BBCF/Azrael: Difference between revisions

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Can be combo'd into very easily and has an abnormally large vertical hitbox.
Can be combo'd into very easily and has an abnormally large vertical hitbox.


Functions as a hail mary reversal due to its crazy active frames, invulnerability and huge hitbox, so will beat out pretty much every reversal attempted against it, no matter how late (Unless they have a guard point instead of invulnerability). Comically unsafe on block but Azrael is not in a counterhit state in this time, so the best response to this move is simply to block it if you can.
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 {{clr|A|5A}}.
Can also be comboed into from literally anything, including {{clr|A|5A}}.

Revision as of 23:18, 20 November 2022


Overview
Overview

Azrael is a bruiser similar to Slayer from Guilty Gear, with high damage, strong mixup, defense and pressure, at the cost of slower than average movement.

In neutral, Azrael has limited ability to move without jumping or committing to an advancing attack such as 6CBBCP Azrael 6C.pngGuardMidStartup28Recovery9LAdvantage+2 or Gustav BusterBBCP Azrael GustavBuster.pngGuardAllStartup13~23Recovery24Advantage+1, due to his teleport dash. 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 tools such as Growler FieldBBCP Azrael Growler Field.pngGuardAllStartup5Recovery36~111Advantage-26 to absorb projectiles and fire them back as Phalanx CannonBBCP Azrael Phalanx Cannon.pngGuardAllStartup5RecoveryTotal 26Advantage-2

Once he gets in, Azrael's Drive, strong pressure normals and his teleport dash give him the ability to overwhelm the opponent with hard to block mixups and pressure resets, then convert into big damage.

When forced to block, Azrael has a large array of defensive options to make it difficult to pin him down.

Azrael's Drive attacks reveal "weakpoints" when they hit the opponent. Weakpoints are active for 1000F (roughly 17 seconds) before disappearing if not used.

  • Upper Weakpoint Moves: 5D / 6D / j.D / 236D / 214214D
  • Lower Weakpoint Moves: 2D / 3D / j.2D / 214D / 214214D
Revealed weakpoints don't do anything by themselves. However, using an attack that triggers the same type of weakpoint already revealed consumes the weakpoint and boosts the effectiveness of the move, 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.

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.
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
Reversals
Fatal Starters
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.214B (5F,Extremely minus)
5A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623B (18F)
214214D (16F)
214B(5F, Projectile invul)
Fatal Starters:5C
6C
236[D]
214[D]

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-ins 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.

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. Pickup that can be followed up by 5B/6D. More often than not combo filler. Will clash with projectiles; and if it does, Azrael is able to use his late cancels the same as on hit or block, unusually.

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

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

A swinging kick after a short jump, used to close distance and as a safe meaty tool (Albeit very vulnerable to reversals) since it's safe even if blocked on its first frame (Which often doesn't hit), therefore can be very advantageous if properly spaced out to hit late. Because Azrael hops during this move, it will beat many low poke and throw attempts. On Counterhit against opponents in the air the move will ground bounce 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).

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.

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. While it hops into the air, it lands before it goes active, so it can still lose to well timed throws. 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. 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. Since jump startup can be cancelled into most command moves (i.e. most non-normal moves), this can be used to cancel his forward dash into a variety of moves by inputting a jump as part of the input. 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.

While it is possible to simply barrier early on in the move, in a pinch you can jump cancel into an air barrier, although this takes a few frames.

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

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, try to learn where the sweet spot distance is if you want to get right up close to your opponent. 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. There is a sweet spot distance just slightly larger than round start distance where you end up at point blank range.
  • 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 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 notiably 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.

  • 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. Projectiles he absorbs can be used for the powerful Phalanx Cannon attack. It also has a hitbox of its own that becomes active very quickly and blows away the opponent if it hits. However, it very punishable if blocked.

This is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. Similarly, recklessly using this move is also a liability because of the huge recovery. It's not a cure-all solution to ranged characters but it is an extremely useful tool in some matchups. Keep in mind that Azrael is safe as long as he absorbs a projectile with this move.

  • Azrael's fastest move, but not a reversal.
  • Upon absorbing 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
    • Is forced to begin 30F recovery; the first 15F of this recovery guards against everything, the second 15F is also fully invulnerable, but no longer a guard point.
    • If a 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 thanks to its own projectile level. While it can be used to extend some combos and deal good damage, but you'll mostly spend these trying to suppress or punish projectile spamming, but 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.

  • 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.


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, when in a downed state. Mostly a combo filler.

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 blow the opponent back, leading to Azrael's famous Valiant Charger combos. These provide big damage and huge corner carry. Its guard point can be used to catch an inattentive opponent, but it's extremely unsafe in pressure. 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 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

Charges at the enemy and allows you to loop the same move over and over (Usually 5C) by cancelling back into this move while your opponent remains in Valiant Charger tumble state, Azrael can even cancel into this while in the air. This is the core of Azrael's damaging combos and what 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. Due to all of this, you can perform massively damaging combos with ease and you're guarenteed to corner your opponent unless you drop the combo.

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. This process can be repeated any number of times to basically do any combo you want.
    • 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

An interesting move that trades damage up front for the chance to get much more damage later by ensuring both weakpoints are available for any combo you are able to start. CCR triggers after the first hit, so if done raw it will do 1500(600+900) damage instead of what is listed here. Not recommended to be used as a reversal in most cases because of its slow startup, long recovery and meter cost, although the slightly faster speed and the better hitbox might make it worthwhile sometimes. Panzer strike is a much safer option if you already have 50 Heat to make it safe. On counterhit it is possible to get a decently damaging, if short, combo. Can be 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.

  • Causes Scud Punishment state for 1000F (about 16 seconds):
    • Azrael will appear to have an afterimage.
    • After your opponent recovers from any hitstun (Including the combo from Scud Punishment itself), both weakpoints will be reapplied for whatever time remains for Scud Punishment state. Both weakpoints will therefore expire when scud punishment state ends, even mid-combo.
    • 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.
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

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

BBCF Azrael color 1.png
BBCF Azrael color 2.png
BBCF Azrael color 3.png
BBCF Azrael color 4.png
BBCF Azrael color 5.png
BBCF Azrael color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Azrael color 7.png
BBCF Azrael color 8.png
BBCF Azrael color 9.png
BBCF Azrael color 10.png
BBCF Azrael color 11.png
BBCF Azrael color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Azrael color 13.png
BBCF Azrael color 14.png
BBCF Azrael color 15.png
BBCF Azrael color 16.png
BBCF Azrael color 17.png
BBCF Azrael color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Azrael color 19.png
BBCF Azrael color 20.png
BBCF Azrael color 21.png
BBCF Azrael color 22.png
BBCF Azrael color 23.png
BBCF Azrael color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

Notable Players

Work in progress

Name (English/Japanese) Color Location Version Status Notes Example Play
Dogura
BBCF Azrael color 1.png
Japan Arcades Retired Plays a very fundamental Azrael. Multi-FG Legend and old Azrael God. Keeponrockin
Zexo
BBCF Azrael color 21.png
Japan Arcades Retired One of the greatest Azraels of all time. Keeponrockin
Tochigin
BBCF Azrael color 3.png
Japan Arcades/Steam Active Very optimal routing. Not actually the creator of the DW route named after him. Has CF streams on his youtube channel Keeponrockin
Suna
BBCF Azrael color 12.png
Japan Arcades Retired One of the last JP Azraels before they all vanished. Keeponrockin
Ikamen 
BBCF Azrael color 8.png
Japan Arcades/PSN Retired Very offensive oriented Azrael. Has strong, optimal routing. Keeponrockin
Kinkuli 
BBCF Azrael color 9.png
Europe PSN/Steam Retired Originally one of Europe's strongest Azrael before retiring. Effectively one of the founding fathers of Azrael tech and is in no small part why the net of Azrael information exists in the capacity it does today. Youtube
Barbatos Slim 
BBCF Azrael color 22.png
??? PSN/Steam Active Lieutenant General of the Azrael Family. Very against Item Usage. Just who is he really...? Keeponrockin

External References

Navigation

 Azrael


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

Click [★] for character's full frame data

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