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Nitroplus Blasterz: Heroines Infinite Duel/Al Azif
Name: Al Azif
Debuted in: Demonbane
Voice Actor: Rie Kanda (神田理江)
Introduction: The physical manifestation of spirit that lives within the world's strongest magical tome. Although she's roughly 1,000 years old, she has a petite and unassuming appearance. Despite that appearance, she has a very arrogant personality.
Al possesses a large variety of tools, including a strong projectile, a DP, and large pokes for both ground and air, allowing to her perform well in a variety of situations. Also of note is her re-stand oki, which gives her a strong way of maintaining offensive momentum once already acquired.
Projectile has fast startup and the character can be played at all ranges
Her command grab opens up the possibility for all sorts of combos.
Since she has no standing overhead and her command grab is slow with a large gap in its effective range, she has trouble breaking the opponent's guard.
Poor range on normals.
Projectiles have fairly high recovery, so it is easy for the opponent to find ways around them with their various movement options such as rolling.
If you are having trouble reading inputs, check out the Notation section!
Al is almost up there with Ein in regards to moving around the screen effectively: Her rolls aren't particularly remarkable, but her run is fast, her airdashes cover good space in little time, and her forward jump actually covers quite a large amount of space for what it is.
5A 2A [6A / cl.B] st.B 2B 5C 2C [5E/2E] is basic chain route. Any deviations from that route will be noted as an additional or limited.
5E / 5[E]
Cthugha & Ithaqua
Slashing Scimitar of Barzai
623A/B/C / j623A/B/C
Mirror of Nitocris
Two-Gun Cthugha and Ithaqua
Throwing Scimitar of Barzai
Floating Scimitar of Barzai
All Variable Rushes allow you to do a sequence of attacks depending on if you hit the A, B, or C button. If you press nothing, the VR will end. If your VR is blocked, you have the option to press nothing, or keep attacking. Even if you keep attacking, you could still stop at any time, assuming you don't execute the final attack.
Depending on what combination of buttons you use, you can come up with some useful strings.
Used for combo damage. Does about 7800.
ACACBCA > hold C (release when you start glowing red)
Raw damage route. Does about 8600.
Please check out the Notation section, for help on understanding how to read and write combos!
Barebones, anytime anywhere confirm. You can go into 623C instead if you're close enough for better carry, though you obviously lose out on the knockdown.
(crouching hit)...5C>64321A, 5C>236A.
Crouching confirm. The 236A won't connect on Mora, Saya, Al, Anna, Sonico, or Ein.
...2E>236B, dash 6A>2C>j.B>j.B>j.C>j.E.
If you're close enough to connect with sweep, then you can go into this instead of the more standard routes.
Standard anti-air confirm. An immediate j.D crosses over the opponent unless they're in or close to the corner, so change the timing based on what you want to do.
Airthrow>j.D, j.623C, j.A.j.B>j.B>j.C>j.E>(delay) j.D.
The j.623C will sideswitch outside of the corner, where this is also your go-to route.
5A>5B>5C>623C, 6A>j.A>jB>dj.B[>j.C>623C] or [>j.E>j.D].
Most standard corner route. 623C may whiff or fail to combo if you're string doesn't start fairly close, so be mindful of that.
For when you're too far for the above route. Doesn't knock down, but you're still plus.
6A>j.A>j.C>j.623C, 6A>5E>delay 623C, j.A>j.B>j.A>j.C>j.E.
Not quite Ein anti-air damage, but close enough. Also works from air-to-air strings, the 5E can drop on Ruili from some heights.
Throw>5D, 5B>5E>2D, j.623C, 6A>air combo.
Airthrow>j.D, j.623B, 6A>5E>delay 623C, 6A>air combo.
The 5E here drops on Ruili more frequently than the anti-air combo, so you might want to try something different with her.
Partners and Meter
At most heights and prorations, j.623C can be combo'd into j.214AB while in the corner, which can then be followed up by 63214C, allowing you to chain into sweep into 22X oki. The command grab link can be kind of unforgiving, so you may want to consider whiffing another move during the 214AB launch to time it (even if this makes your followup more obvious), or just go straight into sweep (which will also give you some airdash mixups from the jump cancel) instead. If you have the extra meter, then you can also follow up j.214AB with VR to kill.
Not terribly high damage, but also the least resource intensive way of getting a knockdown from throw midscreen outside of just not converting at all.
...>236A>214AB>folllowup, delay neutral jump, dash under, jump over, air combo.
As stated previously, 214AB does not possess any maximum screen time, meaning that certain movement patterns will prolong it's activity. This route uses that to maximize damage, tailing the scimitar to have it hit the opponent a third time. If you're too close to the opponent, then this route results in the scimitar reaching you before you can bring it to them, but you can do superjump j.D (which, conversely, doesn't work if you're further away) post-super instead to rectify this.
...236A>214AB>delay followup, 236A, dash 63214C, dash string>2E.
Less damage and corner carry than the tailing routes, but worthwhile if it'll corner them because of the oki. The variations in timing you can get might make the command grab link kind of challenging, so experiment in training mode to see what works.
...5C>Henri, dash 2E>63214C, dash string>2E/236A.
Convenient 22X oki off literally any grounded string. Thanks, Henners.
...236A>Henri, dash 63214C, 5C>5D, string>2E/236C.
If they're far enough away when you 236A them, you can catch the opponent on the farther part of Henri's spread and get the above route with more carry.
623B/C(1)>Henri, j.B>j.C, 5[E]>22C, j.B>j.B>j.E>j.D.
Henri also gives you a strong DP combo while still allowing you pressure if they block. Again: Thanks, Henners.
...236A>Amy, dash 6A>5[E]>5D, microdash 5E>2D>j.623C, 6A>j.A>j.B>dj.A>j.C>j.E.
Midscreen only combo that carries really far, and does very high damage for the resources you're using. You can add 1 more 5E>5D rep after the first one if starting from 3/4ths of the screen away.
...236A>Amy, dash under 5A>5[E]>5D, dash 5E>5D, 5E>2D>j.623C, 6A>air combo.
Sideswap variant of the above.
...236A>delay Kaigen, dash 63214C, string>2E/236C.
Kaigen is another assist that affords you sweep oki in a very convenient manner, and at a higher amount of damage, although Henri has more utility.
6A or air-to-air j.A>j.B>dj.B>j.C>j.623A>Kaigen, 63214C, 5C>5D, string>2E/236C.
She's also able to give you the knockdown from air strings, too, which is nice.
(corner).... 623C(2 hits) 214A+B~x 63214C ... finisher time 63214x to come out while they are falling from Scimitar of Barzai. Finisher of choice depends on how much resources you want to spend, assist available, etc.
... 236x Miyuki air combo ... Finisher is assist dependant. Miyuki allows for full screen combo confirms off projectiles.
...5/2B/C>EB, (dash) 623B>j.D, j.C, dash 5B>5E>623B>j.D, j.C>j.623C, 236C>236236BC.
The most standard EB route. Full screen corner carry, though you'll have to omit the 5E if they're not far enough in by then. Works after both throws (though you'll have to delay the 623B a bit for an aerial one), and can also end with 6A/j.A>air combo>etc. if you don't have 3 bars, which can itself go into with j.623C to Kaigen/Henri (which still allows you to Lethal Blaze after).
Throw>EB, 623B>j.C, dash 5B>5E>22B, j.B>j.B>j.C>j.623C, 236C>236236BC.
You may have to resort to this route from throw over the standard one if you're in the corner when you land it. Also works from airthrow, and the same alternate enders still apply.
j.A>j.B>EB, j.623B>j.D, j.C, dash 5B>623B>j.D, j.C, dash 5B>5E>236C>236236BC.
Air-to-air confirm that, as with the ground route, carries completely to the corner. If you're close enough, the first j.D will cross over them, in which case, assuming they're now near the corner, you can instead go into 623C, 5B>5E etc. after the j.C to still convert.
j.B/2A>5B>5C>EB, dash 5B>5C>236A>5D, 5B>236A>Amy>j.B(Amy hits), 6A>j.B>j.C>j.623C, 6A>j.A>j.B>j.623B, 6A>j.A>j.B>j.623B>Henri, 236C>236236BC.
Corner Blast combo with 3 meter and Amy/Henri assist. Doesn't work on small characters like Ruili and Mora.
(j.B/2A)>5B>5C>EB, dash 5B>5C>623B>j.D, j.C, 5E>5D, 236B>5D, 5E>63214C, 5B>5C>Henri, 236C>Variable/236236BC.
Alternate corner route using Henri. You want the opponent to be as high as possible for the first 5E so that you cross under them with the second roll, so it's best to delay the j.C a bit.
(Air) Throw>EB, (dash) 5B(B)>623B>j.D, j.C dash j.A>j.B>j.623B(1)>j.D>j.B>j.623B>Henri, > (land) 5B 5C 236A CE/236236BC. Slightly more consistent but less damaging throw route using Henri.
While this potentially isn't worth spending an assist slot on, if the opponent is near the corner then it's possible for Al to cancel a ground string into Yoishi, combo into another one ending with 236A, and have the cloud meaty the opponent. If they're cornered, then you can dash into command grab with them being unable to move away. This is beatable by Vanishing the cloud and backdashing/dashing up/calling assists, or through a horizontal reversal, but those options are either quite punishable or beaten by you dashing up and 2A'ing (unless they have an assist that can interrupt that), so this is still quite in your favour.
Projectile counter-measures for each character
Each character has a way to deal with your 236X, so it's not always safe to just repeatedly fire it.
- Most common techniques are listed here
- Every character can use Variable Rush to overcome Al’s projectile, especially if they are fishing for the punish
She can low profile your shots with 2C, 623C, and 623AB
Can become invincible and punish your shots with 236AB
The recovery frames of 2E low profile. She is projectile invincible during 236AB and 214AB.
2B low profiles, but only during its startup. 2C, 2E, and 214C also low profile and are easier to use for this. 236AB has projectile invincibility.
2E, 623/421X teleports, and 236AB invalidate projectiles.
2E low profiles and 63214X eats the projectile, then throws Anna’s projectiles at you.
6C and 646AB will go through your projectiles.
j.236AB, and 236236BC have projectile invincibility.
2E low profiles, 236C’s startup and 236AB avoid projectiles.
Strike Air (236AB), j.214AB, and 236236BC invalidate projectiles.
The active frames of 5E and 2E low profile projectiles (you can shoot her during the startup, however) and 236AB will eat Al’s projectile.
421AB will eat projectiles.
22X, 236AB, and 222AB eat projectiles.
421AB has projectile invincibility.
Partner Recommendation (5 level evaluation from A to E)
You can’t really setplay or use a high damage combo with her, so you probably can’t get much use out of her. If you use her, you can do something like A > B > C > 236A > Natsumi > dash up 6263A > sj.E
The primary use of this partner is to extend combos that would knock down, as she will keep the opponent above the ground so you can continue comboing them. Although she keeps the opponent restrained for a long time while they block her, Al still doesn’t really have good enough guard breaking to take advantage of this.
A > B > C > Henri > 5C > link 63214X
A > B > C > Henri > 236A > 5C > 63214C
Combos very well with Al. Basically any combo of yours will allow you to cancel into Kaigen. When using 236X, you need to delay Kaigen slightly to make sure the hit connects properly. After the hit, the opponent will fall to their knees and you can combo into 63214C.
A > B > C > 236A > delayed Kaigen > 63214C
Air combo > j.623X > Kaigen > 63214C
6A or air hit > j.B > jc > dj.B > dj.C > 623A (activate Kaigen here) > wait for ground bounce > 5C (5D cancel) > 5BB > 5C > 236AB
A > B > C > 236AB > Kaigen > 236AB > Another Blood > 236AB
~623C > Kaigen > Dragon ~
~5C > 623C > Combo Blast > 2C > j.C > j.B > j.C > 623C > j.D > descending j.C > 236AB > 5D > j.A > j.B > djc > dj.B > dj.C > 623B > Kaigen > wait for ground bounce > 63214C > 5C > 5D > cl.B > f.B > 2C > 236B > 236AB > Another Blood > 236AB
If you don’t 5D after the first 236AB early, your blast will run out before you can do the rest of the combo.
Leads to big combo damage. Can do something like starting a combo, calling Dragon, then shooting a projectile to keep them locked into place until Dragon’s breath makes contact with them. On the ground, the basic combo structure is Dragon > 236X > 236AB. The air combo structure is air hit (j.A/j.B/et cetera) > Dragon > j.623C.
A > B > C > 236A > Dragon > 623C > 236AB
Air combo > Dragon > j.623C
~623B/C > Combo Blast > land > microdash > 6A > 2C > jc > j.B > j.C > j.D > j.C > 623C > land > 236B > Dragon > Dashing Jump > j.B > j.C > 623C > land > delayed Althea > 5C > 2E > 236236BC
Another Blood [D]
Provides combo damage that is easy to confirm into from 236C. However it is not good for comboing into your Lethal Blaze.
Filler > 236C > Another Blood
Franco Nero [B]
Compared to other partners, her synergy with Al is not that high, but if you haven’t found one you really like yet, she is definitely usable.
A > B > C > Franco > 5C > 63214C
Works very well with Al since she has a fast startup, good damage, and recovery. The damage is not that high, but you can combo into a projectile with her.
If you call Sakura, you can safely set up your 63214X, but it is difficult to use for setups since she will send the opponent flying if they actually it her. If you’re struggling with using Franco, Sakura is a good partner to use with her.
Since this partner’s attack locks the opponent in place to some extent, you can easily get more damage off of it.
~5C > 623C > Combo Blast > land > microdash 2C > j.C > j.B > j.C > 623C > D > descending j.C > Carol > land > j.A > j.B > j.C > 623C > Kaigen > wait for ground bounce > 63214C > 5C > 5D > 5B > 5C > 236A > 236AB > Locusts hit > 236AB x2
Works near the corner, can corner carry a bit by running after Kaigen hits and the opponent enters the crumple state. The spacing for the blast can be somewhat strict.
2B > 5C > 236AB > Combo Blast > 623C > Carol > j.A > j.B > djc > dj.B > dj.C > 623B > Kaigen > wait for ground bounce > 63214C > 5C > D > cl.B > f.B > Locusts hit > Charged 5E > 5C > 236236BC
Has a fast startup, so you can use it to punish many things from a distance, then easily combo into 236AB after she hits.
Both 236AB and 236236BC are very damaging, so you can increase the amount of damage you do by increasing your meter with Aoi, then comboing into one of those moves after the cancel. Since it can only be used about once per round, neutral will be more difficult from that point on, so this partner is mostly recommended for experienced players. Can be combined with Kaigen for even bigger damage.
Not highly recommended since you can just use 236C to lower opponents in the air, the main thing Althea is good for.
2B > 2C > 623A (1 hit) > Althea
air combo > j.B > j.C > 623A (1 hit) > Althea > land > immediate 5C > 63214C
2A > 2B > 5C > 623C > Combo Blast > land > microdash 2C > jc > j.B > j.C > 623C > D > descending j.C > landing > j.A > j.B > djc > dj.B > dj.C > 623C > Althea > 5C > 5D > 5C > 236B > Dragon > microdash 2C > 236B > 2C > 236236BC Works if you are backed in the corner.
Even if the opponent can no longer jump, this isn’t that great because it doesn’t help with neutral or opening the opponent up that much. This is an interesting partner to work with, however, so you can experiment with it if you want.
Incredibly niche pick, no reason to use since she can also damage you.
You can picked up the opponent after the ground bounce this partner causes with 63214X, so the synergy is not bad. However, depending on the timing, both 236AB and 63214X may miss. This partner has a high startup, but with Al, there are plenty of ways to incorporate Angela into a combo, so it is worth using for high damage if you desire.
Often used to keep the opponent in check or in setplay. Can be used in a combo with projectiles. Amy’s attack doesn’t do much damage, so if you aren’t used to comboing with her, it is hard to get real value out of it.
A > B > C > 236A > Amy > dash up cl.B > Amy hits > 5E > 22B >j.B > j.B > j.c > j.D > j.A > j. 623C > 6A > j.A > j.B > j.A > j.C > j.E > j.623B
Can also use charged 5E
A > B > C > 236A > Amy > dash up cl.B > Amy hits > 5E > 2D > j.623B > 6A > 5E > delayed 623C > j.A > j.B > j.A > j.C > j.E > j.623B
Corner variant of the above combo
Paralyzer shot (fired when the opponent is not in red health state) Good compatibility with 236x and 63214X. Eliminator (fired when the opponent is in red health state) Allows you to combo into your Variable Rush.
Effectively no reason to pick this.
Effectively no reason to pick this.
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