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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Beginner Combos
Route | Position | Difficulty | Starting Weakpoints | Damage | Meter Gain | Notes |
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5A 5B 5BB 236C~6C~6C | Anywhere | [1] Very Easy | None | 2046 | 14 | Easy and consistent but gives poor okizeme and no weakpoints. |
Air Hit 5A/5B/6B (s)jc j.B j.C jc j.D/j.2D | Anywhere | [1] Very Easy | None | 1508/2016/2150 | 10/14/15 | Anti-air combo. Super jump if the opponent is hit high. |
5A 5B 5BB 236C~6C~6C, 5B jc j.A j.B j.C jc j.D | Corner | [1] Very Easy | None | 2720 | 19 | In the corner, 236C~6C~6C wallsticks and can be used to extend combos. |
5A 5B 2C 6D | Anywhere | [2] Easy | None | 1575 | 11 | Requires a more difficult hit confirm, especially after a 5B starter, however it gives decent okizeme and a weakpoint. |
5A 5B 2C, 5B 236C~6C~6C, 6B sjc j.B j.C jc j.D | Corner | [2] Easy | None | 2972 | 21 | 5B will whiff after 2C if done too far from the opponent or corner. |
Crouching Hit 5A 5B 3C~22C, 5C 236C~6C 236D/214D | Anywhere | [2] Easy | None | 2795 | 20 | Crouch confirms are highly beneficial for Azrael as they allow him to launch an opponent without spending a resource anywhere on screen. 3C may not combo if done too far from the opponent. |
Crouching Hit 5A 5B 3C~22C, 5C 236C~6C~6C, (dl.)6B sjc j.B j.C jc j.D | Near Corner | [2] Easy | None | 3413 | 24 | If the corner is reached, route into 236C~6C~6C instead of ending in 236D for both better damage and okizeme, however ending 214D will give even better okizeme. Delay 6B if the opponent wallsticks very high. |
5A 5B 2C 6D!, 6 dl.2B 236C~6C 236D/214D | Anywhere | [2] Easy | Upper | 2717 | 19 | Basic way to use an Upper weakpoint for better damage and okizeme. Walk before 2B to make the combo more consistent. |
Basic Weakpoint Drive Combos
Starter | Route | Position | Difficulty | Starting Weakpoints | Damage | Meter Gain | Notes |
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5D! | (5B) 2C 6D | Anywhere | [1] Very Easy | Upper | 2057 (2322) | 14 (16) | Only do 5B if 5D hits very close. |
2D! | 2B 236C~6C 236D/214D | Anywhere | [1] Very Easy | Lower | 2252 | 16 | |
5D!/2D! | 2C, 5B 236C~6C~6C, 6B sjc j.B j.C jc j.D | Corner | [1] Very Easy | Upper/Lower | 3587/3265 | 25/23 | Will not work after 5D if it hits very far away. |
Far 5D! | 236C~6C~6C, 5B jc j.A j.B j.C jc j.D | Corner | [1] Very Easy | Upper | 3172 | 22 | |
6D!/3D! | 5C/dl.5C 236C~6C 236D/214D | Anywhere | [1] Very Easy | Upper/Lower | 2844 | 20 | |
6D! | 5C 236C~6C~6C, 6B sjc j.B j.C jc j.D | Corner | [1] Very Easy | Upper | 3671 | 26 | |
3D! | 6A, (dl.)5B 236C~6C~6C, 6B sjc j.B j.C jc j.D | Corner | [1] Very Easy | Lower | 3805 | 27 | 5B must be delayed on some characters or 236C will whiff. |
Starter > 236D!~6 [5C~6]x3 5C 214B~6 623B(~[6]), Ender
Valiant Crush (236D) is arguably Azrael's most important combo tool with an Upper weakpoint due to the unique hitstun state it puts the opponent in. In a Valiant string, Azrael has time to use roughly 4 normals before ending the string, ideally with a 623B due to the high amount of untech the move has allowing Azrael to link any ideal ender afterwards.
When inputting 623B, hold forward during the move for extra forward movement so that both hits connect except on Tager and Susano'o as doing so on them will make the second hit connect early.
Route > 236D!~6 [5C~6]x3 5C 214C~6 623B(~[6]), Ender
After launching the opponent, whether it be with 3C, 2C in the corner, or 3D!, Azrael can combo into a Valiant after 236C~6C or 6B.
214C can be used after an air hit Valiant to lower the opponent before 623B to allow both hits to connect. Note that for extremely high Valiant hits or after extremely long combos, lowering the opponent using 214C may not lower the opponent enough or 214C may whiff respectively.
Core Combos
Core combos balance potency with consistency. They:
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No Weakpoints
Route > Air Hit 236C~6C~dl.6C, 6A, 6B > Ender
Delaying Leopard (236C~6C~6C) the right amount puts the opponent at a height where 6A does not hit so high that the opponent bounces out of the corner but not low enough that 6A cannot combo into 6B. Getting this timing consistent is important as it is the standard way to end corner combos without a weakpoint, as being able to end in a low air hit 6B allows for great okizeme.
After some long combos, it can still be possible to end in a low air hit 6B after a 236C~6C~6C by delaying Leopard as much as possible then linking directly into 6B.
Starter > 2C 6D RC, 5B 236C~6C 236D > Route
5B can whiff after the Rapid Cancel if 6D hits far from the opponent outside the corner, however this is a consistent way to route into Valiant with no starting weakpoints in the corner, or after a crouch confirm, as after a 22C launch, 2C will always hit close.
Upper Weakpoint
Starter > ODC, 2C 6D!, 5D! 236[D]! > Route
236[D]! can whiff after 5D! if 2C does not hit close to the opponent outside the corner, however this route allows for a damaging route on a close standing opponent.
236[D] will hit low enough that it should go into a grounded hit Valiant route rather than an air hit one.
Lower Weakpoint
Air String > j.2D!, 6 dl.2B or j.2D!, 6A, 66, 5B > Ender
After an air string outside the corner, j.2D! can be used to ground bounce the opponent then combo after. Converting after j.D! is much more difficult as it sends the opponent much further away.
Walk forward 2B is the most consistent option after j.2D!, however if j.2D! hits the opponent when they are high enough, a 6A afterwards can hit high enough to allow for an extension after it. This condition can be met using a few adjustments, such as the use of a super jump, changing the normals in the air string, delaying normals in the air string, and delaying j.2D after the jump cancel.
Starter > 2C dl.3D, 6A, 66, 5B/5C or 2C dl.3D, (dl.)6A, (dl.)5B/(dl.)5C > Route
Routing into 3D! after a 2C after a grounded string (e.g. 5A 5B 2C 3D!) is very inconsistent due to the distance 2C hits at. This routing is mainly used in the corner, or after a crouch confirm, as after a 22C launch, 2C will always hit close.
The timing of the delay on 3D! will change the way it hits. When outside the corner, it should ideally hit the opponent as high as possible so that they rise as much as possible. If done correctly, a 6A afterwards can link into a dash then into a 5C, however a 5B is more lenient.
In the corner, if the opponent is launched high up by 3D!, delay 6A so that the opponent does not bounce out of the corner. Depending on the height 6A connects, link a 5C or delayed 5B. If 3D! hits a low opponent, do an immediate 6A and then link a 5B (which may need to be delayed on some characters). If the opponent does side swap out of the corner, link a delayed 5C.
Double Weakpoint Valiant Routes
After an air hit Valiant, if the opponent is high enough, Azrael is able to use a drive move, link after it, then end the combo with another drive move. To set up this height, when doing 236C~6C before Valiant, delay ~6C. After certain launches, such as a 22C or a corner 236C~6C~6C after good starters, 6B can be used instead of 5C 236C~6C or 5B 236C~6C respectively and does not require any delays.
Route > 236D!~(dl.)6 5C~6 6C~j.6 j.B j.D/j.2D, 214B~6 623B(~[6]), Ender
By far the most important Double weakpoint route, as it can apply an Upper weakpoint during the Valiant string, allowing for a 214D ender. It requires the opponent to be wallstuck in the corner when 6C hits and requires 6C to hit on its first active frame. After j.D, as it hits at such a low height, its landing recovery can be cancelled into 214B, meaning 214B should be timed as if it were a special cancel rather than a link.
Certain launches will not allow 236D! to hit high enough for 6C to hit on its first active hitbox. After this hitbox, the opponent will be too low for this route to work. The most notable are:
- Corner Grounded 236C~6C~6C, 5B 236C~6C
- Corner 2C 6D RC, 5B 236C~6C (5B can be replaced with a delayed 5A to allow this route to work)
- Corner 2C dl.3D!, dl.6A, 5C 236C~6C (can work if extremely early, will always work with 6A, 5B instead)
As the Valiant Charger timer does not start until the first Valiant Charger (~6 after 236D!) cancel comes out, it can be delayed so that the opponent travels to the corner before the first 5C, giving the route much more corner carry. When done well, this allows the combo to work from nearly 5/8ths of the stage away from the corner.
If doing this route after a 6B into 236D, if the 6B hits too high, the opponent can be too high for the second hit of 623B to connect.
Route > 236D!~6 5C~6 5BB 2D, 214B~6 623B(~[6]), Ender
The main benefit of this route is that it consistently works after any launch using 236C~dl.6C, with it working after the launches where a Tochigin route would not (as listed above). This route will always apply a Lower weakpoint during the Valiant string and requires the opponent to be wallstuck in the corner when 5B hits.
This route will not work after a 6B into 236D, as 2D will whiff.
Note: Past this point, these two routes will be referred to by their colloquial names.
Double Weakpoint Hornet Routes
By having a 214D hit high or a 236D hit high and late, Azrael can link a 5A or 5B after, then end the combo with another drive move. This can be set up in a few ways, however the most common way is by using certain air strings after 214D! to set up the right hit.
With all Double weakpoint Hornet routes, unlike Valiant routes, the opponent is not stuck in a special hitstun state after the initial state ends, meaning that it can be difficult to get ideal enders when going into 214D! after long routes. After certain bad starters, such as a crouching hit 5A, it is not even possible to end a combo in another drive move after a Double weakpoint Hornet route.
Route > 214D!~8 (dl.)j.C j.C~adc j.2C j.C(w), 214D, 5A/5B > Ender
The standard Hornet route as it does the most damage and works anywhere. A j.C is whiffed after j.2C to remove landing recovery. Note that Azrael will not be on screen when he lands, so Azrael's landing cannot be used as a visual cue to help with the timing of 214D.
In order to link a 5B after 214D, the first j.C must be delayed, however delaying too much will make 214D whiff. Linking a 5B is ideal as there are times where it will be able to combo into 236C but the same will not be possible with 5A.
Route > 214D!~8 dl.j.C~adc dl.j.C, 214D, 5A/5B > Ender
Although this route only works in the corner, it is slightly shorter, allowing for an ender after weaker starters such as a 5D!.
The first j.C should always be delayed for consistency, but to link a 5B after 214D, do not delay the second j.C too much. As this route is used in the corner, the ender will generally be an air string, so linking a 5B is generally not required for good okizeme.
Route > 214D!~8 j.C~adc dl.j.C, 236D, 5B 236C~6C 214D
While this route works anywhere outside the corner, the side swap means it is only used when Azrael's back is to the corner.
The combo involves air dashing under the opponent after the first j.C. The second j.C should be done right before Azrael is about to land so that 236D can hit correctly.
Unfortunately, unless the starter is a raw 214D! hit, Azrael will often carry the opponent so far before 214D! that after ending the combo with 214D, the opponent will not be fully in the corner, making his okizeme weaker.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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As Azrael's dash can be cancelled into jumps, and prejump can be cancelled into specials, Azrael can effectively cancel a dash into a special. This will be notated as "jcc" (jump cancel cancel) and is notably used to cancel into 236C to convert after hits that launch an opponent far away. It is generally inputted by doing a tk An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. motion, where a jump input is done directly after the special's input.
This can be used after a specific kind of air hit j.D! when the opponent is high above Azrael and Azrael is falling, and after a 6A that hits too low to link into a normal after a dash.
In the corner, where corner carry is not relevant, omitting the first Valiant Charger cancel between 5C and 6C (doing 5C 6C rather than 5C~6 6C) stops an opponent from falling slightly while wallstuck, which will happen after 5C when there is untech decay. This requires inputting the forward motion for 6C before 5C connects.
There are few times where omitting the cancel is required. The main time this is used is after a corner air hit 6A into 5C 236C~6C 236D!. A normal Tochigin will not work, but omitting the Charger cancel will let it work. Unforunately, this adjustment will not allow a Tochigin to work after the other launches mentioned in the Tochigin section. Additionally, on some characters, when there is high untech decay, this adjustment may be required.
Route > 6C~dl.j.6 j.C or 3C~dl.j.6 j.C > Ender
Azrael can Valiant Charger cancel a move even after the state ends if the move was done before it ended. As j.C has a high amount of untech, if done very close to the ground, it can link into a 623B after, even at -10f untech (however this requires j.C to be as low to the ground as possible).
As Azrael is airborne during 6C and 3C, they can be Charger cancelled into j.C. After a 6C, either the Charger cancel (recommended) or j.C must be delayed so it hits low. After 3C, the Charger cancel must be delayed so that Azrael is high enough for j.C to come out, however at -10f untech this delay is frame perfect, as delaying too much will make j.C not hit as low as possible, causing 623B to whiff.
This optimisation is commonly used in a Tochigin route, where the 5C is omitted and 3C is done after 214B. Note that this will not work in cases where a Tochigin Adjustment is required.
After a close, high air hit 6A, Azrael is able to IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. into a j.C. Depending on how the j.C hits, this can combo into another 6A, or if it hits low, it can combo into a high air hit 214D which can link into a 5A.
This route requires many character specific delays, but a fatal counter makes this route much more consistent. If mastered, this route can be used to get high corner carry and both weakpoints without the corner or a Lower weakpoint.
The additional 3f untech from a fatal counter greatly increases Azrael's combo reward, both in terms of damage and access to weakpoints. Additionally, Azrael's 236[D] and 214[D] can fatal counter, even during combos, allowing for the benefits of a fatal counter after regular starters. There are many notable combo pieces that can be used after a fatal counter, whether they are combo pieces that work at low untech decay that a fatal counter allows to work later in combos, or combo pieces that only work with a fatal counter.
Some notable combo pieces that a fatal counter allows to work later in combos are:
- 6B 214D
- 236C~6C
- 5C 236C (mainly relevant after 236D!)
- 236D! into 6A, 623B
- 236D! into 236C~6C~6C, 5D
Some notable combo pieces that only work with a fatal counter are:
- 6B IAD j.C
- 236D! into 3C, 5C
- 236D! into 5C 623B
- Grounded/Low Air Hit 214214D, 236236D
- Grounded/Low Air Hit Overdrive 214214D, EA
Route > 236D!~6 > Variation > 214[D], Ender
Although 214[D] has a long startup, by having the opponent travel towards the corner, the additional untech from doing so can allow Azrael to combo into 214[D]. This is generally only used when Azrael is too far from the corner for a Tochigin to work, as otherwise, routing into 214[D] will do significantly less damage or will not be possible at all.
The Valiant string used before 214[D] will vary with Azrael's distance from the corner, as such, it is generally used after specific sequences, as accurately identifying the correct Valiant string to use in a match after any stray hit is very difficult.
The Overdrive version of BHS (236236D) gains a very long slide on hit. Although normally, Azrael is too far from the opponent to do anything after, after certain combo pieces, Azrael is able to go past the opponent before BHS hits so that they are behind him when it hits. This effectively causes Azrael to not be pushed back at all, leaving him next to the opponent. Depending on how high BHS hits, the opponent may end in front or behind Azrael. After a fatal counter, Azrael can consistently link a 5A afterwards. On some characters, Azrael can also link a 236B afterwards.
Although there exist many ways to set up a backwards OD BHS, many of them are character specific, and are not worth the resources or are unoptimal. However, there are some practical backwards OD BHS routes, notably:
Starter > 6B~dc 4AB, > Route
As 6B can be cancelled into dash, and Azrael's dash can be cancelled into Barrier, Azrael can effectively cancel a 6B into Barrier, allowing him to use more moves after 6B. This is generally used to combo into 6A early in a combo or into a delayed 2C into a delayed 5B later in a combo.
Although it is very difficult to execute, the damage increase is also fairly minor. Additionally, it is only worthwhile without any weakpoints.
There does exist a starter where this combo piece allows for both weakpoints where it would be normally impossible (Corner 6D!, 6B~dc 4AB, 6 dl.6B 214D, 5A/5B > Route), however this route is incredibly inconsistent.
Combo List
Notes: 236C~6C~6C will be notated as "TCL" (Tiger~Cobra~Leopard); Moves notated as 65X imply a walk; The Tochigin route will have priority after air hit 236Ds.
No Weakpoints
Combo | Position | Damage | Meter Gain | Works on | Weakpoint Acquired | Notes |
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5A > 5B > 2C > 6D/3D | Midscreen | 1575 | ? | Everyone | High/Low | 3D can whiff if they are too far away. |
5A > 5BB > 2D | Midscreen | 1304 | ? | Everyone | Low | Gives better oki than 6D/3D and TCL, but 2D has a pretty stubby range so it won't always reach. |
5A > 5BB > TCL | Midscreen | 2046 | ? | Everyone | None | Ideally only done if it will kill with BHS or in the corner where it can be followed up with better routing. |
5A > 5B > 3C > 22C > 5C > TC > 236D/214D | Midscreen | 2795 | ? | Everyone | High/Low | Crouch confirm, this can whiff at max 5B range. |
5A > 5BB > 5D | Midscreen | 1385 | ? | Everyone | High | Crouch confirm, in the odd event you autopilot in to 5BB on a crouch confirm. |
5A > 5B > 3C > 22C > 5C > TCL > 22C > TC dl. L > 2C > 6D | Midscreen | 3187 | ? | MU, VK, TG, AM, KG, SU | High | Character specific crouch confirm. |
AA 5A > jc > j.A > j.B > j.C > j.D/j.2D | Midscreen | 1555 | ? | Everyone | High/Low | j.A > j.B > j.C is ideal but often not possible, it is more consistent to do j.A > j.C or j.B > j.C. Adjusting the amount of buttons and which type of jump to use will depend on the height at which the opponent was hit. |
AA CH 5A > 6A > IAD > j.C > 6A > 66 > dl. 5B > TC > 236D/214D | Midscreen | 2904 | ? | Everyone | High/Low | A very hard confirm that provides a lot of reward. |
5A > 5B > 2C > 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3047 | ? | Everyone | High | The go-to route and ender. |
5A > 5BB > TCL > dl. 5A > 5B > sjc > j.C > j.D | Corner | 2572 | ? | Everyone(?) | High | Route in case you don't confirm the 5A > 5B into 2C or are out of range for 5B after 2C which is character specific. |
2A > 2D | Midscreen | 621 | ? | Everyone | Low | Gives the best oki, for use when you recognise that the 2C 3D route will whiff. |
2A > 5A > 5B > 2C > 6D/3D | Midscreen | 1411 | ? | Everyone | High/Low | 2A starter makes 3D more prone to whiffing but it can combo from closest range. |
2A > 5A > 5BB > TCL | Midscreen | 2046 | ? | Everyone | None | Ideally only done if BHS is done after TCL or in the corner. |
CH 2A > 5D | Midscreen | 742 | ? | Everyone | High | Usually not an intentional combo, but an accident hit for when you are doing 2A > 5D in pressure and they get caught mashing. Technically on crouching CH 2A you can link 5B > 3C and go from there. |
AA 2A > 5A > 5B > jc > j.B > j.C > j.D/j.2D | Midscreen | 1551 | ? | Everyone | High/Low | For the random case in which you get an air hit 2A or catch a roll. |
AA 2A > TC > 236D/214D | Midscreen | 1429 | ? | Everyone | High/Low | Trades some damage for oki. |
2A > 5A > 5B > 2C > 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 2537 | ? | Everyone | High | It's better to route 2A into 5A > 5B than 2B due to being able to combo into 2C whereas 2B can only go into TCL. |
2A > 2B > TCL > dl. 5A > 5B > sjc > j.C > j.D | Corner | 2211 | ? | Everyone | High | In case you rout in to 2B accidentally. |
6A > 66 > TK TCL | Midscreen | 2321 | ? | Everyone | None | Only works if you hit with the later active frames, it can also whiff based on screen positioning. |
CH 6A > 66 > 5A > TC > 236D/214D | Midscreen | 2351 | ? | Everyone | High/Low | The reliable close 6A followup, as with most 6A combos it can whiff based on screen positioning. |
CH 6A > 66 > 5B > TC > 236D/214D | Midscreen | 2625 | ? | Everyone | High/low | The reliable far 6A followup. |
CH 6A > IAD > j.A > j.C > T(w)C > 2B > TC > 236D/214D | Midscreen | 2938 | ? | Everyone | High/Low | Actually good and very stylish CH 6A followup, somewhat character specific and will sideswap after T(w)C. TC > 5B works on Tager and is easier as an alternative. |
6A > 5B > 2C > 2C > 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3775 | ? | Everyone | High | Will always work irregardless of when you hit 6A. |
6A > 2C > 5B > 2C > 2C > 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3816 | ? | Everyone | High | Slightly more damage but requires a late 6A hit to link 2C. |
Combo | Position | Damage | Meter Gain | Works on: | Weakpoint Acquired | Notes |
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5B > 2C > 6D/3D | Midscreen | 1800 | ? | Everyone | High/Low | 3D can whiff if they are too far away. |
5BB > 2D | Midscreen | 1482 | ? | Everyone | Low | Gives better oki then 6D/3D and TCL, but 2D has a pretty stubby range so it won't always reach. |
5BB > TCL | Midscreen | 2355 | ? | Everyone | None | Ideally only done if it leads to BHS or in the corner where it can be continued further. |
(CH) 5B > 3C > 22C > 5C > TC > 236D/214D | Midscreen | 3236 | ? | Everyone | High/Low | Crouch confirm, CH 5B lets you go straight into 3C without needing a crouch confirm. Crouch confirm 5B > 3C can whiff at max range. |
5BB > 5B > 3C > 22C > 5C > TC > 236D/214D | Midscreen | 3473 | ? | Everyone(?) | High/Low | If you are really close you can link 5B from 5BB on crouch for easier crouch confirms. Can be kinda character specific. |
AA 5B > jc > j.A > j.B > j.C > j.D/j.2D | Midscreen | 2016 | ? | Everyone | High/Low | j.A > j.B > j.C is ideal but often not possible, more consistent to do j.A > j.C or j.B > j.C. |
AA CH 5B > 6A > IAD > j.C > 6A > IAD > j.C > 214D > 5A > jc > j.A > j.B > j.C > j.D | Midscreen | 3763 | ? | Everyone | Both | 5B being a long starter allows for a 6A IAD j.C loops + Hornet 5A for double weakpoints. |
AA CH 5B > 6A > IAD > j.C > 6A > IAD > j.C > 214D > 5A > TC > 236D | Midscreen | 3762 | ? | Everyone | Both | 5B being a long starter allows for a 6A IAD j.C loops + Hornet 5A for double weakpoints. |
2B > TCL | Midscreen | 2105 | ? | Everyone | None | 2B is generally a lackluster button. |
CH 2B > 2C > 6D/3D | Midscreen | 1875 | ? | Everyone | High/Low | Can whiff at longer ranges. |
2B > TCL > 2C > 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3272 | ? | Everyone | High | 2B starter gives you enough time to 2C > 5B. |
CH 2B > 2C > 5B > 2C > 2C > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 3791 | ? | Everyone | High | At longer ranges you may have to omit the 5B > 2C > 2C. |
6B > sjc > j.B > j.C > j.D/j.2D | Midscreen | 2150 | ? | Everyone | High/Low | Reliable followup. |
6B > sjc > j.C > j.D | Midscreen | 1892 | ? | Everyone | High | Oki followup. |
AA 6B > sjc > j.B > j.C > j.D/j.2D | Midscreen | 2150 | ? | Everyone | High/Low | Standard followup, hard to get a consistent sjc j.C > j.D from AA 6B. |
AA 6B > 236D > 5A > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C > 6D/3D | Midscreen | ? | ? | Everyone | Both | Ideal route to go for, on non CH hits it is somewhat height specific. The opponent is ideally high but not high enough to allow them to tech out after 6B before 236D connects. Alternative Valiant charger routes can be used. |
CH 6B > 236D > 5B > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C > 6D/3D | Midscreen | 3440 | ? | Everyone | Both | Also works on air CH. Alternative Valiant charger routes can be used. |
AA CH 6B > (dl.) IAD > j.C > 6A > IAD > j.C > 214D > 5A > TC > 236D | Midscreen | 3347 | ? | Everyone | High | For long range AA CH 6B hits or whenever an extended hurtbox is caught. |
6B > T dl. C dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3086 | ? | Everyone | High | Uncommon starter in the corner, the midscreen 236D > 5A route will not work in the corner because the 236D hit will take the opponent out of it. |
Combo | Position | Damage | Meter Gain | Works on: | Weakpoint Acquired | Notes |
---|---|---|---|---|---|---|
5C > 236A | Midscreen | 1491 | ? | Everyone | None | The better option for continuing pressure. |
5C > TCL | Midscreen | 2452 | ? | Everyone | None | Ideally only done if its followed up with BHS or near the corner where the combo can be continued. |
CH 5C > TC > 236D | Midscreen | 2513 | ? | Everyone | High | In the event you autopilot into Rekka. |
CH 5C > 6C > 5A > 5B > 8sjc > dl. Airdash > j.A > j.A > j.B/j.C > 3C > 22C > dl. 6B > IAD > j.C > 6A > IAD > j.C > 6A > 6A > 2C > 6D | Cornered to Midscreen | 4731 | ? | See Notes | High | Combo assumes you are back to corner, it will change vastly based on screen positioning as you cannot do IAD j.C loops in the corner. Does not work at max 5C range, will need to delay the 6C on Hazama/Terumi. 5C > 6C > 5A whiffs on Noel, Lambda/Nu, Platinum, Bullet, Celica, Hibiki, Izanami. 5C > 6C > 5A > 5B whiffs on Arakune, Carl, Tsubaki. |
CH 5C > dl. 6C > 5A > 5B > 3C > 22C > dl. 6B > IAD > j.C > 6A > 66 > 5C > T dl. C dl. L > 66B > sjc > j.C > j.D | Midscreen | 5235 | ? | AM, HK, TG, VK | High | Will drop on longer CH 5C hits. Character specific. |
AA CH 5C > dl. 6C > 5A > TC > 236D/214D | Midscreen | 3206 | ? | Everyone | High/Low | dl. 6C makes the combo work from most heights. If they are high enough you can do 5B instead of 5A for a bit more damage |
AA CH 5C > 66 > sjc > j.A > j.C > j.C > j.D/j.2D | Midscreen | 2514 | ? | Everyone | High/Low | Works at lower heights then 5C > 6C and still nets you a weakpoints and decent oki with j.2D. |
5C > TCL > 2C > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 3658 | ? | Everyone | High | Same routing as 5BB in the corner but with a better starter. |
CH 5C > TCL > 6B > IAD > j.C > short dl. 6B > 214D > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 4046 | ? | Everyone | High | Fatal allows you to do 6B > IAD > j.C loops midscreen, but in the corner that leads into 6B > 214D which also leads to acquiring both weakpoints. |
2C > 6D/3D | Midscreen | 1569 | ? | Everyone | High/Low | 2C is another lackluster button. |
2C > 5B > 2C > 2C > 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3504 | ? | Everyone | High | Delay the 5B on an air hit. |
3C > 22C > 5C > TC > 236D/214D | Midscreen | 3030 | ? | Everyone | High/Low | Will require a slight delay on 22C on CH against some characters. |
3C > 22C > 2C > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 3872 | ? | Everyone | High | |
6C > 5B > 3C > 22C > 5C > TC > 236D/214D | Midscreen | 3805 | ? | Specific | High/Low | Crouch confirm that is also character specific. On some characters 5B won’t connect but can be replaced by 5A on others 3C won't connect. Sadly there's no other non FC follow ups for 6C to consider in this scenario. On characters that only 5B connects you can do 5BB > 5D or TCL if you are close enough to the corner |
FC 6C > 3C > 22C > dl. 6B > IAD > j.C > 6A > IAD > j.C > 214D > 5A > TC dl. L > 6A > 6B > sjc > j.C > j.D | Midscreen | 4670 | ? | Everyone | Both | Potential punish route the j.C after the second IAD has to be done as low to the ground as possible, though if close enough there's no reason to use CH 6C over CH 5D. |
AA 6C > 5A > TC > 236D/214D | Midscreen | 2460 | ? | Everyone | High/Low | |
AA FC 6C > 6B > IAD > j.C > 6A > IAD > j.C > 6A > IAD > j.C > 214D > 5A > TCL > 6A > 2C > 6D | Midscreen | 4541 | ? | Everyone | Both | Full corner carry route providing both weakpoints. Depending on how close you are to the corner you may have to cut the IAD loops short, however it should still be possible to get both weakpoints. |
6C > 5B > 3C > 22C > 5C > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 4332 | ? | Everyone | High | Just as situational as the midscreen variant, grants more reward in the corner however. |
FC 6C > 3C > 22C > dl. 6B > IAD > j.C > dl. 6B > 214D > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 4542 | ? | Everyone | Both | Fatal Counter 6C always leads to both weakpoints and j.C > j.D oki. |
AA 6C > 5A > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3296 | ? | Everyone | High | In case you catch the opponent trying to jump out of the corner with 6C. |
AA CH 6C > 6A > 5B > TCL > 6B > 214D > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 4164 | ? | Everyone | Both | Fatal Counter variant on an opponent using a rising jump button. |
Combo | Position | Damage | Meter Gain | Works on: | Weakpoint Acquired | Notes |
---|---|---|---|---|---|---|
CH 5D > 3C > 22C > 5C > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C > 6D/3D | Midscreen | 4857 | ? | Everyone | Both | This is also your go to DP punish route if you lack meter and weakpoints but have enough time to connect 5D instead of 5C. It is also possible to potentially utilise the Damage Ender valiant route instead of Tochigin. |
AA CH 5D > 2B > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C > 6D/3D | Midscreen | 4288 | ? | Everyone | Both | For that one time you will land an AA CH 5D. |
CH 5D > 3C > 22C > 5C > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C > 6D/3D | Corner | 4857 | ? | Everyone | Both | This is also your go to DP punish route if you lack meter and weakpoints but have enough time to connect 5D instead of 5C. |
CH 2D > 2B > TC > 214D > 8 > j.C > j.C > IAD > j.2C > j.C(w) > 214D > 5A > jc > j.A > j.B > j.C > j.D | Midscreen | 3228 | ? | Everyone | Both | Standard route. |
CH 2D > 2C > 5B > TC > 214D > 8 > j.C > j.C > j.2C > j.C(w) > 214D > 5A > j.A > j.B > j.C >j.D | Corner | 3433 | ? | Everyone | Both | |
CH 3D > 65C > TC > 214D > 8 > j.C > j.C > IAD > j.2C > j.C(w) > 214D > 5A > jc > j.A > j.B > j.C > j.D | Midscreen | 3865 | ? | Everyone | Both | Standard route. |
CH 3D > dl. 6A > 2C > 5B > TC > 214D > 8 > j.C > j.C > IAD > j.2C > j.C(w) > 214D > 5A > j.A > j.B > j.C > j.D | Corner | ? | ? | Everyone | Both | Hit 6A too early and they will sideswap meaning you will have to use an alternate route that deals less damage. |
CH 6D > 65B/5C > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C > 6D/3D | Midscreen | 4648 | ? | Everyone | Both | May have to use different Valiant routes based on when you hit Valiant which is mostly affected by how far away you are. |
CH 6D > 6A > 2C > 5B > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Corner | 4674 | ? | Everyone | Both | In the corner you get 6A after CH 6D leading to more damage and you always get the Tochigin ender. |
Combo | Position | Damage | Meter Gain | Works on | Weakpoint Acquired | Notes |
---|---|---|---|---|---|---|
CH 236A > 5BB > 2D | Midscreen | 1721 | ? | Everyone | Low | Relies on hitting 236A at a specific range, gives 2D oki. |
CH 236A > 5B > 2C > 6D/3D | Midscreen | 1947 | ? | Everyone | High/Low | 6D is the most consistent ender. |
CH 236A > 2B > TCL | Midscreen | 2164 | ? | Everyone | None | Works at pretty much every range, but doesn't give you anything other than a return to neutral outside of the corner, where it can be extended further. |
CH 236A > TCL | Midscreen | 1963 | ? | Everyone | None | In the odd event you are not in range for 2B. |
CH 236A > 2C > 5B > 2C > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 3221 | ? | Everyone | High | Can whiff on some characters if you are too far. |
CH 236A > 2B > TCL > dl. 5A > 5B > sjc > j.C > j.D | Corner | 2658 | ? | Everyone | High | Works at all ranges in the corner. |
236B > 66 > TK 236A | Midscreen | 1341 | ? | Everyone | None | Can whiff depending on screen position, on some spacings it is possible to do 66 > TK TCL. 236B > BHS is an alternative if it kills. |
236B > 66 > TK TCL > 6A > 6B > sjc > j.C > j.D | Corner | 3015 | ? | Everyone | High | Works from about half-screen away. |
236B > 65C > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 3309 | ? | Everyone | High | Works from 5C range and closer. |
CH Cobra > 3C > 5C > TC > 236D/214D | Midscreen | 3165 | ? | Everyone | High/Low | Simple combo off-of frametrap Cobra. |
CH Cobra > [236D] > 5A > T dl. C > 236D > 6 > [5C > 6]x4 > 214C > 623B > 6A > 2C > 6D/3D | Midscreen | 3646 | ? | Everyone | High/Low | Utilises the Damage Ender. Very hard to properly confirm in to this route, generally will only work on an accurate prediction of Cobra CHing. |
CH Cobra > 3C > 22C > 2C > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 4030 | ? | Everyone | High | |
214C > dl. 5C > TC > 236D/214D | Midscreen | 2768 | ? | Everyone | High/Low | If you don't delay 5C, TC can whiff on some characters. |
214C > 2C > 5B > 2C > 2C > 5B > TCL > 6A > 6B > sjc > j.C > j.D | Corner | 3966 | ? | Everyone | High | The 'Jumanji' Route. If struggling to land, skip 6A and go straight to 6B, as 6A can sideswap with poor timing. |
CH 236D > 5A > T dl. C > 236D > 6 > 5C > 6 > 5C/5BB > 2D > 214B > 6 > 6A > TCL > 2C > 6D/3D | Midscreen | 3277 | ? | Everyone | Both | Utilises the Dogura valiant routing. On an air CH you can link 5B instead of 5A. It is possible to use the Tochigin or Damage Ender but they will require precise delays while Dogura is very consistent. |
CH 214D > TC > 214D > 8 > j.C > j.C > IAD > j.2C > j.C(w) > 214D > 5A > jc > j.A > j.B > j.C > j.D | Midscreen | 3044 | ? | Everyone | Both | At very max range the best you can get is 214D > TCL. |
BC > 6A > 22C > 5C > TC > 236D/214D | Midscreen | 2877 | ? | Everyone | High/Low | Standard midscreen forward throw combo. |
BC > 6B > 214D > 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 2937 | ? | Everyone | Both | Grants both weakpoints in the corner, 5A > j.A > j.B > j.C > j.D is possible if 214D was hit too low. |
4BC > TC > 236D/214D | Midscreen | 2238 | ? | Everyone | High/Low | Azrael's backthrow is not particularly great. |
4BC > 5B > 2C > dl. 5B > TC dl. L > 6A > 6B > sjc > j.C > j.D | Corner | 3113 | ? | Everyone | High/Low | Assuming this backthrows the opponent in to the corner. Pressing the 2nd 5B too early might make TC whiff on some characters. |
With Weakpoints
Whichever type of weakpoint is required will be noted at the start of the combo with either HW (high weakpoint) or LW (low weakpoint). In case both are required, they will be noted with DW (double weakpoint).
Combo | Position | Damage | Meter Gain | Works on | Weakpoint Acquired | Notes |
---|---|---|---|---|---|---|
HW 5A > 5B > 2C > 6D > 62B > TC > 236D/214D | Midscreen | 2717 | ? | Everyone | High/Low | Standard safe route. |
LW 5A > 5B > 2C > 3D > 62B > TC > 236D/214D | Midscreen | 2717 | ? | Everyone | High/Low | LW version of the safe route, 3D is a lot more prone to whiffing then 6D meaning this is still a pretty unstable route. |
HW 5A > 5B > 2C > 6D > 6A > 66 > 5B > TC > 236D/214D | Midscreen | 3017 | ? | ? | High/Low | Needs to be close hit with the 5A. Gives more damage and corner carry compared to the safe route. 2C > 6D/3D > 6A whiffs on some characters sooner than others. |
LW 5A > 5B > 2C > 3D > 6A > IAD > j.C > 6A > 66 > 5B > TC > 236D/214D | Midscreen | 3482 | ? | ? | High/Low | Needs a close hit with the 5A. 3D bounces a lot higher than 6D if you hit it right meaning you can fit an IAD j.C loop even on a 5A starter. Still whiffs on some characters but there's far higher reward than other routes. |
DW 5A > 5B > 2C > 3D > 6A > IAD > j.C > 6A > 66 > 5B > TC > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 4144 | ? | Everyone | Both | The dream combo from 5A starter, full screen corner carry and double weakpoints reapplied. Can utilise alternative valiant enders such as Dogura and the Damage Ender instead. |
HW 5A > 5B > 3C > 22C > 5C > T. dl C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 4218 | ? | Everyone | Both | Crouch confirm, 5B > 3C can whiff at longer ranges, if you can recognise when you are at this range you can still go the 5B > 2C > 6D routes. |
LW 5A > 5B > 3C > 22C > 2C > 3D > 6A > 66 > 5B > TCL > 6D | Midscreen | 3632 | ? | Everyone | High | You can't get DW from 5A and LW unfortunately, but full corner carry and HW isn't too bad. |
HW AA 5A > jc > j.A > j.C > dl. j.D > 66 > TK TCL | Midscreen | 2245 | ? | Everyone | High | This route is supposed to be used when you can use the extra corner carry from j.D and TCL to pick up again at the corner. Not recommended if you wont reach the corner and get the weakpoint back + oki, in that case just do j.2D. |
LW AA 5A > sjc > j.A > j.C > dl. j.2D > 6A > 66 > 5B > TC > 236D/214D | Midscreen | 2663 | ? | Everyone | High/Low | Extra corner carry using delayed j.2D to connect a high 6A, making 66 > 5B possible. |
DW AA 5A > sjc > j.A > j.C > dl. j.2D > 6A > 66 > 5B > T dl. C > 236D > 6 > 5C > 6 > 5C/5BB > 2D > 214B > 6 > 6A > TCL > 2C > 6D/3D | Midscreen | 3595 | ? | Everyone | Both | Utilises the Dogura ender, the damage ender is a possible alternative. |
HW CH 5A > 6A > IAD > j.C > 6A > 66 > 5B > TC > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 4344 | ? | Everyone | Both | Valiant route can depend on how high you hit the 5B, since there's very little time for delays that late into a 5A combo. |
LW AA CH 5A > 6A > 66 > 2B/5C > TC > 214D > 8 > j.C > IAD > j.2C > j.C(w) > 214D > 5A > jc > j.A > j.B > j.C > j.D | Midscreen | 3128 | ? | Everyone | Both | AA CH 5A actually allows DW if you forgo the 2nd j.C during the Hornet route. |
HW 2A > 5A > 5B > 2C > 6D > 62B > TC > 236D/214D | Midscreen | 2284 | ? | Everyone | High/Low | |
LW 2A > 2D > 2B > TC > 236D/214D | Midscreen | 1884 | ? | Everyone | High/Low | Can also just finish rekka if you can pickup again at the corner. |
DW 2A > 2D > 2B > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 3218 | ? | Everyone | Both | Can substitute Tochigin with the damage ender. |
HW CH 6A > 66 > 5A > T dl. C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | ? | ? | Everyone | Both | Cannot get the height for DW route at closest range. At further ranges you can change 5A for 5B for more damage. This is also the ideal DW route. Dogura is a possible alternative. |
LW CH 6A > 66 > 5A > TC > 214D > 8 > j.C > j.C > IAD > j.2C > j.C(w) > 214D > 5A > jc > j.A > j.B > j.C > j.D | Midscreen | 3383 | ? | Everyone | Both | |
LW CH 6A > 66 > 5A > TC > 214D > 8 > j.C > IAD > j.C > 236D > 5B > TC > 236D > 6 > 5C > 6 > 5C/5BB > 2D > 214B > 6 > 6A > TCL > 2C > 6D/3D | Midscreen | 3522 | ? | Everyone | Both | Sideswap route, using the Dogura ender. Tochigin and Damage enders are still possible however. |
Combo | Position | Damage | Meter Gain | Works on | Weakpoint Acquired | Notes |
---|---|---|---|---|---|---|
HW/LW 5B > 2C > 6D/3D> 62B > TC > 236D/214D | Midscreen | 3145 | ? | Everyone | High/Low | Safe route. |
HW/LW Close 5B > 2C > 6D/3D > [6A > IAD > j.C]*N > 6A > IAD > j.C > 214D > 5A > jc > j.A > j.B > j.C > jc > j.D | Midscreen | 4241 | ? | Everyone | Both | Very tight link into Hornet but worth it, double weakpoints and fullscreen corner carry. |
DW 5B > 2C > 6D > 62B > TC > 214D > 8 > j.C > j.C > 66 > j.2C > j.C(w) > 214D > 5A > jc > j.A > j.B > j.C > jc > j.D | Midscreen | 4076 | ? | Everyone | Both | For the cases where you are too far for 3D to connect, works at all range. |
DW 5B > 2C > 3D > 62B > TC > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 4464 | ? | Everyone | Both | For characters where 3D 6A whiffs on or you are too far for it to work. |
DW close 5B > 2C > 3D > [6A > IAD > j.C]*N > 6A > 66 > 5B/5C > TC > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 4897 | ? | Everyone | Both | If you're close enough for 3D 6A only. |
HW 5B > 3C > 22C > 5C > T (dl.) C > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 4712 | ? | Everyone | Both | Crouch/Counterhit confirm route. |
HW AA 5B > jc > (j.A > j.C)/(j.B > j.C) > jc > dl. j.D > 66 > TK TCL | Midscreen | 3046 | ? | Everyone | High | This route is supposed to be used when you can use the extra corner carry from j.D and TCL to pickup again at the corner. Not recommended if you wont reach the corner and get the weakpoint back or kill, in that case just do j.2D. |
LW AA 5B > sjc > (j.A > j.C) / (j.B > j.C) > dl. j.2D > 6A > 66 > 5B > TC > 236D/214D | Midscreen | 3506 | ? | Everyone | High/Low | Extra corner carry using delayed j.2D to connect a high 6A, making 66 5B possible. |
HW AA CH 5B > 6A > IAD > j.C > [6A > IAD > j.C]*N > 6A > 66 > 5B/5C > TC > 236D > 6 > 5C > 6 > 6C > 6 > j.B > j.D/j.2D > 214B > 6 > 623B > 6A > 2C >6D/3D | Midscreen | 5025 | ? | Everyone | Both | Note that the more loops you do the less control you have over which Valiant route and also the more you will have to shorten it. This is also the preferred route with DW |
LW AA CH 5B > 6A > 66 > 2B > TC > 214D > 8 > j.C > j.C > IAD > j.2C > j.C(w) > 214D > 5A > jc > j.A > j.B > j.C > j.D | Midscreen | 3902 | ? | Everyone | Both | Can opt to do IAD jC 6A loops if you want to cash out for damage. |
Combo | Position | Damage | Meter Gain | Works on | Weakpoint Acquired | Notes |
---|---|---|---|---|---|---|
Position | Damage | Heat Gain | Everyone | Weakpoint | Placeholder |
Combo | Position | Damage | Meter Gain | Works on | Weakpoint Acquired | Notes |
---|---|---|---|---|---|---|
Position | Damage | Heat Gain | Everyone | Weakpoint | Placeholder |
Video Examples
BBCF1.3 Azrael combo collections