BBCF/Azrael

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Overview

Overview

Azrael is a big, heavy-hitting offensive character. Armed with a teleport dash, Azrael needs to patiently get around the screen, and try to get in on the opponent. Once Azrael makes his way in, he has to use his pokes and various specials to get started with his Drive. Azrael's Drive gives him the ability to apply weakpoints. "Consuming" them give his Drive attacks and special moves bonus properties. This opens up new combo routes and lets Azrael deal heavy damage. While Azrael may struggle in neutral against more evasive opponents, he has several tools at his disposal to overwhelm anyone unprepared.
Lore: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. As of Chrono Phantasma he has ripped apart his dimensional prison and works with Izanami to find more strong opponents.
Playstyle
Azrael is an offensive character with good tools for pouncing on his opponent after patient neutral.
Pros Cons
  • Close Range Brute: A high amount of health, good pressure options, and some tricky mixups with standing overheads and lows 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 moving around the stage, warping past zoning, and backdashing away from pressure.
  • Big Toolbox: With a special move list that can cover anything from wakeup options (his DP) to corner carry (his rekka) to mixups (his Drive moves), Azrael certainly has a lot to play with. 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 falls to proper use of Barrier and IB. 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, opening up new combo possibilities. 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.
  • 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

Normal Moves

5A


5B


5BB


5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1050 Mid 15 6 16 -3 B -

  • Fatal Counter
  • Excellent proration values
  • Hitbox fully extends on frame 18
  • Cancellable into 6C (and specials) immediately on hit/block
  • Cancellable into 6D/3D from frame 23

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


2A


2B


2C


3C


6A


6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1100 Mid 13 6 37 -24 B 6~18 H

  • Can be cancelled into normals and forward dash from frame 30, including on whiff
  • Can be jump/special cancelled from frame 30 on hit/block only

A big uppercut that launches the enemy. 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 cancel into something or you'll be easily punished.


6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1300 Mid 28 8 9L +2 H 10~35F

  • Fatal Counter
  • Frame advantage listed is for standing opponent.
  • Looks like an overhead, but isn't.

A swinging kick after a short jump, similar to Terry Bogard's Crack Shoot. On FC against opponents in the air the move will ground bounce. Can be followed up on FC with various moves. Because Azrael hops during this move, it will beat many low poke attempts.


j.A


j.B


j.C


j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1000 All 22 Until L 10 - H -

  • +1 on block at minimum height, at point blank range, versus a standing opponent
  • Frame advantage varies drastically depending on how late it hits

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.


Taunt

AP


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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
900 [1080] High 21 3 20 -4 B -

  • Leads to massive damage with weakpoint

Fast Overhead that applies/consumes upper weakpoint. Can be followed-up on CH without weakpoint. Staggers with weakpoint. Lands before it goes active, so it can lose to throw attempts. Use this move to catch an opponent off guard. With RC, you can apply lower weakpoint immediately afterwards.


2D


3D


6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1000 [1200] High 27 7 14 -2 B -

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

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.


j.D


j.2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
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 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


Back Throw

4B+C


Air Throw

j.B+C


Counter Assault

6A+B while Blocking


Crush Trigger

5A+B (Chargeable)


Special Moves

Gustav Buster

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
800 All 13~22 6 24 +1 B -

  • Start-up listed is for point-blank range
  • Can only followup on CH
  • Can be used during a forward dash to "cancel" it

Azrael's premier gap closer/pressure ender. 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. 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 most of the time.


Tiger Magnum

236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
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. Goes into Azrael's "rekka chains": Tiger>Cobra>Leopard, Tiger>Cobra>Valiant and Tiger>Cobra>Hornet. These chains are delayable. You can cancel into Hornet Bunker or Valiant Charger immediately after Tiger Magnum, but this is much less common.


Cobra Spike

6C during Tiger Magnum


Leopard Launcher

6C during Cobra Spike


Growler Field

214B (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
900 All 5 7 36 -26 B 1~36 Guard P

  • Projectile guard point until recovery
  • Can be held to extend the length for which the move can absorb projectiles
  • Phalanx Cannon stock goes up by 1 for each P property attack received during GP frames(Maximum 3)
  • Becomes fully invuln until the end of its recovery upon absorbing a projectile
  • Can cancel into Phalanx Cannon
  • Azrael's fastest move, but not a reversal.

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.


Phalanx Cannon

236B after absorbing projectile with Growler Field

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1000 All 5 Until Offscreen Total 26 -2 P2* -

  • 3 stock max.

Fires a considerably fast projectile with surprising damage. You can use this after you absorb a projectile with Growler Field. 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 projectile spamming.


Sentinel Dump

214C 22C near downed opponent)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
214C 1000 All 47 3 Total: 55 +12 P1* 1~10 Guard All
Knockdown > 22C 900 - - 3 Total: ?? +10 P1* 1~10 All

  • 1-10F Guard Point
  • 22C version tracks the opponent, up to a max range, when in a downed state
  • 214C makes Azrael jump about 2 character spaces forward
  • Can cross up if opponent is crouching
  • Has a hitbox on both sides
  • Technically a projectile
  • Loses cleanly to multi-hitting moves or rapid fired jabs

Azrael jumps and slams to the ground, sitting on top of the opponent. On a not-downed opponent, it launches them in place and hits them as they land. 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.


Panzer Strike

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1000×2 High/Low, All 18 12 (14) Until L+4 30 - B, H 1~20 All
21-29 H

  • 1-20 full invul, 21-29 head invul AKA it's a meterless reversal
  • Counterhit state for duration
  • On contact with something, you can RC at any point. RCing while rising will retain the launching momentum.
  • Cannot emergency tech second hit.
  • You can hold 6 during the move to slightly alter the trajectory, used mostly in combos.
  • Can be low-profiled

They gave the gorilla a DP. This serves as another reversal alongside Growler. 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.


Valiant Crush

236D (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1200 [1440] High/Air 25~56 9 38 -26 B 11~(6F Before Active) Guard HBFP

  • 11-(active~6)GP
  • Can be charged. Fully charged version forces a Fatal Counter
  • Retains GP during charging
  • Weakpoint applied causes a special type of knockback
  • Can be followed with Valiant Charger on hit if weakpoint is applied

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.


Valiant Charger

6 during Valiant Crush w/ upper weakpoint applied

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
- - - - 101T - - -

  • Can be cancelled into from any normal non-drive move while the Valiant Crush knockback is in effect.
  • Can be cancelled into any normal move.
  • Special knockback persists if follow-up from Valiant Charger is not a D move or a special (Gustaf Buster and Phalanx Cannon are exceptions)
  • Normals used during Valiant Charger can be canceled with Valiant Charger

Charges at the enemy and allows you to loop the same move over and over 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.


Hornet Bunker

214D (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
1200 [1440] Low/Air 27~57 10 24 -15 F 10~(12F Before Active) Guard HBFP

  • 10-(active~9)GP
  • Can be charged. Fully charged version forces a Fatal Counter
  • Retains GP during charging
  • Applied weakpoint causes same type of knockback as Valiant Crush.
  • Can be followed with Hornet Chaser on hit if weakpoint is applied

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.


Hornet Chaser

8 during Hornet Bunker w/ lower weakpoint applied


Distortion Drives

Black Hawk Stinger

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
3000 [3700] All 7+(122 Flash)+4 3 54 -38 B 7~12 Guard HBFPT

  • 7th frame All invul. OD version 7-13 All invul.
  • Applied weakpoints make move unblockable for that attribute, high weakpoint makes it hit low, low weakpoint makes it hit overhead, having both on makes it unblockable, but hitstun and damage do not change
  • 180F Heat Gauge Cooldown
  • OD Version has an extended superflash.
  • Minimum damage: 1050 OD: 1480

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 for extra damage because of its generous minimum damage. Can't followup without additional meter. Standing unblockable with upper weakpoint and crouching unblockable with lower weakpoint. Unblockable on the ground if both weakpoints are applied; can still be air barrier guarded though. Overdrive BHS CH leads to huge damage if near the corner.


Scud Punishment

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
600, 1500
[600, 300×2, 1500]
All 6+(129 Flash)+10 3 45 -27 B 1~18 All

  • 1-18 All invul
  • Applies both weakpoints on hit
  • 180F Heat Gauge Cooldown
  • Short range jab.
  • Damage is somewhat low
  • Minimum damage: 525 OD: 810
  • For 1000F (about 16 seconds), Azrael will appear to have an afterimage. After your opponent recovers from any hitstun during this time (Including the combo from Scud Punishment itself), both weakpoints will be reapplied for 1000F (about 16 seconds).

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 due to it being unblockable when both weakpoints are active. It's somewhat unnecessary to stack this with Overdrive due to their similar effects.


Exceed Accel

Full Spartan

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Attribute and Hitbox Invincibility information.
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

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External References


Navigation

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