PropertyValue
rdfs:label
  • Azrael/Move List
rdfs:comment
  • Defensively, Azrael is lacking though he does have some options. His backdash is exceptional, allowing him to get out of tight situations if used properly. His reversal, Growler Field, has full invincibility to everything but throws, blowing his opponent away should it be utilized at close range and also allows him to absorb projectiles. The latter property gives him a projectile in turn, giving him another tool he can use. Another notable weakness of his tends to be the lack of range on his normals such as his 5A and 2A, thus not giving him a balanced mix of ranges in his normal attacks and thus grants him weaknesses to poking. Azrael is also very slow on ground, since his teleport dashes tend to leave much to be desired with those that have running dashes, and his walking speed is slow.
dcterms:subject
Literal Translation
  • Mind Colosseo
dbkwik:blazblue/property/wikiPageUsesTemplate
English Name
  • The Terror
  • Mental Colosseum
  • Patriot Apocalypse
  • Black Hawk Stinger
  • Cobra Spike
  • Growler Field
  • Gustav Buster
  • Hornet Bunker
  • Hornet Chaser
  • Leopard Launcher
  • Phalanx Cannon
  • Scud Punishment
  • Sentinel Dump
  • Tiger Magnum
  • Valiant Charger
  • Valiant Crush
Description
  • As of 1.10, the opponent is instead knocked back in an arc.
  • Steps a bit forward and does a heel dropping smash with his leading foot. Hits overhead, and applies a high weakpoint. Ground bounces with weakpoint.
  • Ver. 2.0 changes its hit effect into a low-altitude ground slide, and causes wall-stick near the wall.
  • Powers up Azrael to make his Drive moves reveal weakpoints even on block. Weakpoints are not used up when you hit the opponent with other weakpoint moves. Weakpoints do not disappear over time. Black Hawk Stinger and Scud Punishment are enhanced .
  • In Patch 1.10, its adjusted knockback makes it easier to connect with the Leopard Launcher.
  • Stomps at the enemy's feet as it cracks the earth beneath him. Somewhat deceptive animation. Hits low, and applies a low weakpoint. Ground bounces with weakpoint.
  • Often used at neutral game or for ending pressure. Safe on block.
  • Azrael stops for a moment, then falls down with a dive kick. Knocks down on raw air hit.
  • A headbutt, knocks aerial targets to the ground. On counter hit it ground bounces. Useful for relatively easy hitconfirms.
  • A simple downward outward fist swing not unlike his 2A. A decent air-to-ground start up, but like the 2A itself it leaves much to be desired in terms of range.
  • This is probably one of Azrael's best normals as it doesn't offer much in terms of air-to-air, but can easily cross-up opponents and works as a solid combo filler.
  • An inward leaning-lunging punch after a short dashing step. Decent range and movement quirks makes for a good poke.
  • Azrael drops the enemy after grabbing them, then knocks the enemy down behind himself with a one-arm uppercut lift into an overhead throwing smash. Can be canceled.
  • A big uppercut with a turning recovery animation. Launches the enemy, but can't be jump-canceled. Can be dash canceled during the part where he spins around after the uppercut, regardless of whiff, hit or block.
  • As of Patch 1.10, D attacks in Overdrive can now be chain-canceled into specials.
  • Azrael jumps and slams the ground, sitting atop the opponent. The 22C version can be canceled with other normals, usually 5B or 2C. Launches a not-downed opponent into the air in place. Is safe on block and can cross up most crouching opponents.
  • A swinging turning slamming hop kick after a short jump, similar to Terry Bogard's Crack Shoot and Jin's 6B. Goes over low attacks and can Fatal Counter. Does not hit overhead.
  • Possibly useful against expected cross-ups or as a delayed anti-air. It is very unsafe though, so dash-canceling to avoid getting punished is almost a necessity.
  • Flings his arm outward and fires a high speed projectile. Can be used after absorbing a projectile with Growler Field, at any moment. Causes wall bounce when near the corner.
  • Like most dive kicks, it can offer a slight form of crossup depending on positioning, but not as versatile due to the delay and its speed. Landing j.2C after Hornet cause them to spin and you are able to continue the combo.
  • Launches back the opponent a fair distance.
  • Launches the opponent a bit on air hit.
  • Hops forward and throws a red energy-trailing axe handle. Hits overhead and applies a high weakpoint. Causes stagger if weakpoint is applied.
  • The hit attribute on both sides of Azrael when he lands counts as a projectile, and the 22C version will lock on to the opponent.
  • The projectile has a lot of priority and will go straight through most other projectiles. Can combo into itself or Black Hawk Stinger.
  • Cannot be chained into or cancelled from, but some moves are able to link quickly enough from it. In the corner, with tight timing, it can even link into itself twice.
  • Does not apply weakpoints, despite the button used for the motion.
  • In Ver. 2.0, it's possible to now cancel the later frames of the move with a jump or special cancel.
  • Azrael does a shoulder tackle move similar to his 6A.
  • Has long reach. One of the few long range moves Azrael has, but can't be chained into very well. 5C to a Black Hawk Stinger is an unblockable setup if both weakpoints are applied.
  • Drive moves reveal weak points on hit. Weakpoints applicable include high and low. Weakpoints can be subsequently followed by other drive moves or other moves that also reveal weakpoints, which will consume the weakpoint but will add new properties to such moves, allowing for extended combos, higher damage output and using drive moves as combo starters, which is not normally possible. Most of these moves without any weakpoints on them can be followed up on a counter hit.
  • Grabs the opponent and stands on them to slam them straight to the ground. Simple follow-up would be 2A to a Tiger Magnum.
  • An alternate option to his j.D scenarios if one wants to apply a low weakpoint instead.
  • Like with 6D, this is a main mid combo tool as well as Azrael's most common air combo finisher.
  • Azrael will rear back deliver a strong forward swinging hook-punch attack after a brief charge. Standing unblockable with upper weakpoint and crouching unblockable with lower weakpoint. Unblockable if both weakpoints are applied, can be air-barrier guarded still. Used as combo ender for extended damage. Has a high minimum damage compared to other DDs.
  • An upward face-striking punch with the leading hand. Short reach, it is very fast and has a fast recovery. Has repeat proration.
  • As of Ver. 2.0, once a projectile is absorbed by Growler Field, Azrael can now cancel right into this move.
  • Also as of Ver. 2.0, it can be cancelled right into a Phalanx Cannon.
  • Homing jump, functions like Valiant Charger. Can repeat jumping moves after each press of 8. Using j.2C after Hornet Chaser causes ground bounce, which allows for follow-up.
  • In pre-1.10 the old standalone command was 623C, but now it is 214C.
  • Typical follow-up to Hornet Bunker/Chaser. Used in the middle of almost all of Azrael's more advanced combos after air dashing then landing from it.
  • A low dropkick, hits low, knocks the opponent away and moves Azrael a bit forward. It can be punished if blocked however due to the recovery if not spaced properly.
  • Azrael focuses with his arms in a waving motion and forming finger jabs, then thrusts forward with the leading hand for a jab; from there after connecting he then explosively-thrusts with an underhand palmstrike. Applies both weakpoints at once. Azrael will give off an aura for 20 in-game seconds, during which the weaknesses will reappear after they've been used. Can be used as a reversal, but it is not very effective. Normally used at the end of combos for both weakpoints and the added effect.
  • An aerial inward arm hooking-smash. Overhead and applies high weakpoint. Ground bounces with weakpoint on air hit, and staggers with weakpoint on ground hit.
  • A very short-range chin-level uppercut, cancels/links into itself, albeit with some needed timing.
  • While it is active, Azrael can absorb projectiles. Up to 3 projectiles can be absorbed and stored for later use . Azrael is invincible while absorbing a projectile, and each hit of a multi-hit projectile counts separately. Has repeat proration.
  • This is a basic part of Azrael's crouching combos, but can mainly be canceled into an OTG Sentinel Dump.
  • Azrael flings his jacket off, and does an outward horizontal-swinging snap kick with the leading foot all while kicking the jacket, and recovers in a turn to put it back on. Can Fatal Counter.
  • A leading hand uppercut, blows the enemy about one step forward. Can be followed up with an aerial combo or special, does not wall-bounce in the corner.
  • This is Azrael's main combo tool for starters and extensions with or without weakpoints to apply one.
  • An inward leading leg spinning roundhouse kick swipe. Causes knockdown and wide crossover range to make for a strong crossup tool. Overhead, but applies a low weakpoint. Ground bounces with weakpoint on air hit, staggers with weakpoint on ground hit.
  • Straight blazing clothesline with the following arm that covers distance. Causes wall bounce. Can be followed up if the enemy was already airborne by 6D or 5B. Otherwise, the opponent will be able to recover before the follow-up. Has repeat proration.
  • A crouching push kick at their feet. Hits low, applies low weakpoint. Hard knockdown with weakpoint.
  • An upward back kick. Very solid aerial anti-air but never an option for air-to-ground.
  • Azrael raises a slab of stone from the ground with his following hand, can be followed up by 5B/6D. Has a few frames of invincibility and counts as a projectile.
  • Swipes outward with the fist, jump-cancelable. Seems to be a strong anti-air due to its hitbox, must be barrier blocked in the air as well since it's normally air-unblockable.
  • A hooking arm punch at the opponent's legs. Used as a link in various combos. Does not hit low, despite appearances.
  • Azrael swings his jacket downward in an outward swat with his following hand before putting it back on. Hits behind him as well.
  • A forward shoulder lunge, similar to Slayer's 6P from Guilty Gear. Wall bounces near corner or on CH. Typical anti-air due to its brief upper-level invincibility.
  • Forward leaning back turning push kick with the following leg in red energy. Blows the opponent away. Overhead and reveals high weakpoint on hit. Has super armor on active frames. When hitting a weakpoint, causes wall bounce and can be followed with Valiant Charger . Like with all D moves by default, weakpoint disappears if it was already applied. Has repeat proration.
  • A counter hit on opponents in the air will cause a ground bounce. Can be followed up on CH with various moves.
  • Azrael summons a red aura with an intimidating pose. Has a hitbox, causes knockback on hit and can be used as a reversal. Can be held down to extend its duration.
  • An upward splits kick. 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. Causes stagger on counter hit, but can launch the opponent on air hit.
  • Azrael will punch the ground with his leading fist, sending a burst of spiraling flame. This knocks the opponent unconscious, as Azrael proceeds to lift a chunk of the earth that they are lying on out of the ground. The camera then shows Azrael's face from above, as he performs a punch towards the foe, causing a gigantic pillar of fire. Finally, Azrael poses with his back towards the camera, Raging Demon-style. Has super-armor during beginning frames.
  • In Ver. 2.0, more moves can be used during Valiant Charger, such as a Growler Field in succession.
  • Charges at the enemy after Valiant Crush if hitting a weakpoint. Carries more than half-screen and can repeat a move after each charge . You can also do jump attacks on follow-up.
  • A crouching outward fist swipe similar to a bit of a sweep. Typical go to move to pick up no techs as well. Hits low, but has quite a bit of low range leaving much to be desired as a poke.
  • Upward splits kick punt with the following foot into an inward recovery turn. Follow-up to Tiger Magnum. Launches the enemy spinning in the air when he/she is already airborne, on grounded opponent causes brief hitstun. Has repeat proration.
  • Table-flipping motion strike of red darkness, and launches the opponent in the air. Hits low and applies lower weakpoint on hit. Has super armor on active frames. When hitting a weakpoint, can be followed by Hornet Chaser . Like with all D moves by default, weakpoint disappears if it was already applied. Situational anti-air tool. Has repeat proration.
Input
  • Any direction +
  • / or
  • [{{6}}]
  • [{{8}}]
Damage
  • 0
  • 300
  • 450
  • 500
  • 580
  • 600
  • 680
  • 760
  • 800
  • 820
  • 840
  • 860
  • 900
  • 1000
  • 1250
  • 1400
  • 1500
  • 3000
  • Death
  • -
  • --
Japanese name
  • ヴァリアントクラッシュ Varianto Kurasshu
  • スカッドパニシュメント Sukaddo Panishumento
  • ヴァリアントチャージャー Varianto Chājā
  • ブラックホークスティンガー Burakkuhōku Sutingā
  • グスタフバスター Gusutafu Basutā
  • グロウラーフィールド Gurourā Fīrudo
  • コブラスパイク Kobura Supaiku
  • ザ・テラー Za Terā
  • センチネルダンプ Senchineru Danpu
  • タイガーマグナム Taigā Magunamu
  • ファランクスキャノン Farankusu Kyanon
  • ホーネットチェイサー Hōnetto Cheisā
  • ホーネットバンカー Hōnetto Bankā
  • マインドコロッセオ Maindo Korosseo
  • レオパルドランチャー Reoparudo Ranchā
  • パトリオットアポカリプス Patoriotto Apokaripusu
Heat Gain
  • --
abstract
  • Defensively, Azrael is lacking though he does have some options. His backdash is exceptional, allowing him to get out of tight situations if used properly. His reversal, Growler Field, has full invincibility to everything but throws, blowing his opponent away should it be utilized at close range and also allows him to absorb projectiles. The latter property gives him a projectile in turn, giving him another tool he can use. Another notable weakness of his tends to be the lack of range on his normals such as his 5A and 2A, thus not giving him a balanced mix of ranges in his normal attacks and thus grants him weaknesses to poking. Azrael is also very slow on ground, since his teleport dashes tend to leave much to be desired with those that have running dashes, and his walking speed is slow. His combos also are rather strict around links and delayed chains. He often needs a number of chances to land his combos properly due to needing to close in, and thus he also can easily have his chances ruined from bursts. What's more, his normals don't have much in the way of healthy ranges as aforementioned, for his A and B moves have short range, and his 5C and 6C are slow for long range (as well as difficult to implement in most standard normal chains), making his neutral game rather very poor and unorthodox in comparison to more standard characters. His Drive, The Terror, is able to apply weakpoints (upper or lower) on the opponent that can be hit for more damage, and it's possible to re-apply a weakpoint in the same combo if one is consumed after hitting it. All of Azrael's D moves gain new properties if they hit a weakpoint, and half of them in total apply only upper weakpoints, while the other half apply lower weakpoints. His Overdrive, the Mental Colosseum makes it so weakpoints do not disappear if hit, and last till the end of the Overdrive. It is also possible to chain multiple Drive moves in the same combo for continuous damage for the duration as well.