BBCF/Azrael

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Azrael
BBCF Azrael Portrait.png

Health: 12,000

Combo Rate: 60%

Jump Startup: 5

Backdash Time 28 / Invul: 1-20

Forward Dash Time 20 / Invul: 7-10

Movement Options
Double Jump, 1 Airdash, Dash type: Teleport
Play-style
Low mobility, very strong mixup
  

Overview[edit]

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.

Drive: The Terror[edit]

Azrael's Drive attacks reveal weakpoints 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 weakpoint. This consumes the weakpoint, but you can re-apply it in the same combo. Of course, the moves apply the same weakpoints 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.

The properties the moves gain:

  • 5D – Staggers, can go into 5B>~ for a combo.
  • 2D - Knockdown, which can be followed up with 2A>5A>5B to aerial.
  • 6D - Bounces, goes into 5B>TCL,etc.
  • 3D - Bounces, Goes into 5B>~.
  • j.D / j.2D - Ground bounces the opponent into the air to follow-up with a combo, staggers on ground hit. j.D is used rarely out of the corner, as the ground bounce knocks them away. While possible, it is hard to follow up in most cases.
  • 236D (Valiant Crash) - Knocks the opponent away, enabling Valiant Charger. Can repeat (6>5C) multiple times for insane corner carry, or various other attacks in the corner.
  • 214D (Hornet Bunker) – Sort of like Guilty Gear's Dust. Enables Hornet Chaser to be used, followed up with aerial combos.
  • 236236D (Black Hawk Stinger) - Can't be blocked high with UW, or low with LW. Unblockable with both but can be Barrier blocked if in the air.

Overdrive: Mind Colosseo[edit]

Azrael's Drive attacks now reveal weakpoints even on block. Weakpoints are not used up when you hit the opponent with weakpoint moves. Weakpoints do not disappear over time like they normally would as long as OD is active. Black Hawk Stinger and Scud Punishment are enhanced. You can use each of Azrael's Drive attacks in the same combo for big damage. On top of that, Azrael can now special-cancel his Drive normals.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • High amount of health.
  • Does solid damage on average (Weakpoint damage considered).
  • Does great meterless damage with Weakpoints.
  • A large selection of mixup options, Azrael has a number of of standing overheads and lows, a grounded crossup dash, guardpoints on some moves, a meterless reversal and a situational unblockable.
  • Intimidating pressure that can discourage people from disrespecting you.
  • Has a great backdash for getting out of pressure midscreen.
  • Has a decent anti-projectile move (214B - Growler Field), that can also absorb projectiles and gains one of his own in return (up to 3). You can also choose to shoot it back right after absorption.
  • Because of his health, backdash, reversal super, DP and Growler Field, opponents need to know how to deal with his wakeup options.
  • Valiant Charger combos give great corner carry and good damage, and can be burst-safe.
  • Large body, relatively slow character (slow walking speed).
  • 5A/2A have short reach, doesn't have a good balance of move ranges and startup speed.
  • While his forward dash is great for offense, it can be awkward to move around with. Neutral can be difficult against chars and players that can zone effectively.
  • Pressure can be short, and falls to proper use of Barrier and IB. Players can take advantage of gaps with reversals/quick moves, especially with IB.
  • Big damage combos require you to have weakpoints already applied in most cases.


Normal Moves[edit]

5A[edit]
5A
BBCP Azrael 5A.png
Basic Poke
Damage Guard Startup Active Recovery Frame Adv Attribute
300 Mid 6 6 9 -1 B

A very short-range uppercut, cancels/links into itself.


5B[edit]
5B
BBCP Azrael 5B.png
Good Poke/Decent Anti-air
Damage Guard Startup Active Recovery Frame Adv Attribute
750 Mid 9 7 10 ±0 B

Swipes with the hand, jump-cancelable. A strong anti-air due to its hitbox, it must be barrier blocked in the air as well.


5BB[edit]
5BB
BBCP Azrael 5BB.png
Easy Hitconfirm
Damage Guard Startup Active Recovery Frame Adv Attribute
750 Mid 11 3 9 +5 B

A headbutt, knocks aerial targets to the ground. On CH ground bounces. Useful for relatively easy hitconfirms.


5C[edit]
5C
BBCP Azrael 5C.png
Mid-range Poke
Damage Guard Startup Active Recovery Frame Adv Attribute
1050 Mid 15 6 16 -3 B
  • Fatal Counter

A yakuza kick, has long reach. One of the few long range moves Azrael has. 5C > Black Hawk Stinger is an unblockable setup if both weakpoints are applied.


2A[edit]
2A
BBCP Azrael 2A.png
Crouching Low Poke
Damage Guard Startup Active Recovery Frame Adv Attribute
300 Low 9 3 9 +2 F

A crouching punch. Typical go-to move to pick up if your opponent doesn't tech. Hits low.


2B[edit]
2B
BBCP Azrael 2B.png
Further Crouching Poke/Combo Extender
Damage Guard Startup Active Recovery Frame Adv Attribute
750 Mid 12 6 18 -7 F

A swinging strike at their feet. Used as a link in various combos.


2C[edit]
2C
BBCP Azrael 2C.png
Mostly Combo Filler/Somewhat Anti-air
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 All 13 6 Total 50 -9 BP
  • 9-18H invul.

Azrael raises a slab of stone from the ground, can be followed up by 5B/6D. Counts as a projectile.


3C[edit]
3C
BBCP Azrael 3C.png
Long-range Low
Damage Guard Startup Active Recovery Frame Adv Attribute
1120 Low 15 9 18 -9 F
  • 11-23F invul.
  • Frame advantage listed is for point-blank range.
  • Can only be special-cancelled 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[edit]
6A
BBCP Azrael 6A.png
Combo Filler/Decent Against Ground Attacks
Damage Guard Startup Active Recovery Frame Adv Attribute
1060 Mid 19 9 14 -4 B
  • 7-24B invul.
  • Frame Advantage listed is for point-blank range.

A shoulder tackle, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH.


6B[edit]
6B
BBCP Azrael 6B.png
Situational Anti-air
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 Mid 13 6 37 -24 B
  • 6-18H 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[edit]
6C
BBCP Azrael 6C.png
Good Range
Damage Guard Startup Active Recovery Frame Adv Attribute
1300 Mid 28 8 9L +2 H
  • Fatal Counter
  • Frame advantage listed is for standing opponent.

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.


j.A[edit]
j.A
BBCP Azrael jA.png
Basic Air Poke
Damage Guard Startup Active Recovery Frame Adv Attribute
450 High/Air 7 3 9 - H

A simple downward punch. Nothing special but can be used for a very tricky mixup with 3C>RC>j.A.


j.B[edit]
j.B
BBCP Azrael jB.png
Good Air Poke/Crosses-Up
Damage Guard Startup Active Recovery Frame Adv Attribute
780 High/Air 9 3(2)3 12 - H
  • One hit max.

Azrael swings his jacket downward, hits behind him as well. This is probably one of Azrael's best normals. Can easily cross-up opponents.


j.C[edit]
j.C
BBCP Azrael jC.png
Mostly Combo Filler
Damage Guard Startup Active Recovery Frame Adv Attribute
990 High/Air 12 6 15 - H

An upward kick. Typical follow-up to Hornet Bunker/Chaser. Used in the middle of almost all of Azrael's more advanced combos after air dashing then landing from it.


j.2C[edit]
j.2C
BBCP Azrael j2C.png
Dive Kick
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 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 the ones in the Street Fighter games.

Taunt[edit]
Taunt
Azrael Taunt.png
This is a thing.
Damage Guard Startup Active Recovery Frame Adv Attribute
100 All ? 24 4 114 -101 B

Azrael's Taunt can deal damage for some reason. Your opponent will also tech from it while you're still recovering and do whatever they want to you.


Drive Moves[edit]

5D[edit]
5D
BBCP Azrael 5D.png
Overhead
Damage Guard Startup Active Recovery Frame Adv Attribute
900 (1080) High 21 3 20 -4 B

A double-handed strike after a short jump. Overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Staggers with weakpoint.


2D[edit]
2D
BBCP Azrael 2D.png
Low
Damage Guard Startup Active Recovery Frame Adv Attribute
700 (840) Low 15 3 12 +2 F

A crouching kick at their feet. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Hard knockdown with weakpoint.


3D[edit]
3D
BBCP Azrael 3D.png
Slightly ambiguous low
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 (1200) Low 24 6 15 -2 F

Stomps at the enemy’s feet. Somewhat deceptive animation. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint.


6D[edit]
6D
BBCP Azrael 6D.png
Overhead
Damage Guard Startup Active Recovery Frame Adv Attribute
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.


j.D[edit]
j.D
BBCP Azrael jD.png
Upper weakpoint air ender
Damage Guard Startup Active Recovery Frame Adv Attribute
900 (1080) High/Air 19 5 16+4L - H

An aerial smash. This is your typical air combo ender/extender for/with weakpoint. Overhead, applies upper weakness. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit.


j.2D[edit]
j.2D
BBCP Azrael j2D.png
Lower weakpoint air ender
Damage Guard Startup Active Recovery Frame Adv Attribute
900 (1080) High/Air 19 3 16+4L - H

A roundhouse swipe horizontally, causes knockdown, wide crossover range. Overhead, applies lower weakness. Most of the time 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[edit]

Forward Throw[edit]
Forward Throw
6B+C
BBCP Azrael ForwardThrow.png
Launches upward
Damage Guard Startup Active Recovery Frame Adv Attribute
0•1500 Throw 7 3 23 - T
  • 100% Minimum Damage

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.


Back Throw[edit]
Back Throw
4B+C
BBCP Azrael BackThrow.png
Slams behind him
Damage Guard Startup Active Recovery Frame Adv Attribute
0X2•1500 Throw 7 3 23 - T
  • 100% Minimum Damage

Azrael knocks the enemy down behind himself. Can be special-cancelled.


Air Throw[edit]
Air Throw
B+C in Mid-Air
BBCP Azrael AirThrow.png
Drops to the ground
Damage Guard Startup Active Recovery Frame Adv Attribute
0•1500 Throw 7 3 23+3L - T
  • 100% Minimum Damage

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


Counter Assault[edit]
Counter Assault
6A+B during blockstun w/50%
BBCP Azrael 6A.png
Counter Assault
Damage Guard Startup Active Recovery Frame Adv Attribute
0 All 19 6 30 -17 B
  • 1-20 All invul
  • Frame Advantage listed is for point-blank range
  • 180F Heat Gauge Cooldown

Azrael does a shoulder tackle move similar to his 6A.


Crush Trigger[edit]
Crush Trigger
A+B w/25%
BBCP Azrael CrushTrigger.png
Crush Trigger
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 Barrier 20 1 25 +0 B
Charged 1000 Barrier 30-61 1 25 +0 B
  • Can be charged
  • 180F Heat Gauge Cooldown

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.


Special Moves[edit]

Gustaf Buster[edit]
Gustaf Buster
236A
BBCP Azrael GustafBuster.png
Neutral Attack/Pressure Ender
Damage Guard Startup Active Recovery Frame Adv Attribute
800 All 13-22 6 24 +1 B
  • Start-up listed is for point-blank range

Does a punch after a short dash. This is one of the moves to use at neutral or ending pressure. Can be followed up on CH. Can be used during a forward dash to "cancel" the dash.


Tiger Magnum[edit]
Tiger Magnum
236C
BBCP Azrael TigerMagnum.png
Combo filler/Big damage starter
Damage Guard Startup Active Recovery Frame Adv Attribute
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.


Cobra Strike[edit]
Cobra Strike
6C during Tiger Magnum
BBCP Azrael CobraStrike.png
Filler Move
Damage Guard Startup Active Recovery Frame Adv Attribute
800 All 10 5 18 -6 B

An upward kick. Follow-up to Tiger Magnum. Usually followed by Leopard Launcher, but can also be canceled into Valiant Crash or Hornet Bunker. As of Central Fiction the input has been changed from 46C to just 6C!


Leopard Launcher[edit]
Leopard Launcher
6C during Cobra Strike
BBCP Azrael LeopardLauncher.png
Filler move
Damage Guard Startup Active Recovery Frame Adv Attribute
1300 All 16 3 30 -14 B

A fiery clothesline punch. Slides on midscreen, wallsticks in the corner. Can often combo into other moves, especially near/in the corner.


Growler Field[edit]
Growler Field
214B (Chargeable)
BBCP Azrael Growler Field.png
Anti-projectile
Damage Guard Startup Active Recovery Frame Adv Attribute
900 All 5 7 36 -26 B
  • Can be charged
  • During GP frames, Phalanx Cannon stock goes up by 1 for each P property attack received

Azrael gives off an aura surrounding himself. Has a hitbox and does damage if next to the opponent. Blows away the opponent. You can also absorb a projectile while Growler Field is active. Azrael is also invincible while absorbing the projectile. You are capable of storing up to 3 projectiles, and each hit of a multi-hit projectile counts separately. After absorbing a projectile, you can then use Phalanx Cannon. Successful absorb can be cancelled into Phalanx Cannon immediately.


Phalanx Cannon[edit]
Phalanx Cannon
236B (After absorbing projectile with Growler Field)
BBCP Azrael Phalanx Cannon.png
Only long-range attack
Damage Guard Startup Active Recovery Frame Adv Attribute
1400 All 5 Until Offscreen 26T -1 P2*
  • 3 stock max.

Fires forward a projectile, considerably fast. 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.


Sentinel Dump[edit]
Sentinel Dump
214C (or 22C on downed opponent)
BBCP Azrael SentinelDump.png
Used for crouch confirm / Random attack
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 (600) All 47(33) 3 55T(50T) +12(+2) P1*
  • 22C only possible to perform when opponent is downed
  • 1-10 Guard Point

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.

  • 22C version tracks the opponent 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
  • Attack attribute counts as a projectile
  • GP duration is short, making it kind of hard to use under pressure
  • Loses cleanly to multi-hitting moves or rapid fired jabs


Panzer Strike[edit]
Panzer Strike
623B
BBCF Azrael PanzerStrike.png
Two-part move
Damage Guard Startup Active Recovery Frame Adv Attribute
1000, 1000 All 18 12(14)Until L+4 30 -26 -
  • 1-20 full invul, 21-29 head invul
  • Counterhit state for duration
  • On contact with something, you can RC at any point, including while rising, while falling, and after hitting the ground. RCing while rising will retain the launching momentum.
  • Cannot emergency tech second hit.
  • Seems to be a very short starter, on RC only properly combos into 2C > 6D.
  • You can hold 6 during the move to slightly alter the trajectory, used mostly in combos.


Valiant Crash[edit]
Valiant Crash
236D (Chargeable)
BBCP Azrael ValiantCrash.png
Overhead / Leads to corner carry / Big damage
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 (1440) High/Air 25-56 9 38 -26 B
  • 11-(active~6)GP
  • Can be charged
  • Fully charged version forces a Fatal Counter
  • GP doesn't apply to T, UNB property attacks
  • Retains GP during charging
  • Weakpoint applied causes a special type of knockback
  • Can be followed with Valiant Charger only on hit if weakpoint is applied

A kick that blows the enemy away. Overhead, applies upper weakpoint. Weakpoint disappears after hit if it was already applied. Can possibly be followed up on CH with just a regular combo. Provides big damage and huge corner carry with Valiant Charger combos.


Valiant Charger[edit]
Valiant Charger
Press [6] during Valiant Crash w/ upper weakpoint applied
BBCP Azrael ValiantCharger.png
Provides huge corner carry
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 101T - -
  • 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; can be canceled by pressing 6 again after a while. Carries more than half-screen with multiple reps of moves typically 5C. Press 6 for follow-up after each move. 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[edit]
Hornet Bunker
214D (Chargeable)
BBCP Azrael HornetBunker.png
Low / Slightly Useful
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 (1440) Low/Air 25-57 10 24 -15 B
  • 10-(active~9)GP
  • Can be charged
  • Fully charged version forces a Fatal Counter
  • GP doesn't apply to T, UNB property attacks
  • Retains GP during charging
  • Weakpoint applied causes a special type of knockback
  • Can be followed with Hornet Chaser only on hit if weakpoint is applied

Azrael makes a table-flipping motion, launching the enemy. Low, 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.


Hornet Chaser[edit]
Hornet Chaser
Press [8] during Hornet Bunker w/ lower weakpoint applied
BBCP Azrael HornetChaser.png
Allows follow-up to Hornet Bunker
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 106T - -
  • Special knockback persists if follow-up from Hornet Chaser is not a D move
  • Normals used during Hornet Chaser are not affected by normal revolver action restrictions and are air-dash cancelable (excluding D moves)

A homing jump, like after Dust attacks in GG. Almost always followed-up by multiple j.Cs>j.2C>~


Distortion Drives[edit]

Black Hawk Stinger[edit]
Black Hawk Stinger
236236D
BBCP Azrael BlackHawkStinger.png
Combo ender for extra damage
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 3000 All 7+4 3 54 -38 B
Overdrive 3700 All 7+4 3 54 -38 B
  • 7th frame All invul. OD version 7-13 All invul
  • Applied weakpoints make move UNB for that attribute
  • 180F Heat Gauge Cooldown
  • OD Version has an extended superflash.

Long distance rush followed by a punch, covers lots of space, has quick start-up. 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. Mostly used as a combo ender for extra damage. Overdrive BHS CH leads to huge damage if near the corner.


Scud Punishment[edit]
Scud Punishment
214214D
BBCP Azrael ScudPunishment.png
Gets both weakpoints / Special effect
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 1500 All 6+10 3 45 -27 B
Overdrive 600, 300*2, 1500 All 6+10 3 45 -27 B
  • 1-18 All invul
  • Applies both weakpoints on hit
  • 180F Heat Gauge Cooldown
  • Short range jab.
  • Damage is somewhat low, around 1100 raw.
  • For about 20 in-game seconds, Azrael will appear to have an afterimage. After your opponent recovers from any combo during this time, both weakpoints will be reapplied.

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 and that Panzer strike is a much safer option if you already have 50 Heat to make it safe. 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 and you gain little extra damage when this is used, so keep that in mind when choosing when to use this.


Exceed Accel[edit]

Full Spartan
ABCD during Overdrive
BBCF Azrael FullSpartan.png
Pretty much a souped-up TCL
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600*3, 1400 All Fast: 10
Slow: 20
3 34 -10 -
Active Flow 600, 1200*2, 3100 All Fast: 10
Slow: 20
3 34 -10 -
  • Does not cost Heat, but immediately ends Overdrive if used
  • Becomes stronger and flashier with Active Flow

Azrael punches the opponent on startup, then unleashes a series of brutal attacks on the opponent. Puts Azrael in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.

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


Astral Heat[edit]

Patriot Apocalypse
632146C
BBCP Azrael PatriotApocalypse1.png
"Enchant Dragunov"
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY All 7+9 15 128 -122 B
  • 1-30 All invul
  • 180F Heat Gauge Cooldown

Azrael releases the limiters he placed on himself, then smashes the ground causing a huge explosion that catches the opponent. The opponent lands on the ground, as Azrael proceeds to literally lift up a huge slab of the ground tossing it high into the air, the opponent along with it. The camera then shows Azrael’s face from above, as he performs a massively powerful uppercut and sends a gigantic pillar of fire after the enemy. Finally, Azrael poses with his back towards the camera, Raging Demon-style. Can be combo'd into very easily and has a pretty big vertical hitbox.

Functions as a hail mary reversal, invulnerable until recovery but has awful recovery.


External References[edit]



BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc