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|attribute=B |startup=5 |active=7 |recovery=36 |frameAdv=-26 | |attribute=B |startup=5 |active=7 |recovery=36 |frameAdv=-26 | ||
|description= | |description= | ||
*Can be | *Projectile guard point until recovery | ||
*During GP frames, Phalanx Cannon stock goes up by 1 for each P property attack received | *Can be held to extend guardpoint | ||
*During GP frames, Phalanx Cannon stock goes up by 1 for each P property attack received (Maximum 3) | |||
*Can cancel into phalanx cannon | |||
*Azrael's fastest move, but not a reversal except against projectiles. | |||
Azrael | Azrael's anti-projectile zoning move. He stands there while an aura surrounds himself and projectiles he absorbs can be used for the powerful phalanx cannon attack. It also has a hitbox of its own that goes active very quickly and blows away the opponent if it hits, but it very punishable if blocked. | ||
This move is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. It's not a cure-all solution to ranged characters | This move 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, It's not a cure-all solution to ranged characters and reckless and predictable use of it will get you destroyed due to how you remain vulnerable to other attacks during this move. | ||
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Revision as of 12:21, 22 January 2019
Azrael |
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Health: Combo Rate:
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Overview
Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself.
Azrael is a big, heavy-hitting offensive character. He has to effectively use his teleport dashes to get around the screen, and try to get in on the opponent. Once in he has to use his pokes and various specials to get a combo that usually ends with a "weakpoint" attack. Azrael's unique Drive is the ability to apply weakpoints, which can lead to big damage.
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
- Lower Weakpoint Moves: 2D / 3D / j.2D / 214D
These moves gain new properties when you hit the corresponding weakpoint. This consumes the weakpoint, but you can re-apply it in the same combo. Of course, the moves apply the same weakpoints that they get the additional properties from. All regular ground Drives can potentially be followed up on CH without weakpoint. Hornet (and possibly Valiant), can be followed up on CH with a regular-style combo, and you can use the weakpoint earned within that very same combo. Each Drive's "weakpoint version" has repeat proration.
The properties the moves gain:
- 5D – Staggers, can go into 5B>~ for a combo.
- 2D - Knockdown, which can be followed up with 2A>5A>5B to aerial.
- 6D - Bounces, goes into 5B>TCL,etc.
- 3D - Bounces, Goes into 5B>~.
- j.D / j.2D - Ground bounces the opponent into the air to follow-up with a combo, staggers on ground hit. j.D is used rarely out of the corner, as the ground bounce knocks them away. While possible, it is hard to follow up in most cases.
- 236D (Valiant Crash) - Knocks the opponent away, enabling Valiant Charger. Can repeat (6>5C) multiple times for insane corner carry, or various other attacks in the corner.
- 214D (Hornet Bunker) – Sort of like Guilty Gear's Dust. Enables Hornet Chaser to be used, followed up with aerial combos.
- 236236D (Black Hawk Stinger) - Can't be blocked high with UW, or low with LW. Unblockable with both but can be Barrier blocked if in the air.
Overdrive: Mind Colosseo
- Azrael's Drive attacks now reveal weakpoints even on block.
- Azrael can now special-cancel his Drive normals.
- Weakpoints are not used up when you hit the opponent with weakpoint moves, allowing Azrael to use each of his Drive attacks in the same combo for big damage.
- Weakpoints do not disappear over time like they normally would as long as OD is active.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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5B
5B |
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5BB
5BB |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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3C
3C |
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6A
6A |
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6B
6B |
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6C
6C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Taunt
Taunt |
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Drive Moves
5D
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 |
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2D
2D |
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3D
3D |
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6D
6D |
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j.D
j.D |
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j.2D
j.2D |
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Universal Mechanics
Forward Throw
Forward Throw 6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw B+C in Mid-Air |
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Counter Assault
Counter Assault 6A+B during blockstun w/50% |
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Crush Trigger
Crush Trigger A+B w/25% |
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Special Moves
Gustaf Buster
Gustaf Buster 236A |
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Tiger Magnum
Tiger Magnum 236C |
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Cobra Strike
Cobra Spike 6C during Tiger Magnum |
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Leopard Launcher
Leopard Launcher 6C during Cobra Spike |
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Growler Field
Growler Field 214B (Chargeable) |
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Phalanx Cannon
Phalanx Cannon 236B (After absorbing projectile with Growler Field) |
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Sentinel Dump
Sentinel Dump 214C (or 22C on downed opponent) |
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Panzer Strike
Panzer Strike 623B |
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Valiant Crash
Valiant Crash 236D (Chargeable) |
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Valiant Charger
Valiant Charger Press [6] during Valiant Crash w/ upper weakpoint applied |
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Hornet Bunker
Hornet Bunker 214D (Chargeable) |
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Hornet Chaser
Hornet Chaser Press [8] during Hornet Bunker w/ lower weakpoint applied |
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Distortion Drives
Black Hawk Stinger
Black Hawk Stinger 236236D |
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Scud Punishment
Scud Punishment 214214D |
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Exceed Accel
Full Spartan ABCD during Overdrive |
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Astral Heat
Patriot Apocalypse 632146C |
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External References
- Japanese Name: アズラエル
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •