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Overview

Overview

Azrael is a bruiser similar to Slayer from Guilty Gear, with high damage, strong mixup, defense and pressure, at the cost of slower than average movement.

In neutral, Azrael has limited ability to move without jumping or committing to an advancing attack such as 6C or 236A, due to his teleport dash. This can be a problem against ZonerA character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.s, but he has tools such as 214B to absorb projectiles and fire them back as 236B

Once he gets in, Azrael's Drive, strong pressure normals and his teleport dash give him the ability to overwhelm the opponent with hard to block mixups and pressure resets, then convert into big damage.

When forced to block, Azrael has a large array of defensive options to make it difficult to pin him down.
Playstyle
Azrael is an offensive character with good tools for pouncing on his opponent after a patient neutral.
Pros Cons
  • Close Range Brute: A high amount of health, good pressure options, and some tricky mixups with standing overheads, lows and cross-ups make Azrael a serious threat up-close.
  • Beefy Damage: Azrael does good damage on average, but combos involving his weakpoints deal excellent damage and have great corner carry, especially his Valiant Charger combos.
  • Teleport Dash: Azrael's dash is unique in that he teleports a short distance while using it. This can be a great tool for quickly swapping sides, warping past zoning, and backdashing away from pressure.
  • Big Toolbox: Once he gets up close, Azrael has a tool to deal with any response if properly anticipated, from various attribute-specific invulnerabilities and guard points to a full on meterless reversal. He also has a unique anti-zoner move in (Growler Field), which can help with certain matchups.
  • Big Body: Azrael's large frame and slow walking speed, combined with his issues at midrange, can cause him difficulties in certain matchups.
  • Teleport Dash Awkwardness: While his forward teleport dash is great for offense, it can be awkward to move around with. Neutral can be difficult against characters and players that can zone effectively.
  • Short Pressure: While Azrael's pressure can be very scary, its also often full of holes and thus fails against proper use of Barrier and Instant Block. Players can take advantage of gaps with reversals/quick moves, which means Azrael needs to go for a mixup very quickly.

Drive: The Terror

Azrael's Drive attacks reveal "weakpoints" when they hit the opponent. Weakpoints are active for 1000F (roughly 17 seconds) before disappearing if not used.

  • Upper Weakpoint Moves: 5D / 6D / j.D / 236D / 214214D
  • Lower Weakpoint Moves: 2D / 3D / j.2D / 214D / 214214D

Revealed weakpoints don't do anything by themselves. However, using an attack that triggers the same type of weakpoint already revealed consumes the weakpoint and boosts the effectiveness of the move, usually allowing the combo to continue afterwards when normally it doesn't. There there is no limit on how many times a weakpoint can be revealed and consumed in a single combo, however each Drive attack's "weakpoint version" has same move proration, preventing loops from doing much damage.

Overdrive: Mental Colosseum

Azrael's Drive Attacks and weakpoint system receive several buffs:

  • Weakpoints are revealed even on block
  • Azrael can now special-cancel his Drive normals.
  • Weakpoints are not used up when they are triggered, opening up even more combo routes for big damage. Triggered weakpoints do not have their duration refreshed, however.
  • Weakpoints do not disappear as long as OD is active; if their timer runs out during Overdrive, they will expire as soon as Azrael leaves Overdrive instead.

Unique Ability: Late Cancels

Something of a double edged sword, Azrael's grounded normal attacks (mostly) do not cancel into other normal attacks at the point they hit; instead the cancel window is usually some time into the move's recovery (After hit or block). This means that while Azrael's moves tend to have much higher hitstun and blockstun than other characters, there can still be considerable gaps in his pressure and more time to react to his mixups. On the plus side, the cancel windows can be quite wide, leaving more scope for staggering pressure, and the slightly slower pace of his combos can make them feel easier to execute and confirm hits once you get the feel of them.

Except from 6B, special and distortion cancels do not use the delayed cancel windows and instead work normally, meaning special moves can feel a bit "snappier" during combos.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Mid 6 6 9 -1 B

A very short-range uppercut which is a Lv2 Button, but only cancels into itself late. One of the very few 5As that need to be barriered in the air. Hits crouching, and functions well as an anti-air.

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 Mid 9 7 10 ±0 B

Jump-cancelable. A strong anti-air due to its speed, hitbox and also air unblockable. It doesn't have any kind of invulnerability or much of a disjoint however so it will still lose to well spaced and disjointed jump-ins attacks.

  • Whiff cancelable into 5BB.

5BB

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 Mid 11 3 9 +5 B

Azrael steps forward and performs a headbutt, serving as a gimmicky frametrap from people mashing during his pressure but a reversal hole if you always autopilot into this (Remember, 5B is neutral on block). Unlike Azrael's other normals, this move uses normal cancel timing rather than delayed cancels, so it feels faster than normal to do attacks after this. Also just useful to hit confirm 5B, even when it was used as an anti-air.

  • Knocks aerial targets to the ground.
  • On CH ground bounces.
  • Leaves a 2F gap from 5B on normal block if performed asap.

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1050 Mid 15 6 16 -3 B

A yakuza kick, has long reach and a fantastic combo starter if you get a counterhit. One of the few long range moves Azrael has that doesn't move him forwards, making it his go-to footsie tool when spacing is important.

5C > Black Hawk Stinger is an unblockable setup if both weakpoints are applied.

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low/Air 9 3 9 +2 F

Extremely slow 2A, but hits low. Typical go-to move to pick up if your opponent doesn't tech.

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 Mid 12 6 18 -7 F

A swinging strike at their feet, moves Azrael forward but then back again and thus has much more range than Azrael's quicker buttons. Not a low, but reasonable range and usually safe when spaced properly. Used as a link in various combos.

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 All 13 6 Total: 50 -9 BP 9~18 H

Has head invuln, but an awkward hitbox for an anti-air. Pickup that can be followed up by 5B/6D. More often than not combo filler. Will clash with projectiles; and if it does, Azrael is able to use his late cancels the same as on hit or block, unusually.

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1060 Mid 19 9 14 -4 B 7~24 B

A shoulder tackle, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH. As it has body invuln, it can blow through a lot more moves than you'd expect, most importantly most mid-hitting pokes, and will even clash with most, if not all, DPs.

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 Mid 13 6 37 -24 B 6~18 H

A big uppercut that launches the enemy. Can be forward dash canceled during the part where he steps back after the uppercut, even if it misses. Has very long Head invulnerability and loads of hitstun on hit, making it a very easy to confirm anti-air. Punishable if called out with the correct timing but if not then you still have access to some of his cancels even if you miss which gives you the opportunity to possibly respond... or simply get punished even harder.

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 Mid 28 8 9L +2 H 10~35F

A swinging kick after a short jump, used to close distance and as a safe meaty tool (Albeit very vulnerable to reversals) since it's safe even if blocked on its first frame (Which often doesn't hit), therefore can be very advantageous if properly spaced out to hit late. Because Azrael hops during this move, it will beat many low poke and throw attempts. On Counterhit against opponents in the air the move will ground bounce and can be followed up in various, highly damaging ways due to the fatal property.

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1120 Low 15 9 18 -9 F 11~23 F

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

  • Can only be special-cancelled into Sentinel Dump (downed 22C version).

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450 High/Air 7 3 9 H

An average j.A. Nothing special at first but it's Azrael's only real mashable A button due to the lack of delay cancel. Can be used for a very tricky mixup with 3C>RC>j.A.

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
780 High/Air 9 3(2)3 12 H

Azrael swings his jacket downward, hitting in front to start with and then below and behind him later on, making it useful as an air-to air, low dash jump-in and a jump-over cross-up move in one. This is probably one of Azrael's best air normal due to its excellent balance of damage, versatility, speed and hitboxes.

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
990 High/Air 12 6 15 H

An upward kick. Used a lot in combos for its big damage; typically following-up to Hornet Bunker/Chaser as well as in Azrael's more advanced combos after air dashing then landing from it. Used much less in neutral due to its hitbox making it only useful against opponents already higher up than you and doesn't give you any higher reward than j.B if you land a hit (other than slightly more upfront damage).

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 22 Until L 10 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. Does not function the same as divekicks in other games (e.g Street Fighter). Instead, it's often best to use this divekick as a way of delaying a jump-in.

Drive Moves

All of Azrael's Drive moves have Same Move proration if used more than once in a given combo. Weakpoint and non-weakpoint versions are counted separately.

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 [1080] High 21 3 20 -4 B

Fast Overhead that applies/consumes upper weakpoint. Can be followed-up on CH without weakpoint. Staggers with weakpoint. While it hops into the air, it lands before it goes active, so it can still lose to well timed throws. Use this move to catch an opponent off guard. With RC, you can combo from it without a weakpoint for 4.5K damage and double weakpoints.

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 [840] Low 15 3 12 +2 F

Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Hard knockdown with weakpoint. Since it's plus on block, you can use this as a pressure reset since there won't be much of a gap between the move beforehand and this. Unlike a lot of Azrael's moves, it doesn't move him forward and it's reach isn't that great, so it can be hard to poke with it. Finds some use as a tech-check since it will recover in good time if your opponent neutral techs, and while it doesn't lead to much if it hits, it still gives you a low weakpoint.

6D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 [1200] High 27 7 14 -2 B

A heel kick. This is your typical ender/extender for BnB combos to get a weakpoint/with weakpoint. An overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint.

While it forms a 50/50 Mixup with 3D, but can be mashed out of at neutral, so instead use it for this as a meaty during oki to remove that disadvantage.

  • Shares the same animation as 3D from frames 1-9.

3D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 [1200] Low 24 6 15 -2 F

Stomps at the enemy’s feet. Very deceptive startup to the animation. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. Great to use when your opponent has been conditioned with 6D.

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 [1080] High/Air 19 5 16+4L H

An aerial smash. This is your typical air combo ender without weakpoint. With weakpoint, it functions as a combo extender. Overhead, applies upper weakness and smashes the opponent away from you. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit.

j.2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 [1080] High/Air 19 3 18+4L H

A horizontal roundhouse, causes knockdown, wide crossover range making it good for jump-ins. Overhead, applies lower weakness and smashes the opponent below you. Most of the time in combos you will be using j.D instead, but if you have or want a lower weakpoint, or want oki midscreen this is what you'll use instead. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit.

Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

An uppercut, blows the enemy about one step forward. Can be followed up with an aerial combo or special, but it doesn’t wallbounce in the corner. Can guarantee a weakpoint is applied or followed up with Tiger Magnum all the way to Leopard Launcher.

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Azrael knocks the enemy down behind himself. Can be special-cancelled. Can guarantee a weakpoint is applied or followed up with Tiger Magnum all the way to Leopard Launcher.

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T

Grabs the opponent and slams them straight to the ground. Simple follow-up would be 2A>Tiger Magnum.

Counter Assault

6A+B while Blocking

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Can be used with 25% to guard crush your opponent. Can be barrier blocked to not cause guard crush. Adds some more combo-ability to combos, as well as increases damage.

Taunt

AP

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100 All 24 4 114 -101 B

Azrael's Taunt can deal damage for some reason, so it's included here for the sake of completeness. It's unsafe even on hit so your opponent will also tech from it while you're still recovering and do whatever they want to you.

Forward Dash

66

Damage Guard Startup Active Recovery On-Block Attribute Invuln
20F 7-11 All

While feeling similar to Azrael's backdash at first, his forward dash is a very different beast. Since jump startup can be cancelled into most command moves (i.e. most non-normal moves), this can be used to cancel his forward dash into a variety of moves by inputting a jump as part of the input. For example, you can cancel a forward dash into 214B by inputting 662147B. If you want to do moves after moving and switching sides, remember that you will need to mirror your inputs for the special, so to do the same Growler Field after swapping sides, you will need to input 662369B instead. This technique is referred to TK cancelling by the Azrael community.

While it is possible to simply barrier early on in the move, in a pinch you can jump cancel into an air barrier, although this takes a few frames.

Special Moves

Gustav Buster

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 13~22 6 24 +1 B

Azrael's premier gap closer/pressure ender, can only followup on counter hit.

Its huge range and fast startup make it great for catching out an opponent and/or starting pressure. The slight frame advantage on normal block means you'll beat out most 5A mashes with your own 5A, try to learn where the sweet spot distance is if you want to get right up close to your opponent. If your opponent can't IB this move reliably, you can essentially snatch neutral at any time. If your opponent IBs you can backdash after safely usually, but if you get too predictable with it you'll start getting punished in other ways.

  • Startup varies according to the distance to the opponent.
  • Pushes opponent back about two character widths on hit or block unless performed at near max range or more. There is a sweet spot distance just slightly larger than round start distance where you end up at point blank range.
  • Can be used during a forward dash jump cancel to effectively extend its range.

Tiger Magnum

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 13 3 18 -4 B

A backfist blow with short reach. Relatively fast, especially if you do it after a cross-up teleport dash. You can cancel into Leopard Launcher, Hornet Bunker or Valiant Charger immediately after Tiger Magnum, even if it misses and there is a considerable input window should you wish to delay any of these.

Cobra Spike

236C~6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 10 5 18 -6 B

Follow-up to Tiger Magnum. Usually followed by Leopard Launcher, but can also be canceled into Valiant Crush or Hornet Bunker to lead into a high/low mixup or to capitalise on the appropriate weakpoint during some combos.

  • Crumples on counter hit.


Leopard Launcher

236C~6C~6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 All 16 3 30 -14 B

Slides on midscreen, wallsticks in the corner. Can often combo into other moves, especially near/in the corner. Not much more to say other than it being notiably more damaging than the previous two steps, but also a really terrible idea to use this during blockstrings since you will get punished for it.

Panzer Strike

623B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 High/Low, All 18 12 (14) Until L+4 30 B, H 1~20 All
21-29 H

The DP itself is not the best amongst all the casts', as it can be low-profiled and the startup is long. The main benefit of using this move is Rapid Cancelling it. Because you can RC at any time, you can opt to reset back to midscreen, or RC during the falling portion to catch your opponent off guard.

  • Counter-hit state for the entire duration.
  • You can hold 6 during the move to slightly alter the trajectory, used mostly in combos.

Growler Field

214B (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 5 7 36 -26 B 1~36 Guard P

Azrael's anti-projectile zoning move. Projectiles he absorbs can be used for the powerful Phalanx Cannon attack. It also has a hitbox of its own that becomes active very quickly and blows away the opponent if it hits. However, it very punishable if blocked.

This is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. Similarly, recklessly using this move is also a liability because of the huge recovery. It's not a cure-all solution to ranged characters but it is an extremely useful tool in some matchups. Keep in mind that Azrael is safe as long as he absorbs a projectile with this move.

  • Azrael's fastest move, but not a reversal.
  • Upon absorbing a projectile:
    • Phalanx Cannon stock goes up by 1 (Maximum of 3) for each projectile attack blocked (Multi-hit projectiles will count multiple times)
    • Can cancel into Phalanx Cannon
    • Is forced to begin 30F recovery, but becomes fully invuln until the end of its recovery and can still absorb more projectiles during the first 15F of this recovery.
  • Phalanx cannon stocks last until used or the end of the round; but there is no UI element or any other visual indicator of how many Phalanx cannon stocks Azrael has left. You and your opponent just have to remember.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
Normal 70 89 3 -21
  • Hold button to prolong stance
  • After releasing button, Azrael goes into 11F recovery animation
  • Blocking a projectile adds one to phalanx cannon stock (Maximum of 3)
  • Counterhit state for entire move
  • On Guard Point, hitstop for Azrael and Opponent projectile unchanged

Phalanx Cannon

236B after absorbing projectile with Growler Field

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 5 Until Offscreen Total 26 -2 P2*

Fires a considerably fast projectile with surprising damage. This move has a lot of priority over other projectiles and will blow right through most of them. Can combo into itself or even Black Hawk Stinger. Can be used to extend some combos and deal good damage, but you'll mostly spend these trying to suppress or punish projectile spamming. Don't forget that you can hold onto Phalanx Cannon stocks for as long as you like and your opponent has to remember that you have them, so you can sometimes surprise them later on or just use them as a looming threat while you approach.

  • Launches high on hit.

Sentinel Dump

214C or 22C near downed opponent)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1000 All 47 3 Total: 55 +12 P1* 1~10 Guard All
Knockdown > 22C 900 3 Total: ?? +10 P1* 1~10 All

Azrael jumps and slams to the ground, sitting on top of the opponent.


214C

This version makes Azrael jump about 2 character spaces forward. 214C can be used for oki to beat tech rolls, and is + on block if they do block it. A common misconception of this move is that it only GPs one attack. In reality, the GP frames are so short that most 5A mashes will hit Azrael out of 214C on the second jab.

  • Can cross up if opponent is crouching.
  • Has a hitbox on both sides.

22C

This version tracks the opponent, up to a max range, when in a downed state. Mostly a combo filler.

Valiant Crush

236D (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 [1440] High/Air 25~56 9 38 -26 B 11~(6F Before Active) Guard HBFP

A kick that blows the enemy away. Overhead, applies upper weakpoint. On hit, it'll consume a previously applied upper weakpoint and blow the opponent back, leading to Azrael's famous Valiant Charger combos. These provide big damage and huge corner carry. Its guard point can be used to catch an inattentive opponent, but it's extremely unsafe in pressure. Fully charged version forces a Fatal Counter.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
Long 100 70 5 -45~76
  • Full charge is Fatal Counter on normal hit and P2 = 80
  • Loses Guard Point 6F before becoming active
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged

Valiant Charger

6 during Valiant Crush w/ upper weakpoint applied

Damage Guard Startup Active Recovery On-Block Attribute Invuln
90

Charges at the enemy and allows you to loop the same move over and over (Usually 5C) by cancelling back into this move while your opponent remains in Valiant Charger tumble state. Can also do jump attacks mid-followup. This is the core of Azrael's damaging combos and what you should be trying to go for most of the time. Be careful when inputting followups to release 6 if you need to; it's very easy to input 6C instead of 5C when first learning the rhythm of looping 5C over and over, for example.

The physics of this move are also extremely weird and can give some very odd results if certain moves are done in certain ways, particularly if Azrael gets between his opponent and the wall they're tumbling towards.

  • After Valiant Crash hits with an upper weakpoint, Azrael is placed in a special state (Overrides hornet Bunker state if active)
  • For the first 90F:
    • All moves except excluding any D button move, Tiger Magnum, Cobra Spike and Crush Trigger can be cancelled into Valiant Charger by pressing 6; Valiant Charger itself can be cancelled into anything immediately. This process can be repeated any number of times to basically do any combo you want.
    • Most moves in the above allowed list also have their hitstun properties replaced; They now all blast the opponent sideways (30F untech time) and wallstick in the corner (For 30F). Sentinel Dump and Phalanx cannon are also changed, but slightly differently
    • This 90F period cannot be renewed with a another Valiant crash during this combo.
  • After this point for the rest of the combo all moves revert to their normal hitstun values, but keep the property of knocking the opponent sideways and wallsticking them.
  • Valiant Charger moves Azrael forwards horizontally and can be used in the air (Descends very slowly)
  • All-but-guaranteed to corner opponent.

Hornet Bunker

214D (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 [1440] Low/Air 27~57 10 24 -15 F 10~(12F Before Active) Guard HBFP

Azrael launches the enemy. Hits low, and applies lower weakpoint. Weakpoint disappears after hit if it was already applied. Can be followed up on CH with a regular combo. Situational anti-air. Awful recovery on whiff and on block, don't use this for mixup. Fully charged version forces a Fatal Counter.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
Long 100 70 4 -34~64
  • Full charge is Fatal Counter on normal hit and P2 = 80
  • Loses Guard Point 9F before becoming active
  • Hitbox fully extends 2F after going active
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged

Hornet Chaser

8 during Hornet Bunker w/ lower weakpoint applied

Damage Guard Startup Active Recovery On-Block Attribute Invuln
60

A homing jump, like after Dust attacks in GG. Almost always followed-up by multiple j.Cs>j.2C>~ Gives less damage and corner carry overall when compared to Valiant Charger, but still useful since you might only have a low weakpoint to work with.

  • Special state after Hornet Bunker hits with a low weakpoint, very similar to Valiant Charger, only more vertical.
  • During this state:
    • Any non drive move can be cancelled into this homing jump and forward air dash.
    • This homing jump as no minimum duration, essentially meaning you can cancel any non-drive move into anything else while holding upwards.
    • Any hit that lands inflicts the same hitsun effects that send the opponent spiralling upwards
    • Hitting with a drive move ends this state
    • Lasts 60F
    • Valiant Crash state overrides this state if it was performed in the same combo, (Before or after Hornet Bunker). Hornet Bunker itself still launches since Drive moves ignore Valiant Charger state anyway.

Distortion Drives

Black Hawk Stinger

236236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
3000 [3700] All 7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 B 7~13 Guard HBFPT

Basically a super version of Gustav Buster; it's a long distance rush followed by a punch, covers lots of space, has quick start-up and is mostly used as a combo ender because of its generous minimum damage, particularly in overdrive. Needs a Rapid Cancel to follow up except in some specific cases. Counterhits from the overdrive version can even lead to huge damage if near the corner. Since Azrael moves so fast during this move, it's possible to switch sides with a character who isn't pressed against the corner with some specific positioning, this can be used in some combos to make the opponent slide at your feet to continue the combo rather than being blown away.

With weak points, this move is unblockable depending on the weakpoints applied; high weakpoint makes the move a low hit, low weakpoint makes the move an overhead hit, thus having both makes it unblockable while on the ground (Air Barrier block works in all cases). Note that it's still a body attribute move in all cases, so guard points that block body attribute will block this move even with an upper weakpoint, making it fully unblockable will work in most cases however.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
Normal 70 92 4 -41
  • Values in [] are during OD
  • Unblockable with standing block if high weakpoint is active
  • Unblockable with crouching block if low weakpoint is active
  • Minimum Damage 35% [40%]: 1050 [1480]
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged
  • Can guard point up to 3000 damage

Scud Punishment

214214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 1500
[600, 300×2, 1500]
All 6+(129 Flash)+10 3 45 -27 B 1~18 All

An interesting move that trades damage up front for the chance to get much more damage later by ensuring both weakpoints are available for any combo you are able to start. Not recommended to be used as a reversal in most cases due to its poor recovery. Panzer strike is a much safer option if you already have 50 Heat to make it safe. On counterhit it is possible to get a decently damaging, if short, combo. Can be very useful when combined with Black Hawk Stinger immediately due to it being unblockable when both weakpoints are active and it will catch them mashing out of crumple recovery. It's somewhat unnecessary to stack this with Overdrive due to their similar effects.

  • Causes Scud Punishment state for 1000F (about 16 seconds):
    • Azrael will appear to have an afterimage.
    • After your opponent recovers from any hitstun (Including the combo from Scud Punishment itself), both weakpoints will be reapplied for whatever time remains for Scud Punishment state. Both weakpoints will therefore expire when scud punishment state ends, even mid-combo.
    • Weakpoints cannot be applied in any other way until this state ends; consuming a weakpoint and attempting to reapply the same one in that combo won't apply it at all.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
Very Short 100 100 [×3], 60 5 -37
  • Values in [] are during OD
  • Applies both weakpoints on hit
  • Minimum Damage 20%: 420 [540]
  • For the next 1000F frames, every time your opponent recovers from a combo, both weakpoints are reset to 1000F
  • On hit, Azrael is +9 (+77 on counterhit)
  • reversal

Exceed Accel

Full Spartan

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×3, 1400
{600, 1200×2, 3100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

While Azrael's EA is among the most damaging in the game, it puts him in an unfavorable position in most match-ups (takes people out of corners and places opponents across the screen).

Astral Heat

Patriot Apocalypse

632146C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0,32000 All 7+(55 Flash)+5 19 128 -126 1~30 All

Can be combo'd into very easily and has an abnormally large vertical hitbox.

Functions as a hail mary reversal due to its crazy active frames, invulnerability and huge hitbox, so will beat out pretty much every reversal attempted against it, no matter how late (Unless they have a guard point instead of invulnerability). Comically unsafe on block but Azrael is not in a counterhit state in this time, so the best response to this move is simply to block it if you can.

Can also be comboed into from literally anything, including 5A.

Colors

BBCF Azrael color 1.png
BBCF Azrael color 2.png
BBCF Azrael color 3.png
BBCF Azrael color 4.png
BBCF Azrael color 5.png
BBCF Azrael color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Azrael color 7.png
BBCF Azrael color 8.png
BBCF Azrael color 9.png
BBCF Azrael color 10.png
BBCF Azrael color 11.png
BBCF Azrael color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Azrael color 13.png
BBCF Azrael color 14.png
BBCF Azrael color 15.png
BBCF Azrael color 16.png
BBCF Azrael color 17.png
BBCF Azrael color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Azrael color 19.png
BBCF Azrael color 20.png
BBCF Azrael color 21.png
BBCF Azrael color 22.png
BBCF Azrael color 23.png
BBCF Azrael color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

Notable Players

Work in progress

Name (English/Japanese) Color Location Version Status Notes Example Play
Dogura
BBCF Azrael color 1.png
Japan Arcades Retired Plays a very fundamental Azrael. Multi-FG Legend and old Azrael God. Keeponrockin
Zexo
BBCF Azrael color 21.png
Japan Arcades Retired One of the greatest Azraels of all time. Keeponrockin
Tochigin
BBCF Azrael color 3.png
Japan Arcades/Steam Active Very optimal routing. Not actually the creator of the DW route named after him. Has CF streams on his youtube channel Keeponrockin
Suna
BBCF Azrael color 12.png
Japan Arcades Retired One of the last JP Azraels before they all vanished. Keeponrockin
Ikamen 
BBCF Azrael color 8.png
Japan Arcades/PSN Retired Very offensive oriented Azrael. Has strong, optimal routing. Keeponrockin
Kinkuli 
BBCF Azrael color 9.png
Europe PSN/Steam Retired Originally one of Europe's strongest Azrael before retiring. Effectively one of the founding fathers of Azrael tech and is in no small part why the net of Azrael information exists in the capacity it does today. Youtube
Barbatos Slim 
BBCF Azrael color 22.png
??? PSN/Steam Active Lieutenant General of the Azrael Family. Very against Item Usage. Just who is he really...? Keeponrockin

External References

Navigation

Azrael
Ambox notice.png To edit frame data, edit values in BBCF/Azrael/Data.

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