Overview
"Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself."
Azrael is a big, heavy-hitting offensive character. He has to effectively use his teleport dashes to get around the screen, and try to get in on the opponent. Once in he has to use his pokes and various specials to get a combo that usually ends with a "weakpoint" attack. Azrael's unique Drive is the ability to apply weakpoints, which can lead to big damage.
- 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
These moves gain new properties when you hit the corresponding weak point. This consumes the weak point, but you can re-apply it in the same combo. Of course, the moves apply the same weak points that they get the additional properties from. All regular ground drives can potentially be followed up on CH without weakpoint. Hornet (and possibly Valiant), can be followed up on CH with a regular-style combo, and you can use the weakpoint earned within that very same combo. Each drive's "weakpoint version" has repeat proration.
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Pros | Cons |
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Health | 100 - 90% | 89 - 80% | 79 - 70% | 69 - 60% | 59 - 50% | 49 - 40% | 39 - 30% | 29 - 20% | 19 - 10% | 9 - 0% |
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Overdrive | 180F | 210F | 240F | 270F | 360F | 390F | 420F | 480F | 600F | 720F |
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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.
Follow the Help:Writing_Character_Pages guidelines
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.
Follow the Help:Writing_Character_Pages guidelines
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.
Follow the Help:Writing_Character_Pages guidelines
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