|“||He's already made a mistake once, and he won't let himself make it again. Feldsher Azuma is a specialist in dealing with Shadow Disasters. He knows very well how to hold back those possessed by Shadow Energy, and will not hesitate to use his skills in a Tournament.||”|
Azuma the Feldsher is one of the characters in Shadow Fight Arena, unlocked upon reaching Arena IV.
|Azuma's basic attacks|
|Hold||Azuma's heavy attack|
|(Player direction) +||Azuma's special attack - a sequence of 6 attacks called Airscrew (can hit enemy behind if close enough)|
|+||Azuma's upper attack|
|+||Azuma's low attack|
|(Player direction) +||Azuma's spinning attack|
|(Player direction) +||Azuma's special kick, called Fling|
Note: Only one of the talents from a level can be selected at a time.
|“||Your attacks neutralize shadow energy! This is a great ability to control an opponent who relies on his shadow energy. And if your opponent enters shadow form, knock him out of it with a successful attack!||”|
Azuma is the bane of existence for all heroes who uses Shadow Energy as their main powers. His skill, Neutralization, prohibits the opponent from using Shadow Energy, as well as the skills that require it to function. Also, his Consequence Management skills can knock his opponent out of Shadow Form if he connects an attack, dealing increased damage and knocking down the enemy. Neutralization is effective against Heroes reliant on rapid use of Shadow energy, such as Kibo and Fireguard, while Consequence Management finds more use against Heroes who linger in Shadow form for longer periods of time, such as Shang, Midnight, and Jack Bulwark.
His weapon of choice, the naginata Improved Pruner, is a long-ranged, powerful polearm. It tends to aim high, so it makes a potent anti-air. Characters such as Marcus, Kate, and Jack Bulwark will struggle to fight with their longer recoveries and shorter ranges, while more mobile characters like Monkey King and Jet can find their options more limited by Azuma's anti-air capabilities. Even against enemies such as Ironclad, Azuma's rapid Herald kicks can keep them at bay.
Neutralization is much less effective against Heroes who do not use Shadow energy, such as Helga, Jet, Hong-Joo, and Monkey King. Though it works on the Shadow Beast, Consequence Management will not take effect, and it is not reliant on Shadow abilites for damage. Consequence Management also finds less use against Heroes that don't use Shadow Abilities as their main source of damage or can use and exit it quickly, such as Ironclad, Ling, Yukka, and Lynx. Sarge is also immune to Consequence management thanks to his Unique Ability, Shadow Squad Leader, which makes him invincible while he is in Shadow Form.
Azuma's naginata, while potent, is slow and can only target distant and upper areas effectively. Low mobile attacks, like the Dynasty down kick, can possibly strike below his attacks. Due to the long recovery, missed naginata attacks can be deadly. This danger is increased further with heroes that have equal or greater ranges; Hong-Joo and Shang, for example.
|Field Specialist||Rare||Available in an offer, marathon and from the Celebration of Luck Roulette|
|Balance Point||Common||Polearm wielders' default stance.|
|Straight to the Point||Rare|
|Trusty Toolbox||Seasonal||Obtained through Fight Pass 9 rewards.|
|Deserved Victory||Common||Polearm wielders' default stance.|
|A Gift for the Loser||Seasonal||Obtainable from Fight Pass 10 rewards|
- Impulse and Repel (its counter-part from Shadow Fight 3 are the same shadow moves. However, the only difference is that Repel is a non-damaging wave whereas Impulse deals damage.
- Unlike his counterpart in Shadow Fight 3, Azuma uses original Improved Pruner naginata as his weapon, instead of Shadow Piercer naginata (but unlike his Field Specialist skin counterpart in the game, he uses a recolored Shadow Piercer) and the Ice Fangs kunai as his ranged weapons, instead of the Endless Pain needles.
- He is fought as the boss of Rescue Operation special quest in Shadow Fight 3.