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."
- Movement Options
- Double Jump, 1 Airdash, Dash type: Teleport
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
Azrael is an in-fighter that hits like a truck
- 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)
- 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.
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 |
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
5B
5BB
5C
2A
2B
2C
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
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
j.B
j.C
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
2D
3D
6D
j.D
j.2D
Universal Mechanics
Forward Throw
6B+C
Back Throw
4B+C
Air Throw
B+C in Mid-Air
Counter Assault
6A+B during blockstun w/50%
Crush Trigger
A+B w/25%
Special Moves
Gustav Buster
236A
Tiger Magnum
236C
Cobra Spike
46C during Tiger Magnum
Leopard Launcher
6C during Cobra Spike
Growler Field
214B (Chargeable)
Phalanx Cannon
236B (After absorbing projectile with Growler Field)
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)
Valiant Charger
Press [6] during Valiant Crash w/ upper weakpoint applied
Hornet Bunker
214D (Chargeable)
Hornet Chaser
Press [8] during Hornet Bunker w/ lower weakpoint applied
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•550×3 | 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
External References
- Japanese Name: アズラエル
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread