Azrael/Move List

CP= Azrael is an offensive, close-ranged powerhouse. He uses his unique teleport dash and pokes to get in on his opponent and start applying weakpoints. With that, Azrael's offense truly becomes terrifying as even without meter he can cause big damage. Without weakpoints though, his damage is average at best thus he must constantly keep pressure on his opponent and apply said weakpoints to them. It's best to always apply at least two weakpoints to an opponent as weakpoints can be used and then applied in the same combo. Weakpoints also change the properties of his D attacks and allow access to moves like Hornet Chaser or Valiant Charger, the former allowing him to do air combos not tied to the Revolver Actions of normal play and the latter giving him insane corner carry and once again, combos without the limitations of Revolver Actions. This all gives him very solid meterless damage, and he is also very sturdy with around 12,000 health in total. His D attacks also give him very solid mixup as well.

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.