BBCF/Azrael

From Dustloop Wiki

Overview

Overview

Azrael is a bruiser similar to Slayer from Guilty Gear, with high damage, scary pressure, strong mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, and decent defense, at the cost of slower than average grounded movement.

In neutral, Azrael's teleport dash makes it awkward to approach on the ground without using an advancing attack such as Gustav BusterBBCP Azrael GustavBuster.pngGuardAllStartup13~23Recovery24Advantage+1 or 6CBBCP Azrael 6C.pngGuardMidStartup28Recovery9LAdvantage+2. Additionally, he gains little forward momentum when jumping early out of his dash, making his air approach more limited. This can be a problem against Zoner A character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.s, but he has Growler FieldBBCP Azrael Growler Field.pngGuardAllStartup5Recovery36~111Advantage-26 to absorb projectiles, which lets him fire them back as Phalanx CannonBBCP Azrael Phalanx Cannon.pngGuardAllStartup5RecoveryTotal 26Advantage-2.

Once he gets in, Azrael's Drive normals are strong high/low mix-ups, his teleport dash allows for fast cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.s, and many of his normals have great frame advantage on block, however to compensate the short range on his faster normals can make it difficult to extend pressure even when he has the advantage.

When forced to block, Azrael has many defensive options which complement each other, having tools such as a 6f jab that hits crouching opponents, a very invulnerable backdash, and a meterless reversal (although it is far slower than average).
BBCF Azrael Nameplate.png
BBCF Azrael Portrait.png
Health
12,000
Prejump
4F
Backdash
28F (1~20F Inv All)
Forward Dash
20F (7~10F Inv All)
Unique Movement Options
Teleport Dashes
Fastest Attack
214B (5F, extremely minus)
5A (6F)
Reversals
623B (18F)
214214D (16F)
214B (5F, Projectile invul)
Fatal Starters
5C
6C
236[D] (always a Fatal Counter)
214[D] (always a Fatal Counter)
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, hitting with an attack that triggers the same type of weakpoint already revealed consumes the weakpoint and boosts the effectiveness of the move, usually allowing the combo to continue afterwards when normally it doesn't. 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. Triggered weakpoints do not have their duration refreshed, however.
  • 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 instead.
Unique Ability: Late Cancels

Something of a double edged sword, Azrael's grounded normal attacks (mostly) do not cancel into other normal attacks at the point they hit; instead the cancel window is usually some time into the move's recovery (After hit or block). This has a few implications:

  • The cancel point for every move is different and not always obvious and you do not get to use hitstop to buffer cancels, so learning how to do combos requires more precise timing than other characters. Sprites of the what the first frame he can cancel from have been added to the move cards below to help visualise this.
  • The cancel windows can be quite wide, leaving more scope for staggering pressure, and the slightly slower pace of his combos can make them feel easier to execute and confirm hits once you get the feel of them.
  • Azrael generally has higher hitstun values for his moves to allow combos to occur at all.
  • The slower pace of his pressure can leave noticable gaps, especially with instant block, missing entirely is often disastorus.
Except from 6B, special, jump and distortion cancels do not use the delayed cancel windows and instead work normally, meaning special moves can feel a bit "snappier" during combos.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
300 Mid 6 6 9 -1 +6 B

A very short-range uppercut. An extremely vertisile move that does everything you could ask it for.

  • Jump cancellable
  • Hits crouching
  • functions well as an anti-air, and is one of the very few 5As that need to be barriered in the air.
  • Is a level 2 button and is the hardest hitting jab in the game, so it will usually trade in your favour

5A > 5B and 5A > 2A both have a 1F gap on normal block

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
750 Mid 9 7 10 ±0 +1 B

Another strong Jack-of-all-Trades normal.

  • Jump cancellable
  • A decent anti-air due to its speed, hitbox, active frames, and is also air unlockable. It doesn't have any kind of invulnerability or much of a disjoint however so it will still lose to well spaced and disjointed jump-in attacks.
  • Strong pressure tool due to being 0 on block and having loads of cancel options
  • Whiff cancellable into 5BB.

5BB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
750 Mid 11 3 9 +5 +4 B

Azrael steps forward and performs a headbutt, serving as a gimmicky frametrap from people mashing during his pressure but a reversal hole if you always autopilot into this (Remember, 5B is neutral on block). Unlike Azrael's other normals, this move uses normal cancel timing rather than delayed cancels, so it feels faster than normal to do attacks after this. Also just useful to hit confirm 5B, even when it was used as an anti-air.

  • Knocks aerial targets to the ground.
  • On CH ground bounces.
  • Leaves a 1F gap from 5B on normal block if performed asap.
  • On Crouching, you can link 5A or another 5B to potentially save a crouching confirm.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1050 Mid 15 6 16 -3 -10 B

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 that doesn't move him forwards, making it his go-to footsie tool when spacing is important.

  • Very good poke to throw out in neutral, hard to IAD over, and not too easy to low-profile
  • Fatals and reward on counterhit is extremely good with resources, particularly upper weakpoint
  • Reward on normal hit leaves much to be desired however, unless you have meter for RC or are at the corner
  • One of the few buttons Azrael has to control the midrange

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

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
300 Low/Air 9 3 9 +2 +6 F

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
750 Mid 12 6 18 -7 -9 F

A swinging strike at their feet, moves Azrael forward but then back again and thus has much more range than Azrael's quicker buttons. Mostly used as a link in various combos where you are out of range of 5B, or in pressure to catch people trying to backdash his gaps.

One of Azraels less useful normals because:

  • It is not a low
  • It is a forced cancel point in pressure due to being -7 on normal block
  • Converting from 2B on hit has very little reward with and without weakpoints outside of the corner
  • Has no real use in neutral due to how slow the start-up is and how long the recovery is

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1100 All 13 6 Total: 50 -9 -24 BP 9~18 H

Has head invuln, but an awkward hitbox for an anti-air which limits its use to catching low air dashes and leaping moves performed from the ground (Like Jin's 6B). But on the plus side it's Azrael's most disjointed normal move by far, so it has niche use catching extended hurtboxes. Additionally, it will clash with projectiles; and if it does, Azrael is able to use his late cancels the same as on hit or block.

On hit it can be be followed up by 5B/6D. More often than not combo filler, however, since it hits hard and scoops players off the floor easyily.

Will clash with projectiles; and if it does, Azrael is able to use his late cancels the same as on hit or block.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1060 Mid 19 9 14 -4 -15 B 7~24 B

A shoulder tackle, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH. As it has body invuln, it can blow through a lot more moves than you'd expect, most importantly most mid-hitting pokes, and will even clash with most, if not all, DPs. Don't go using it as an anti air move though, it has no Head attribute invulnerability.

  • Good for increasing damage mid-combo if you can fit in in.
  • No Cancel options other than Rapid Cancel.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1100 Mid 13 6 37 -24 -28 B 6~18 H

A big uppercut that launches the enemy. Can be forward dash canceled during the part where he steps back after the uppercut, even if it misses. Has very long Head invulnerability and loads of hitstun on hit, making it a very easy to confirm anti-air. Punishable if called out with the correct timing but if not then you still have access to some of his cancels even if you miss which gives you the opportunity to possibly respond... or simply get punished even harder.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1300 Mid 28 8 9L +2 -18 H 10~35 F
  • Fatal Counter

A swinging kick after a short jump, used to close distance. In addition to the Foot invuln Azrael is considered airborne during the hop, so this move will also naturally crush throws and some body property attacks. Although it is not an overhead, 6C becomes more advantageous when blocked crouching. This also happens when it's spaced. Against the majority of the cast this move is actually +4 when blocked standing due to their hurtboxes. On Counterhit, this move will ground bounce airborne opponents and can be followed up in various highly damaging ways due to the fatal property.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1120 Low 15 9 18 -9 -15 F 11~23 F

A Kanji-like dropkick, hits low, knocks the opponent away. This is a core part of Azrael's crouching combos.

  • Is a low crush
  • Has a huge amount of potential reward on hit with either weakpoints
  • Can only be special-cancelled into Sentinel Dump (downed 22C version).
  • Requires a ground hit in order to combo

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
450 High/Air 7 3 9 H

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
780 High/Air 9 3(2)3 12 H

Azrael swings his jacket downward, hitting in front to start with and then below and behind him later on, making it useful as an air-to air, low dash jump-in and a jump-over cross-up move in one. This is probably one of Azrael's best air normal due to its excellent balance of damage, versatility, speed and hitboxes.

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
990 High/Air 12 6 15 H

An upward kick. Used a lot in combos for its big damage; typically following-up to Hornet Bunker/Chaser as well as in Azrael's more advanced combos after air dashing then landing from it. Used much less in neutral due to its hitbox making it only useful against opponents already higher up than you and doesn't give you any higher reward than j.B if you land a hit (other than slightly more upfront damage).

  • CH gives lengthy untech. Enough for moderate return.

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1000 All 22 Until L 10 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. 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.

  • Special Cancellable on hit/block. Useful for converting or potential frametraps.

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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
900 [1080] High 21 3 20 -4 -17 B

Fast Overhead that applies/consumes upper weakpoint. Can be followed-up on CH without weakpoint. Staggers with weakpoint. Use this move to catch an opponent off guard. With RC, you can combo from it without a weakpoint for 4.5K damage and double weakpoints.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 90 92 4
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Values in [] are during High Weak Point
  • Airborne from frame 7, move plays out normally even if moved by external forces and will recover airborne if necessary
  • Crumple Duration 23F [36F], Crumple Fall 62F

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
700 [840] Low 15 3 12 +2 -3 F

Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Hard knockdown with weakpoint. Since it's plus on block, you can use this as a pressure reset since there won't be much of a gap between the move beforehand and this. Unlike a lot of Azrael's moves, it doesn't move him forward and it's reach isn't that great, so it can be hard to poke with it. Finds some use as a tech-check since it will recover in good time if your opponent neutral techs, and while it doesn't lead to much if it hits, it still gives you a low weakpoint.

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1000 [1200] High 27 7 14 -2 -21 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.

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.

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

3D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1000 [1200] Low 24 6 15 -2 -18 F

Stomps at the enemy’s feet. Very deceptive startup to the animation. Hits low, applies lower weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. Great to use when your opponent has been conditioned with 6D.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
900 [1080] High/Air 19 5 16+4L H

An aerial smash that launches airborne opponents diagonally downwards. This is your typical air combo ender without weakpoint. With weakpoint, it functions as a combo extender. Overhead, applies upper weakness and smashes the opponent away from you. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit.

j.2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
900 [1080] High/Air 19 3 18+4L H

A horizontal roundhouse that's somehow an overhead despite being a low weakpoint move. On hit, it knocks the opponent downwards or staggers them; so while it has no cancel options, consuming a low weakpoint will still allow you to continue the combo due to the extended stagger or groundbounce such hits grant, even a counterhit it can be difficult to follow up, especially on an air hit. While it doesn't reach too deep vertically, it's still Azrael's best tool for ambiguous crossups due to its wide hitbox underneath him. In combos this is mostly interchangable with j.D, so use this if you have or want a lower weakpoint, or want oki midscreen.

Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
0, 1500 Throw(70) 7 3 23 -6 T

An uppercut, blows the enemy about one step forward. due to how much pushback Azraels normals have and lack of a normal dash, tick throws are alot harder to pull off. but throw is still be an important tool to catch people OSing during your pressure. often seen used after Gustav on hit, or on wakeup due to being the few times Azrael will be in range to use it.

leads to decent damage and corner carry with either weakpoints midscreen. In the corner can apply both weakpoints, or deal excellent damage with upper weakpoint with Throw > Valiant.

Typical follow-ups are:

  • 6A > 22C midscreen irregardless of weakpoints (delay 6A on Izanami)

Corner:

  • 6B > 214D > 5B if you don't have any weakpoints
  • 236D if you already have upper weakpoint
  • 6A > 5B/5C > 236CC > 214D if you have lower weakpoint

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
0, 1500 Throw(70) 7 3 23 -6 T

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
0, 1500 Throw(120) 7 3 23+3L T

Grabs the opponent and slams them straight to the ground. the reward for Azraels airthrow is pretty mediocre unless he has weakpoints. can be an important tool in some matchups against floaty characters, like Rachel or Amane, due to Azraels air normals not having any reward unless he saved his double jump or it counterhits. Air throw allows him to airdash at an airborne enemy and still convert.

The normal follow-up with any amount of weakpoints would be 2A > 236CC > 236D/214D.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
0 All 19 6 30 -17 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B

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.

Taunt

AP

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
100 All 24 4 114 -101 B

Forward Dash

66

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
20F 7-11 All

While feeling similar to Azrael's backdash at first, his forward dash is a very different beast; it can be jump cancelled during a lot of the move's animation. This opens up a lot of capabilities when due to the fact jump startup can be cancelled into specials. For example, you can cancel a forward dash into 214B by inputting 662147B.

If you want to do moves after moving and switching sides, remember that you will need to mirror your inputs for the special, so to do the same Growler Field after swapping sides, you will need to input 662369B instead. This technique is referred to TK cancelling by the Azrael community.

This allows Azrael access to some extremely powerful and difficult to react to crossups and even punishes if your opponent attacks the wrong way, Commonly performed as oki, or after approaching with Gustav Buster.

Special Moves

Gustav Buster

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
800 All 13~23 6 24 +1 -16~26 B

A forward-lunging punch that covers considerable space, making it Azrael's premier gap closer/pressure ender, can only followup on counter hit.

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 you initiate this attack from just beyond the distance players start a round at, you move forwards the maximum distance, but your opponent won't experience much pushback, leaving you up close to your opponent, where you generally want to be. 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 usually, but if you get too predictable with it you'll start getting punished in other ways.

  • Startup varies according to the distance to the opponent.
  • Pushes opponent back about two character widths on hit or block unless performed at near max range or more.
  • Can be used during a forward dash jump cancel to effectively extend its range.

Tiger Magnum

236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
800 All 13 3 18 -4 -7 B

A forward-stepping backfist blow with short reach. This move functions as the first part of Azrael's Rekka series, commonly abbreviated to "TCL" (Tiger, Cobra, Leopard). You can cancel into Leopard Launcher, Hornet Bunker or Valiant Charger immediately after Tiger Magnum, even if it misses. Seen a lot in Azrael's combos, but seldom used otherwise due to each attack in the sequence being progressively worse on block. However, there is a considerable input window should you wish to delay any of these, so there is some potential for frametrapping opponents mashing out attacks.

Cobra Spike

236C~6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
800 All 10 5 18 -6 -6 B

Follow-up to Tiger Magnum, Azrael does a high kick that slides him forward slightly. Usually followed by Leopard Launcher, but can also be canceled into Valiant Crush or Hornet Bunker to capitalise on the appropriate weakpoint during some combos, note that these two moves will only hit if your opponent was hit while somewhat airborne before the Rekka started, otherwise they will land too soon.

  • Crumples on counter hit, leads to fantastic damage in many cases.

Leopard Launcher

236C~6C~6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1300 All 16 3 30 -14 -22 B

A flaming clothesline/Hook punch that slides Azrael forward a signficant distance. Slides on midscreen, wallsticks in the corner. Can often combo into other moves, especially near/in the corner. Not much more to say other than it being notably more damaging than the previous two steps, but also a really terrible idea to use this during blockstrings since you will get punished for it.

Panzer Strike

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1000×2 High/Low, All 18 12 (16) 11+4L 30 B, H 1~20 All
21~29 H

A true meterless reversal attack, but it's not the best as it can be low-profiled and the startup and recovery is long. 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.

The landing hitbox has different properties to the falling hitboxes, but it is not a separate hit; only one of the falling hit and the landing hit will hit the opponent. Given how small the landing hit is, it's unlikely for it to be the one that connects anywhere outside of combos that use it.

  • Counter-hit state for the entire duration.
  • You can hold 6 during the move to slightly alter the trajectory, used mostly in combos.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Very Short 60, 80 92×2 4
  • Last 4 active frames (landing hit) have different hit properties
  • Airborne from frame 18, second hit is active until landing + 4
  • Frame advantage if only first hit blocked: -54
  • Frame advantage if falling hit blocked as late as possible: -16
  • Frame advantage if landing hit blocked: -3
  • Reversal

Growler Field

214B (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
900 All 5 7 36~111 -26 -21 B 1~(36~111) Guard P

Azrael's anti-projectile zoning move where Azrael poses while stationary with a projectile guard point. Projectiles guarded allow Azrael to then use the powerful Phalanx Cannon attack. It also has a hitbox of its own at the start of the move that becomes active very quickly, completely envelops Azrael and blows away the opponent if it hits. However, it very punishable if blocked and has no invulnerability other than against projectiles.

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 from everything after he absorbs a projectile with this move until the move ends.

  • Azrael's fastest move, but not a reversal.
  • Upon guard pointing a projectile:
    • Phalanx Cannon stock goes up by 1 (Maximum of 3) for each projectile attack blocked (Multi-hit projectiles will count multiple times)
    • Can cancel into Phalanx Cannon at any point during the rest of the move.
    • Is forced to begin 34F recovery; the first 15F of this recovery guards against everything, the remaining 19F is also fully invulnerable, but no longer a guard point.
    • If another projectile is guarded during this recovery, the recovery starts over, meaning it will guard any unbroken string of projectiles if there's less than 15F between each one.
  • Phalanx Cannon stocks last until used or the end of the round; but there is no UI element or any other visual indicator of how many Phalanx cannon stocks Azrael has left. You and your opponent just have to remember.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 70 89 3
  • Hold button to prolong stance, maximum stance duration 111F
  • After releasing button, Azrael goes into 11F recovery animation
  • Blocking a projectile adds a Phalanx Cannon stock (max. 3), and immediately puts Azrael into separate fully invulnerable recovery animation (34F) which is cancellable into Phalanx Cannon
  • Counterhit state for entire move
  • On Guard Point, hitstop for Azrael is 0F, opponent projectile unchanged

Phalanx Cannon

236B after absorbing projectile with Growler Field

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1000 All 5 Until Offscreen Total 26 -2 +0 P2*

Fires a surprisingly fast projectile with excellent damage that blows through most other projectiles. This move also starts up amazingly quickly and is safe on block even at point blank, making it an extremely potent tool at any range. While it can be used to extend some combos and deal good damage, you'll probably spend these trying to suppress or punish projectile spamming. If you can, you can easily squeeze in phalanx cannon into most combos due to its generous hitstun and rapid startup. Don't forget that you can hold onto Phalanx Cannon stocks for as long as you like and your opponent has to remember that you have them, so you can sometimes surprise them later on or simply use them as a looming threat while you approach.

When using this directly from Growler field, be aware that doing so will immediately lose the invulnerability granted after absorbing a projectile, meaning that you might still get hit before successfully firing phalanx cannon, even if the gap is very small.

  • Launches high on hit.

Sentinel Dump

214C or 22C near downed opponent

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
214C 1000 All 47 3 Total: 55 +12 -29 P1* 1~10 Guard All
Knockdown > 22C 900 3 Total: ?? +2 P1* 1~10 All

Azrael jumps and slams to the ground, sitting on top of the opponent. The rocks bounced up by the slam are the actual attack here, rather than Azrael himself.


214C

This version makes Azrael jump about 2 character spaces forward. 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.

  • Can cross up if opponent is crouching.
  • Has a hitbox on both sides.

22C

This version tracks the opponent, up to a max range. Mostly a combo filler.

  • Can only be activated during combos and if the opponent has been fully downed, slid along the floor or hit with one of the following moves:
    • 3C
    • 5D (Air hit)
    • 6D
    • 3D
    • 2D
    • B+C
    • j.B+C
    • 623B (Second hit)
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214C Long 100 89 3
Knockdown > 22C Long 100 89 3

214C:

  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged
  • Can block unblockable attacks
  • Airborne from frame 15, hit occurs on 3rd frame after landing


Knockdown > 22C:

  • Airborne from frame 11, hit occurs on 3rd frame after landing

Valiant Crush

236D (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1200 [1440] High/Air 25~56 9 38 -26 -45~76 B 11~(6F Before Active) Guard HBFP

A kick that blows the enemy away. Overhead, applies upper weakpoint. On hit, it'll consume a previously applied upper weakpoint and blows the opponent back in the Valiant Crush state, 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.

  • Guardpoint during most of startup.
  • Hold D to extend startup and Guard point Duration.
  • Fully charged version forces a Fatal Counter, even during combos.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 70 5
  • Full charge is Fatal Counter on normal hit and P2 = 80
  • Loses Guard Point 6F before becoming active
  • Values in [] are during High Weak Point
  • Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged

Valiant Charger

6 during Valiant Crush w/ upper weakpoint applied

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
90

For a short period after hitting Valiant Crush with a high weakpoint, Azrael gains the ability to cancel virtually anything into this move which launches Azrael forward horizontally and slightly downwards. Most importantly, Azrael can then cancel this move into any attack, allowing you to attack, cancel into this move and then cancel immediately into your next attack, allowing you to do pretty much whatever combo you want (Usually looping 5C is the best choice). This is the core of Azrael's damaging combos and always corners the opponent, so you should be trying to go for most of the time. Be careful when inputting followups to release 6 if you need to; it's very easy to input 6C instead of 5C when first learning the rhythm of looping 5C over and over, for example.

The physics of this move are extremely weird and can give some very odd results if certain moves are done in certain ways, particularly if Azrael gets between his opponent and the wall they're tumbling towards.

After Valiant Crush hits with an upper weakpoint, Azrael is placed in a special state (Overrides hornet Bunker state if active):

  • For the first 90F:
    • All moves except excluding any D button move, Tiger Magnum, Cobra Spike and Crush Trigger can be cancelled into Valiant Charger by pressing 6; Valiant Charger itself can be cancelled into anything immediately.
    • Most moves in the above allowed list also have their hitstun properties replaced; They now all blast the opponent sideways (30F untech time) and wallstick in the corner (For 30F). Sentinel Dump and Phalanx cannon are also changed, but slightly differently
    • This 90F period cannot be renewed with a another Valiant crush for the rest of the entire combo.
  • After this point for the rest of the combo all moves revert to their normal hitstun duration values, but keep the property of knocking the opponent sideways and wallsticking them.

Hornet Bunker

214D (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
1200 [1440] Low/Air 27~57 8 24 -13 -34~62 F 10~(12F Before Active) Guard HBFP

Azrael launches the enemy. Functions as a low weak point move, consuming a low weakpoint will cause a special launch state (see below), otherwise launches them away and can only be followed up if it was a counterhit. Has a similar guardpoint to Valiant Crush which also extends if its charged, but has a bigger gap after it ends and the move goes active, making it a situational mash trap or even antiair move. Awful recovery on whiff and on block, don't use this for mixup. Fully charged version forces a Fatal Counter.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 70 4
  • Full charge is Fatal Counter on normal hit and P2 = 80
  • Remaining startup after button release is 12F
  • Values in [] are during Low Weak Point
  • Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F
  • On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged

Hornet Chaser

8 during Hornet Bunker w/ lower weakpoint applied

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
60

A homing jump, like after Dust attacks in GG. Almost always followed-up by multiple j.Cs>j.2C>~ Gives less damage and corner carry overall when compared to Valiant Charger, but still useful since you might only have a low weakpoint to work with.

  • Special state after Hornet Bunker hits with a low weakpoint, very similar to Valiant Charger, only more vertical.
  • During this state:
    • Any non drive move can be cancelled into this homing jump and forward air dash.
    • This homing jump as no minimum duration, essentially meaning you can cancel any non-drive move into anything else while holding upwards.
    • Any hit that lands inflicts the same hitsun effects that send the opponent spiralling upwards
    • Hitting with a drive move ends this state
    • Lasts 60F
    • Valiant Crash state overrides this state if it was performed in the same combo, (Before or after Hornet Bunker). Hornet Bunker itself still launches since Drive moves ignore Valiant Charger state anyway.

Distortion Drives

Black Hawk Stinger

236236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
3000 [3700] All
(see notes)
7+(122 Flash)+4
[7+(149 Flash)+4]
3 54 -38 -41 B 7~13 Guard HBFPT

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 because of its generous minimum damage, particularly in overdrive. Needs a Rapid Cancel to follow up except in some specific cases. Counterhits from the overdrive version can even lead to huge damage if near the corner. Since Azrael moves so fast during this move, it's possible to switch sides with a character who isn't pressed against the corner with some specific positioning, this can be used in some combos to make the opponent slide at your feet to continue the combo rather than being blown away.

With weak points, this move is unblockable depending on the weakpoints applied; high weakpoint makes the move a low hit, low weakpoint makes the move an overhead hit, thus having both makes it unblockable while on the ground (Air Barrier block works in all cases). Note that it's still a body attribute move in all cases, so guard points that block body attribute will block this move even with an upper weakpoint, making it fully unblockable will work in most cases however.

  • 35% Minimum damage normally (1050), 40% in Overdrive (1480).
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 70 92 4
  • Values in [] are during OD
  • Hits low if high weakpoint is active
  • Hits overhead if low weakpoint is active
  • Unblockable on the ground if both weakpoints are active
  • Minimum Damage 35% [40%]: 1050 [1480]
  • Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged
  • Can guard point up to 3000 [infinite] damage
  • Azrael takes damage equal to the base damage of attacks guarded [does not take damage]
  • [Maximum Slide duration 40F]

Scud Punishment

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
600, 1500
[600, 300×2, 1500]
All 6+(129 Flash)+10 3 46 -28 -38 B 1~18 All

A short ranged strike that leaves your opponent staggered if they were grounded (or very low to the ground), or blows them away if they were in the air. The move itself doesn't deal a huge amount of damage, but leaves the opponent in a special state for 1000F where Azrael will have a red afterimage. During this state, any time your opponent recovers from any hitstun (Including the combo from Scud Punishment itself) both weakpoints will be reapplied. Both Weakpoints will be removed when this state ends, no matter how many times you might have reapplied them, even mid-combo.

Not recommended to be used as a reversal in most cases because of its slow startup, long recovery and meter cost compared to just using Panzer Strike (With a Rapid Cancel to make it safe if need be), although the slightly faster speed and the better hitbox might make it worthwhile sometimes. On counterhit it is possible to get a decently damaging, if short, combo. Can be useful when combined with Black Hawk Stinger immediately due to it being unblockable when both weakpoints are active and it will catch them mashing out of crumple recovery. It's somewhat unnecessary to stack this with Overdrive due to their similar effects. Also, you can usually use the 50 meter for an RC instead and get a better combo that still gives you double weakpoints.

  • Weakpoints cannot be applied in any other way until this state ends; consuming a weakpoint and attempting to reapply the same one in that combo won't apply it at all.
  • CCR triggers after the first hit, so if done raw it will do 1500(600+900) damage.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Very Short 100 100 [×3], 60 5
  • Values in [] are during OD
  • Applies both weakpoints on hit
  • Minimum Damage 25% [30%]: 525 [810]
  • For the next 1000F frames, every time your opponent recovers from a combo, both weakpoints are reset to 1000F
  • On hit, Azrael is +9[+19] (+77 on counterhit) excluding crumple recovery
  • Reversal
  • Crumple Duration 51F, Crumple Fall 74F

Exceed Accel

Full Spartan

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
600×3, 1400
{600, 1200×2, 3100}
All 20 [10] 3 34 -10 -30 [-20] 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 when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with 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
Invuln
0,32000 All 7+(55 Flash)+5 19 128 -126 -132 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 however only the first few recovery frames leave him in a counterhit state and as such it is better to just block it and immediately punish afterwards.

Can also be comboed into from literally anything, including 5A.

Colors

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Color 19
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Navigation

 Azrael


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


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