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zeth07

[CP] Azrael - Strategy Guide [UPDATE NEEDED]

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*UPDATED 12/01/13* ----Added another part from Ice Cube's midscreen oki info.

Gameplay Overview:

Azrael's general gameplan is to use his movement and pokes at neutral to get in and land a hit so that he can apply his weakpoints. With weakpoints Azrael's combos tend to do big damage even meterless, without weakpoints his damage is average at best. Knowing this, you want to make sure you always try and get a weakpoint applied, in some cases you might be inclined to do combos that lead to getting both weakpoints for big damage on the next combo or getting a possible unblockable from Black Hawk Stinger.

Azrael's forward dash and back dash are teleport dashes very similar to Slayer from Guilty Gear. Each one moves him slightly forward or backward, and he is able to go through the opponent with his forward dash even if they are in the corner. His forward dash can be jump-canceled (and from that special canceled), though his back dash cannot. His back dash has a lot of invincibility, which is useful for avoiding attacks and creating space at neutral. His forward dash only has 4 frames of invincibility however.




Basic Rundown:

Basic Attacks:
  • Anti-Airs = 5B / 2C / (6B)
  • Air-To-Air = j.A / j.B / (j.C)
  • Air-To-Ground = j.A / j.B / j.2C / (j.D/j.2D)
  • Go To Pokes = (close) 5A / 5B / 2C / (mid-range) 2C / 5C / 6C
  • Mix-Ups = (low) 2A / 2D / 3C / (3D/214D) / (high) 5D / (6D/236D) / Throw
  • Pressure = (close) 5A (+1) / 5BB (+5) / 2A (+2) / 236A (+1) / (mid-range) 2C (-3) / 5C (-3) / 6C (+2) / 236A (+1)
  • Punishes = 2C / 5D / (5C/236A/236D with UW)
  • Unblockable = Both weakpoints applied, then any special canceable attack into Black Hawk Stinger on an opponent not in the air (since they can Barrier block it).



Basic Combos:

----For visual reference to some of these combos and more, please refer to this video -> HERE.
Non-Weakpoint Combos
These are the basic combos without weakpoints applied. You want to always try and get a weakpoint from your combos. More advanced combos can get both weakpoints.
  • (2A) > 5A > 5BB > TCL
    Works from anywhere, 5BB is easy.
    |
  • (Standing) (2A) > (5A) > 5B > 2C > 6D/3D
    This is your go to Standing combo. 6D adds [uW], 3D adds [LW]. If one was already applied you could go for the other, or use the same one and extend the combo.
    |
  • (Crouching) (5A) > 5B > 3C > 22C > 5B > Aerial
    This is your basic Crouching combo. With weakpoints applied, follow-ups are possible.
    |
  • 3C > 22C > 2C > 2B > TCL > (5A/5B>Aerial if you reach the corner)
    Combo off of 3C starter. If TCL carries you to the corner you can follow up into an aerial combo.
    |
  • (50%) Anything into TCL > BHS
    The simplest way to combo into BHS, any combos that involve TCL you can end with BHS for extra damage.
    |
  • (50%) 5C > BHS
    One of your few mid-range pokes into BHS. Buffer the input for BHS while doing it and if it hits press D.

Weakpoint Combos
Each Drive move changes when a weakpoint is added, and allows for extended combos. Decide on which combo to use based on which weakpoint is applied, [uW] = Red Mark / [LW] = Yellow Mark. Some weakpoint combos are universal as long as you use the drive move corresponding to the one applied.


  • (Standing) (5A) > 5B > 2C > 6D/3D > (2B>) TCL > (5B > Aerial)
    With either weakpoint applied 6D/3D bounces allowing for a follow-up. You can go directly into TCL or pick-up with 2B first. If you reach the corner from TCL, you can combo further into 5B>Aerial.
    |
  • (Crouching) (5A) > 5B > 3C > 22C > 5B > Aerial > TCL > 3D (Alternatively, go into the above combo starting w/ 2C)
    This is your standard crouching combo with weakpoint. The extension after 22C is explained below as it applies to the majority of combos involving weakpoints to some degree.
    |
  • ~j.B > j.C > jc j.D/j.2D > 5B > Aerial
    With either weakpoint applied j.D/j.2D ground bounces allowing for a follow-up back into Aerial. This would be your standard Aerial combo confirm with 1 weakpoint applied. If you have [bOTH] weakpoints applied this is your weakpoint combo extension off your other combos anytime it says 5B>Aerial.
    |
  • [uW] ~236D>{6>5C}*4>6>(3C)>6A>2C>6D
    With [uW] applied you can do Valiant Charger combos. This is your typical Valiant combo using the "5C loop". Any combos with the Valiant "5C loop" have insane corner carry and do great damage. Definitely combos to learn, and reason why you mostly want to end combos with [uW] instead of [LW].





Neutral:

Close-Range:
This is the range you want to be in most cases. From here Azrael can use his pokes to put on pressure and try and mix-up the opponent.

Back dashing will help you avoid putting yourself in a bad situation if you can't readily attack yourself. Forward dashing at close range can lead to a cross-up mix-up through the opponent, but will lose to mashing so be careful.

Go for your basic pokes and strings, as well as possible Drive moves as mix-ups for big damage or getting weakpoints. j.B is really good, and can easily cross-up the opponent. Remember Gustaf is safe on block and can be RC'd for a possible mix-up or tricky cross-through setup. Valiant and Hornet have some armor and hit high/low respectively so they could be possibly useful against some mashing.

For a close range Anti-Air you will mostly want to use 5B, it does not have any head invincibility however but it's hitbox seems to be pretty good and is easier to follow-up after. 2C could also work at this range and it does have head invincibility from frames 9-21, with 13f start-up. 6B is another possible anti-air although the actual use of it and following up is fairly awkward since you have to dash cancel it. 6B has head invincibility from 6-14f with 13f start-up which is the same as 2C. (Actual in-game testing will help clarify this information so we can see how good 5B works as an anti-air, 2C is probably the more reasonable choice since it is confirmed to have head invincibility at least).



Mid-Range:
At this range Azrael's threat starts to diminish.

Here is where proper use of Azrael's movement is most important. Always consider using his back dash to get out whenever you don't feel comfortable, and be wary of using his forward dash since you could very well run right into an attack. Remember you can jump cancel his forward dash into specials like Gustaf and Tiger Magnum.

His go to poke at this distance would be 5C, but he doesn't get much off it in most cases on a regular hit, mostly just going straight into Gustaf. You could also try going for 6C or even Sentinel Dump, the latter loses to multi-hit moves or even jab mash so be careful with just throwing it out. At this range you can also try using j.2C to change your air momentum or possibly get in for pressure unexpectedly.

The anti-airs at this range vary in effectiveness but for the most part are the exact same as close-range. 2C would probably become the go to anti-air at this distance.

With this distance between you and the opponent, you could try and use Growler to absorb any projectiles that seem easy to react to. Some characters can immediately follow up their projectiles so you must be careful, even if you absorb it and are invincible you are still giving up pressure to them.



Long-Range:
Azrael is borderline useless at this range. If you get to this range in certain match-ups you are going to have to run a gauntlet of attacks (Mu / Lambda as examples). Use your movement to get out of this range as safely as possible, usually it won't take much to get back to that mid-range but you're accomplishing nothing here until you do.

Phalanx Cannon is one of the few moves that Azrael has that can go full-screen. The problem is you first need to absorb a projectile with Growler. This is easily recognized so the opponent can then expect it coming as well. It does however go through and destroy most if not all other projectiles and even combos into itself or BHS.

Even though BHS can reach practically full-screen, use caution when trying to punish attacks from this range with it. It has practically no invincibility after start-up so any attacks already out will hit him out of it if it is in his line of fire. This move is NOT like Spencer's Bionic Arm in Marvel.





Offense:

Once you are near your opponent you need to try and establish some fear into them. You almost ALWAYS want to get at least one weakpoint from your combos. There are already quite a few combos that actually give both weakpoints, usually if at least one is already applied. With the weakpoints on, Azrael can do big meterless damage, with both he hits like a truck. So your main goal should be to try and land a Valiant Charger combo for big damage and massive corner carry, or go for both weakpoints to do a big combo / go for the unblockable setup near the end of a round. For a full list of combos and more detailed combo information please check the Combo Thread -> HERE!



Pressure:
Azrael has a few moves that are actually + on block which means his pressure can be relatively safe depending on how you end your strings or what you go for as a mixup. His pressure however is relatively "short" on the actual strings before they end with either your mixup attempt or just playing it safe with a + move.

Your starting pokes for pressure will mostly consist of 5A, 5B, 2A at close-range. 5A is +1, 5B is �0, 5BB is +5, 2A is +2, and Gustaf is +1. 6C is also +2 but it is mostly used at mid-range, along with 5C/2C/Gustaf. Your pressure strings could typically end with Gustaf, 2C, 5BB, or any of your Drive mix-up attempts/Forward Dash cross through.

Because Azrael is capable of forward dashing through the opponent, has a few + moves, and his j.B is a good cross-up, Azrael's pressure can still be relatively scary even though it can be short and not have the best "mixup". This comes from the fact that there is almost always a fear factor of what he might do, with almost everything leading to good damage if he has a weakpoint applied.

Another thing to note that is slightly related to "Pressure" or at least in this case getting your opponent to block something. Azrael can get an "unblockable" from his Black Hawk Stinger distortion if both weakpoints are applied and the opponent is on the ground. Knowing this, if you get the opponent to block 2B/5B/5BB/5C you can immediately cancel into BHS and it will be an unblockable and frame tight even on IB. 5A/2A into BHS should also work but is not frame tight on IB, so they could possibly reversal out.

The opponent can Counter Assault or Burst before the BHS though, but there can be situations where the opponent does not in fact have meter or their burst so it is good to know. This leads into situations where you might want to apply both weakpoints either through combos or Scud Punishment ender, then going straight into unblockable setups to end the match if they are almost dead.

Collapsed: Pressure Strings:

-*UPDATE* Due to the lack of in-depth information about the timing of Azrael's moves in the mook, some of these strings are possibly not 100% accurate.
From OEE's blog post more information about his moves has been provided which will be displayed right underneath this pressure string section.

-Numbers in ( )'s are the frames in between the moves, not frame advantage of the string.
-This will tell you if it is a tight string, -3 to see if it is on IB.
-Anything with -1 or more negative could get reversaled in-between (generally speaking).
-Anything with -6 will trade or lose to 5As (depending on char.)
-Anything with -7 or more negative can get thrown or hit out entirely.
-Moves like Valiant/Hornet/Sentinel aren't listed for general pressure purposes, but due to GP can be used to bait stuff.
-While 6C when used as a cancel has a huge gap, it actually has foot invul. starting from frame 10 so it could beat out things like 2A mash or Throws.
-Everything is based off of the mook frame data, so there may be errors so take everything with a grain of salt.
-If I somehow messed this up or didn't understand things correctly, please feel free to PM me and let me know. I will test things once the game actually comes out to see if I was wrong otherwise.

5A > Throw = TRM setup
5A > 5A (+7)
5A > 5B (+4)
5A > 2A (+4)
5A > 2B (+1)
/////
5A > 2C (0) (combo on hit)
5A > Gustaf/Tiger (0) (combo on hit)
/////
5A > 2D (-2) = Frame Trap (combo on hit)
/////
5A > 5D (-8) (might combo on CH)
----
5B > 5BB (+3)
5B > 2C (+3)
5B > Gustaf/Tiger (+3)
5B > 3C (+1)
5B > 2D (+1)
//////
5B > 6A (-3) = Frame Trap (combo on hit?, 0f gap on hit)
//////
5B > 5D (-5) = Frame Trap (combo on CH?)
*Hakumen/Hazama/Makoto/Noel/Ragna have 5f 5As.
*I'm assuming this would trade in Azrael's favor anyway.
//////
5B > 6C (-12)
----
5BB > Gustaf/Tiger (+3)
//////
5BB > 5D (-5) = Frame Trap
*Hakumen/Hazama/Makoto/Noel/Ragna have 5f 5As.
*I'm assuming this would trade in Azrael's favor anyway.
5BB > 3D (-8)
5BB > 6D (-11)
----
5C > Gustaf/Tiger (+5)
5C > 2D (+3)
//////
5C > 5D (-3) = Frame Trap (could combo on CH...but the distance...)
5C > 3D (-6) (might combo on CH, 0f gap on CH)
//////
5C > 6D (-9)
5C > 6C (-10)
----
2A > Throw = TRM setup
2A > 5A (+4)
2A > 2B (+1)
//////
2A > Gustaf/Tiger = (0) (combo on hit)
2A > 2D (-2) = Frame Trap (combo on hit)
//////
2A > 6A (-6) (combo on CH)
2A > 5D (-8) (combo on CH)
//////
2A > 3D (-11)
2A > 6D (-14)
2A > 6C (-15)
----
2B > 2C (+3)
2B > Gustaf/Tiger = (+3)
2B > 2D (+1)
//////
2B > 5D (-5) (combo on CH)
*Hakumen/Hazama/Makoto/Noel/Ragna have 5f 5As.
*I'm assuming this would trade in Azrael's favor anyway.
//////
2B > 3D (-8)
2B > 6D (-11)
----
2C > 3C (+1) (I don't think it combos due to the nature of the moves)
//////
(On 2C hit just about anything will land)
2C > 3D (-8)
2C > 6D (-11)
----
6B > Dash
//////
6B > 3D (-6)
6B > 6D (-9)
6B > 6C (-10)

*Forward Dash = 20 frames (7-10f invul.)

5A/5B/5BB/5C/2A/2B can be Special cancelled.
3C can only be cancelled into Sentinel Dump on hit, ends pressure.
5D/2D/6A/6C/6D/3D can't be cancelled into ANYTHING, thus ends pressure.


Collapsed: Move Timing:

*HUGE THANKS to hakimiru for translating this information*
<The blogger was somewhat disappointed in the lack of revolver-action timing data and hitbox data in

the mook, and decided to do his own research. There may be some inaccuracies, but he's done his best

to draw his conclusions from verifiable data.>

- 5A
RA at 15F~ (The last 3 active frames are when he raises his fist)

Compared to its startup, RA timing is on the slow side and just barely goes into 5B.
Hitstun itself is rather long, allowing connections into Scud, etc on crouching hits.

- 2A
RA at 12F~

RA timing is on the fast side. Blockstun is the same as a Lv2 attack.
2A->5D is a pretty underhanded overhead, but it's somewhat counterable with A attacks.

- 5B
RA at 16F~ (Hitbox expands downwards for latter half of active frames, 2F~)(B followup usable even

on whiff)

Long active frames and large hitbox, which expands downwards in the latter half of the move. The

expanded hitbox hits downed Rachels and Tagers, and allows for a 5B->6A connection.
However, the RA timing is rather slow for all moves, not just the B followup. Due to this and its

hitstun, it's somewhat easy to get poked out of your next move if IBed.
On the other hand, if you make use of the long active frames you can prevent getting mashed out and

combo into things that would normally not work (such as 3C on normal standing hit). It's a pretty

safe move, and leads to a lot of options if you meaty it as an oki.

- B followup
Normal RA

One of Azrael's few moves with a normal RA timing.
Due to its rather long hitstun, it can go into 5D on crounching hit or 3D on crouching FC.
It's attack level is 3 though, leaving you slightly vulnerable on block.

- 2B
RA at 22F~ (Hitbox expands downwards for last 3 frames)

A move with rather slow RA timing, 2B RA combos into nothing on normal hit.
It only goes into something like 2C on ch or crouching fc, and doing 2B RA on block leaves you

fairly open. During the latter half of the move when he's drawing back his fist, the hitbox expands

downwards and very slightly horizontally, hitting even downed opponents (Rachel and Tager get hit in

the first half).

- 6B
RA at around 30F? (Hitbox expands upwards for last 3 frames) (followups & dc doable even on whiff)

We'll just have to believe in the mook notes for the followup timing on this one.
If those numbers are correct, on a late active frame 6B fc, the calculations show that you should be

able to go into 6C or 6D. That knowledge isn't very practical, but dc/jc/etc makes it versatile

<rest of the sentence is sort of convoluted, and I'm not sure what he's trying to say. Sorry >_<>

- 5C
RA at 23F~ (Hitbox expands horizontally for last 3 frames) (Normal RA timing for 6C only)

RA timing is only normal for 6C, and is delayed for other moves like 6D and 3D.
Combos into 3D on ch, and also into 6D on crouching ch.
If you go into D moves when the situation allows it (applied weakpoints, etc), and into 6C

otherwise, you should have a lot of followup options.

Attack level and hitstun are the same as their base values, so if the numbers are correct, a late

active frames 5B into 3D should not have any gaps, according to calculations.

- 2C
RA at around 26F~ (Active frames: First 3 = wall bend, middle 3 = wall stand, last 3 = wall shatter)

Not particularly confident with these numbers, but RA is a little on the slow side.
<Another convoluted sentence, why can't these guys write #=3=. I think he's trying to say that

depending on how you meaty it, you might be able to make 2C>3D a legit blockstring, making it maybe

pretty good for oki.>

Visually, the active frames seem split between 3 stages. The first part includes a forward-reaching

hurtbox, after which the hitbox <he's ambiguous, but I think he's refering to hitbox here, and not

hurtbox> expands upwards and disappears, returning during the final stage when the shattering occurs

(expansion unconfirmed).

- 6C
Active: 2F (Foot drop1) 2F (Foot drop2) 2F (Foot drop3) 2F (Foot drop4)

Move where the animation varies slightly over the active frame duration.
Can hit in a variety of ways and states:
(1) is high up for large standing characters, (2) is regular standing characters, (3) is crouchers,

(4) is on downed characters.

Calculating backwards, it's +2 on block, making it +4 on normal, +6 on crouching, +6 on standing fc,

+8 <doesn't specify on what, crouching fc maybe?>, making it just barely not enough to go into 5B.
On crouching hit, landing with (3) allows you to just barely go into 5B even on normal hit, while

crouching fc just barely goes into 2B on Litchi and Rachel.
If you land with (4) on oki etc, it's +8 or +9...which is huge if you can do it.

- 6D/3D
First 3 frames of active and afterwards

6D and 3D have slight animation changes during the latter half of their active frames.
While being -2 on block, you can make them + even on IB depending on how they're meatied.
In addition, 6D hitbox expands horizontally during the latter half of its active frames, making it potentially + on normal block without needing to meaty it depending on how you space it.

- Extras
Magnum/Cobra->followup timing: 1F after active starts?

I'm not confident on this, but the followups seem to work pretty much like a cancel on hit.
Magnum also goes straight into Valiant on crouching ch, crouching fc.
If you input it quickly, you might be able to go straight into Cobra in 23F.

<Last bit is a disclaimer saying he's fond of meaty and active frame tricks, so he's tried to put down some numbers and characteristics here. He encourages people to give it a try and see if it's useful.>





Mix-ups:
For actual mix-ups off your pressure you have your Forward Dash which can cross-through the opponent, your Drives which each hit high or low and can lead to damage with a weakpoint or on CH or earn you a weakpoint, 2A/3C which hits low, j.B which is useful for crossing up, RCing moves combined with Forward Dash for a tricky mix-up, and finally Throw/CT to catch opponents off-guard. Unfortunately, Azrael's forward dash mix-up can lose to mashing.

Besides just the basic forward dash mix-up, you can also try special canceling into moves out of the forward dash through jump canceling. Gustaf Buster and Tiger Magnum both have 13f start-ups, which is pretty fast under those circumstances. More notably is Phalanx Cannon which has 7f start-up which is incredibly fast, and would be hard to react to under those conditions. Notation for these kinds of tactics would be 662147X (with X being the button press needed). Notice how the input is backwards for the moves themselves, this is because you are dashing through the opponent and would then in fact be on "2P side" but notation is always listed from "1P side".

Another tricky thing to do is Sentinel Dump during pressure, if the opponent is crouching it will actually go over them and cross them up, which could prove effective at times.

Other Mix-up Tricks/Gimmicks from jbbs:
  • Tiger Magnum first hit>RC>Forward step crosses over.
    Up close, you can probably randomly RC something, forward step, and cross over easily.
  • Something like Forward step (cross through)>Low airdash crossover JB can be a pretty tricky mixup.
    In the corner, you can also do Forward step>Low airdash JA for a fast overhead.
  • From SCP > OD > Opponent techs setup: 66(Cross through) Throw / 214D / 236D / 5B / 5D / 66 (Cross through) 5B / etc. SCP applies both weakpoints, and OD makes it so weakpoints don't disappear on hit while they are active. So you get a really good mix-up and on hit can lead to huge damage no matter what you land.
  • 3C>RC>j.A is an incredibly hard to react to overhead mixup. The reward off j.A is low though.


Collapsed: Mix-up Moves:
  • 5A - Jump/Throw cancelable. +1 on Block.
  • 5B - Jump cancelable. Neutral on Block.
  • 5BB - +5 On Block.
  • 5D - High. -4 On Block.
  • 2A - Low. Throw cancelable. +2 on Block.
  • 2D - Low. -4 on Block.
  • 6D - High. -2 on Block.
  • 3D - Low. -2 On Block.
  • j.A/j.B/j.C/j.D/j.2D - Highs.
  • 623C (Sentinel Dump) - Mixed Properties. Notable because it can hit on both sides. Is +12 on Block.
  • 236D (Valiant Crash) - High. GP starts on 11th f. But -26 on Block.
  • 214D (Hornet Bunker) - Low. GP starts on 10th f. But -19 on Block.
  • 4/6B+C (Throw) - Throw. 7f Start-up.
  • A+B (Crush Trigger) - Guard Crush. 30-60f Start-up. +4 on Block. Needs 25% Heat.




Okizeme:
Azrael has no real oki tools (after knockdown>getting a "guaranteed" advantage). Most of the combos will end with 6D/3D, j.D/j.2D, or TCL which knockdown but Azrael has nothing to force the opponent to respect his oki after the fact. You have to guess how they are going to react after getting knocked down and go from there. If the opponent is further away (like after TCL) you can immediately forward dash to make up ground but you aren't really getting any immediate guaranteed mix-up.

Azrael's Sentinel Dump has seen use to beat out tech rolls due to the nature of the move. Even if they try to tech roll forward, Sentinel Dump hits on both sides. If they happen to block it, it is still +12 so you at least don't lose pressure. It doesn't seem to cover all options so you probably can't use it after every single knockdown though, but it is something to consider, particularly in the corner.

You may also choose to try and go for 6D/3D to get the other weakpoint immediately after your air enders if they really don't want to tech, thus making your next combo even more scary. Besides that, you can go for pick-up combos off 2A for extra "Blue Beat" combos as long as the proration wasn't a lot, which can lead to getting both weakpoints as well. Or do 2C to possibly have enough time to actually reset the combo counter.

Using 2A > 5A > j.A after a knockdown can be effective even if they do neutral tech. All of that will actually whiff but as you are in the air and see that you can go for j.B which will actually cross them up at that point. So it works against no tech since it picks them up into an additional Blue Beat combo, but it's also somewhat useful against neutral tech. If they neutral tech>bach dash, the j.B could possibly catch them. This option "loses" to immediate rolls though and more than likely reversals.

If they do actually neutral tech you can go for your mix-ups, so more than likely you'll have to condition them to respect you by hopefully punishing their no tech/rolls.

More In-Depth Mid-screen Oki from Ice Cube:
Collapsed: ]

Azrael's oki after midscreen ground TCL:

* Dash > 2A/2C
Blue beat setup to train opponent to not delay their tech, so all the delicious oki setups can be used.

* Dash > jump cancel > j.B
This is a safe jump setup, will work even against Kagura's 8-frame DP. The jump cancel must comes out before Azrael disappear from the screen (the teleport effect), else it will not work.
It's possible to change the j.B to any other aerial normal (except j.2C). j.2D has a wicked long startup, which makes a good DP bait.
After blocking the DP, punish with 5D or 5C, depending on weakpoint applied.
Loses to Yukikaze, 720, and some other stuff that I can't think of.

* Dash > jump cancel > early j.C (whiff) > land 2A (low) > 2B
Once they start respecting your safe jump. The jump cancel timing remains the same.

* Dash > jump cancel > land 2A (low) > 2B
Similar to the above setup.

* Dash > jump cancel > IAD j.A j.B (overhead)
After landing a low, do this to piss people off royally.

* Dash > stand and wait/walk forward > 5B/2A/5A.
Standard meaty oki. Has some advantage over safe jump, as your opponent can roll backward freely out of safe jump, where as they will be more scared of blue beat combo this way.
Do your 5B early, gives more than +3 easily. Safe and good against characters without reversal.
Your meaty 5A has a one-frame execution window to be safe against Kagura's 8-frame DP, 2-frame window against Ragna's, etc. Of course you can sacrifice the meaty and throw it out early to bait DP. Against DPs with more than 10 frames of startup, this is actually pretty reliable (Bullet's, Azrael's, Jin with <25 heat, etc.)
Whiff 5A > 5B catches Kokonoe teleporting.
Whiff 5A > Gustaf will punish Azrael's backdash.
2A is good against Noel and Carl with <50 heat, whose meterless reversal is beaten by low attacks.

* Dash > stand and wait > dash TCL/5A
Standard cross-up stuff. You can time your dash correctly and to dash through 2A mashing for confirmed hit.

* Dash > 2A > dash TCL/5A
The auto-pilot option to mix-up after tech punish. May or may not get beaten by mashing, it's pretty random depending on timing.

* Dash > dash > jump cancel back j.B/j.2D
Cross-up to fake cross-up setup. Somewhat safe against DPs without auto-correct. Tager's 2C beats this. Some 5A with good hitbox can beat this as well (e.g. Hazama's)

[/COLLAPSE:


More In-Depth Tech Punishes from Ice Cube:
[COLLAPSE=]

Tech punishes from each of Azrael's midscreen knockdowns:

Midscreen ground TCL
  • If your starter is not 5A/2A, dash 2A > 5A > j.B j.C j.D works against everything except emergency tech. Eating this once should train your opponent to emergency tech the next time, so you can apply mix-up on wake up. (Or just throw out a 2A in case).
  • If you started with an A attack, dash 2C > 6D is also guaranteed without emergency tech. Since emergency tech can be delayed for 8 frames though, use this with caution. 2A > Gustaf is a safer option but only leads to air tech. 2A > 6D if you feel like it, will force blocking on air neutral tech and may reset.
  • 3D/6D are also guaranteed hit, but their long telegraphed start-up often scares your opponent into emergency tech. Safe on whiff however.
  • If you have a weakpoint applied, consider dash 2C > 3D / 6D for major pain. Possible follow-up: for non-A starter either 5B > aerial, 6A > 6D for better knockdown, or 6A > 5C > BHS so they will always remember to emergency tech; for A starter, 6A > 6D or 6A > BHS. Or you can apply both weakpoints.

j.2C

  • There are certain situations where you can blue beat pick up combo with 2A > rekkas (always work against non-emergency tech): cross-up j.2C (hitting with the knee of the other leg instead of the kick), CH j.2C that hit the opponent's torso or lower (hitting their head won't work, not enough untech time), hitting a jumping opponent at their torso or lower.
  • Otherwise, 5A and 5B works the same way, 2A may not catch forward roll if opponent's too close. Against backward rolls, 2C works most of the time. There's a certain random factor involved with this knockdown, so do be careful.

D knockdowns executive flowchart:
Emergency tech = 0
if (not backroll) then 2A
else if (backroll) then
if (knockdown with close 5D) then 2B
else if (raw 6D/3D/j.2C) then 2C
else if (j.D/j.2D) then 3D
else if (2C > 6D/3D) then 3D
else if (TCL > 3D or far 5D) then Gustaf/BHS

Common amongst D knockdowns:

  • 5B > 2C > 6D (input 4D if side switches) catches forward roll & quick tech. 5B whiff > 5B is meaty against neutral tech. Won't stop late teching most of the time.
  • 5A > 5B > aerial or 5A > rekka catches forward roll. 5A whiff > Gustaf forces backward roll > jump back to the ground. Will whiff against quick tech but another 5A would be meaty. Whiff against neutral tech, gives enough time to apply mix-up. Won't stop late teching but you have enough time to try a 2A.
  • 2A > 5A > aerial (or 2A > rekka if you can confirm) catches forward roll & quick tech & late tech, leads to 2.8k~3.5k. 2A whiff > Gustaf forces backward roll > jump back to the ground. Whiff against neutral tech, gives enough time to apply mix-up. Exceptions are point blank 5D, where it won't catches back roll, and after aerial j.D/j.2D, where it will blue beat so you have to delay it to tech punish (some time you actually want it to blue beat though). 2A is your best option-select (OS) in most midscreen situation.
  • 2B > rekka beats quick tech and delayed tech for major damage (4.5k+), but it's barely safe on whiff.

Point black raw 5D:

  • 2B > rekka catches backward roll & quick tech & delayed tech for major pain (4.7k). Is barely safe against forward roll & neutral tech. Backdash to safety, backdash > gustaf to catch jumps, or try to read opponent.
  • 5A is safest option-select here. A 2B can be worth the risk, however.

Far raw 5D:

  • Gustaf & BHS will guaranteed hit against backward roll, but really unsafe against other options.
  • 2A is safest option-select here.

Raw 6D (point blank most of the time):

  • 2C > 6D > 6A catches quick tech & backward roll. Negative if whiff'd against neutral tech & forward roll, backdash to safety or hard read opponent.
  • 2A is safest, but you may want to risk a 2C since it gives major reward against backward roll.

Raw 3D same as raw 6D, except change your combo to 2C > 3D > 6A

TCL > 3D same as far raw 5D.

Short combo > Aerial > j.D/j.2D

  • 2A > rekka will catch any non-emergency tech. Rest assured that they will emergency tech the next time.

Long combo > Aerial > j.D/j.2D

  • 2A > 5A > j.A x n will confirmed blue beat but no knockdown. Delay 2A for normal OS.
  • 3D catches backward roll and delayed tech. Will catch quick tech as well if you do normal jump aerial, meaty if super jump aerial. Against neutral tech, 3D whiff is positive, but you have to be extra mindful when it comes to pressing buttons.
  • 2B > rekka will catch forward roll & quick tech & delayed tech here. Barely positive against neutral tech. It beats the same stuffs as 2A but gives much better reward.
  • Delayed 22C is meaty on neutral tech & both rolls, and gives +2 on block. Trade with quick tech > mash 2A in your favor, 5A pickup after wards. Loses to neutral tech > reversal & quick tech > reversal.
  • 3D seems the best option-select here, since most people won't forward roll at this range. Doubly so if you have a lower weakpoint applied. 2B is also good, especially when your opponent thinks he can outsmarts your 3D. A delayed 2A works, as always. 22C is mostly safe to just throw out, since it covers the most common tech options.

Aerial > j.D (opponent lands far away)

  • Delayed 22C is meaty on neutral tech & both rolls, and gives +2 on block. Trade with quick tech > mash 2A in your favor, 5A pickup after wards. Loses to neutral tech > reversal & quick tech > reversal. About your only option here.

Ground 2C > 6D/3D

  • 3D catches backward roll and delayed tech. Meaty against quick tech, but loses to quick tech > DP. Against neutral tech, 3D whiff is barely positive, be extra mindful when it comes to pressing buttons.
  • Except for point-blank 2C (you don't 2C on point blank, seriously), 2B will catch forward roll & quick tech & delayed tech. Against neutral tech, barely safe.
  • Pick your poison between 2A, 2B and 3D.

Anti-air 2C > 6D/3D

  • 2A > rekka will catch any non-emergency tech, which hurts like hell.




After corner knockdowns:

After D knockdowns:

  • Much less variations compared to midscreen knockdowns. Azrael's 5B is as strong as Jin's old 5B in CT, will catch forward roll, backward roll and quick tech (provided your opponent try do those tech at first possible frame) for 4.5k+. 5B whiff > 5B is still meaty against neutral tech.
    Timing-wise, you have to delay slightly after j.D/j.2D/ anti-air 2C>6D / anti-air
  • 2A is a confirmed hit option against delayed tech, but you might as well do a slightly delayed 5B. Its 7 active frames will do the job.

Ground TCL:

  • If your starter is not A: Do 5A > 5B > Aerial. Whiff'd 5A still gives major advantage. At a specific range, this will even red beat.
  • If you started your combo with 5A: 5A > 5B > 5BB > TCL, (blue beat) 5A > j.A j.B j.C jc j.D.
  • If you started your combo with 2A: 5A doesn't lead to anything meaningful. 5A > j.A x 3, mix in a purple throw, if you must. Or just delay a 5B, works similar to D knockdowns.




Meter Usage:
Azrael has various uses for his meter, and there's no definite answer on what you should or shouldn't use it on.

The easiest use of meter would be using BHS as an ender for extra damage to your combos. This is easily setup after TCL or after any Throw. Another interesting thing to note is that if you have both weakpoints applied BHS becomes unblockable on the ground, this can be easily setup if you get the opponent to block 5C (they can Counter Assault/Burst). In most cases you probably only want to use meter for BHS if it will kill, but maybe you might want to do it to gain some momentum as well or take the health lead.

You may also want to consider ending some of your combos with Scud Punishment to use 50% Heat to gain both weakpoints immediately and gain SCP's special weakpoint effect. This is definitely something worth considering as part of your gameplan. This becomes more apparent if you actually have 100% Heat. With 100% you can do things like end combos with SCP, then immediately 5C>BHS into the unblockable setup. This isn't a frame tight "setup" of the unblockable, but it is relatively close it seems, other special cancelable moves might work better depending on the distance.

More advanced uses of meter would be using it to RC combos to get a weakpoint when normally you wouldn't, or to extend combos further off starters that might end short. One specific example would be RCing part of a combo so that you can go into Valiant Crash where you might not be able to normally. Another notable example is RCing after Gustaf and going into 3C>22C combos. Besides that you can RC some blocked attacks to try and get a mix-up, possibly with a forward dash through them.

Another advanced use of meter involves using CT mid-combo to increase damage or to make certain parts of combos possible that otherwise wouldn't be. Of course you could always try and use CT during pressure in hopes to guard break the opponent and get a free combo, but if they have good reactions you just wasted 25%.

Finally with 100% you can easily combo into AH. This is a completely viable option for Azrael, especially now that the burst requirement is removed. If you have the Heat and the opponent's health is at the needed range, there's really no reason not to use it. Use this to your advantage.




Defense:

Defensively Azrael has a few options that really help him out of a tight situation.

First off, Azrael has a not-so-typical reversal. That is "Growler Field" performed with 214B and it is chargeable. It has some start-up invincibility so it can be a reversal as stated. On hit it sends the opponent flying away from Azrael, which in retrospect can be counter-productive in some match-ups but at least it is better than them being right on top of you on offense. While it is active any projectiles or projectile property moves will be absorbed with up to 3 stocks, and Azrael is invincible during the absorbing animation. The move itself can be punished like any other reversal, so use it wisely.

*Special Note* - In certain match-ups (like Taokaka), Growler can be punished ON HIT (non-CH) because of the way the move works and some character's ability to get in quickly even after teching. Taokaka was able to get a CH combo that did 4.7k meterless+oki. So you really need to think before using it.

EDIT: As of the 1.1 patch, growler is now safe on hit

The second thing to consider is that Azrael has a really good backdash. Knowing this you can get out of a lot of situations by simply blocking/IBing and knowing when you can escape. Or just back dashing to avoid things entirely in a "defensively neutral" situation just to try and be safe.

If you are getting pressured you can also use Azrael's Counter Assault with 50% Heat. Nothing too special about it.

One other thing to note, Black Hawk Stinger has practically NO invincibility after start-up, so DO NOT try to use this as a reversal. Scud Punishment does have some invincibility but if you think they are going to do something you should just use Growler (and RCing it if needed). Azrael's Astral does have some invincibility on start-up and is relatively fast so it may work as a situational reversal as well if you really want to bet it all on that.

Edited by LegendaryRath

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