Jump to content
Kinkuli

[CPEX] Azrael - Combo Thread

Recommended Posts

BBCP_Header_Combo_Thread.png

Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only 
  • Please note that these combos are guidelines on how Azraels combo theory works. In a real match you most likely will have to adapt the combos depending on the situation.
  • Thanks to Aisight for Screen positioning picture. Thanks to Ice Cube, Nereus, RentalBlackout for contributing to the combo thread.

Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
dcDash Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
ODOverdrive
cODOverdrive Cancel
UWUpper Weakpoint

LWLower Weakpoint

DWDual Weakpoint

[???] xNRepeat ??? N amount of times.[/table]

 

Screen positioning Explanation

Compared to his previous incarnations, in Extend Azrael has more combos that heavily rely on screen positioning. The main reason for this is that while TCL lost it's wallbounce midscreen, it still puts opponent into an slide state which we can use to our advantage by using aerial hit TCL into linked 22C. This however only works if TCL portion of the combo leaves opponent sliding into the corner or at least near the corner. There are some char specifics where you can use TCL 22C even midscreen (Valkenhayn being a prime example of this) which still need to be explored more. As such I think it is better that we start to specify azraels combos by screen positioning so people can choose the most optimal routes and achieve corner carry whenever possible (Thanks for aisight for pointing this out!!). In most cases Azrael has the option to fullscreen corner carry with meter so learning the screen positions will be very important for Extend. 

 

Midscreen: These combos may vary, and not all of them will end in the corner.
 
Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. 
 
Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner.
 
Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus side swapping if plausible or fullscreen corner carry if possible. Usually this means that you need to have weakpoint or meter or both available.
 
Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. 

 

Near Corner: These combos are usually the ones that don't quite reach the corner for TCL to wallstick or are ones where TCL wallstick is very close to the ground with you being not close enough to continue with 5A/5B.

 

EMre5hp.png

 

Valiant Charger (236D) Notes
[collapse]

Valiant charger combos completely depend on where you are at the screen. General rule of thumb is that if you can use 6B, then use that. Otherwise 5C is your go to normal to use. If you hit corner while performing valiant charger combo using 5C you can swap to 6B. Using Growler during Valiant combos makes them unburstable. If your opponent chooses to burst, Growler will absorb the burst and you can perform a punish of your choice. 

[/collapse]

 

Midscreen/Midscreen to Corner
[collapse]
Normal Starters Midscreen
5A 5B 5BB TCL [2225 DMG][18% Heat Gain]
5A 2A 2B TCL [2055 DMG][16% Heat Gain]
5A 2A 2B 236A [1368 DMG][9% Heat Gain]
5A 5B 5BB 236A [1506 DMG][10% Heat Gain]
5A 5B 2C 6D or 3D [1831 DMG][13% Heat Gain]
2A 2B TCL [1826 DMG][15& Heat Gain]
2A 2B 236A [1139 DMG][8% Heat Gain]
2A 5A 5B 2C 6D 3D [1600 DMG][11% Heat Gain]
5B 2C 6D or 3D [1852 DMG][13% Heat Gain]
[CH] 6A IAD jAC sjC j2D [2291 DMG][16% Heat Gain]
 
[Crouching] 5A 5B 3C 22C 5B jABC j2D [2695 DMG][19% Heat Gain]
 
[uW]5D (5B) 2C 6D/3D [2387 DMG][17% Heat Gain]
[LW]2D 2C 6D/3D [2049 DMG][14% Heat Gain]
 
Normal Starters Midscreen to Corner
[CH] 6A 66 tk.TCL 2C 6D/3D [3117 DMG][25% Heat Gain]
 
[Crouching] 5B 3C 22C 5B TCL 6A 5B jABC jD [3880 DMG][29% Heat Gain]
[Crouching[5A 5B 3C 22C 5B TCL 2C 6D [3242 DMG][24% Heat Gain]
 
[uW]5A 5B 2C 6D 66 5B TCL 6D [3546 DMG][27% Heat Gain]
[uW]5A 5B 2C 6D walk forward 2B TCL 5D [3699 DMG][28% Heat Gain]
[uW]5B 2C 6D walk forward 2B TCL 6A 5B jABC[4799 DMG][36%]
[uW]5B 2C 6D 2B TCL 22C 5B jABC jD [4611][35% Heat Gain]
 
[LW]5A 5B 2C 3D 6A 66 2B TCL 2D [3992 DMG][32% Heat Gain]
[LW]5A 5B 2C 3D 6A 66 2B TCL 5D [4028 DMG][30% Heat Gain]
[LW]5B 2C 3D 6A 66 2B TCL 5B jABC jD [4902 DMG][37% Heat Gain]
[LW]2D 2B TCL 22C 5B 2C 5B jBAC jD [3629 DMG][28% Heat Gain]
[LW]5B 2C 3D 6B IAD jC 214D 5A jABC jD [4504 DMG][32% Heat Gain]
 
[50% Heat]5A 5B 5BB 236A RC 3C 22C 5B TCL 2C 6D or 3D [3532 DMG][15% Heat Gain]
[50% Heat]2A 2B 236A RC 3C 22C 5B TCL 2C 6D or 3D [3074 DMG][12% Heat Gain]
[50% Heat]5B 5BB 236A RC 3C 22C 5B TCL 6A 5B jABC jD [4144 DMG][19& Heat Gain]
[50% Heat][uW] 5D 2B 236A RC IAD jA jC 3C 22C 5B TCL 5B jBC [4289 DMG][21% Heat Gain]
 
Special Starters
[CH] 236A (5B) 2C 6D/3D 
 
Throw Starters
B+C 6A 66 2B TCL 2C 6D [3490 DMG][26 Heat Gain]
B+C 6A 22C 5B TCL 2C 6D [3408 DMG][25% Heat Gain]
B+C 6A IAD jC 6C 5A TCL 2C 6D [3800 DMG][28% Heat Gain]
[uW] B+C 236D 5C x 2 6B x 2 214C 3C 6A 5D [4192 DMG][30% Heat Gain]
 
 
Distortion Drive Starters
[100% Heat] 214214D 236236D [2499 DMG]
[/collapse]
 

Near-Corner
[collapse]
Normal Starters
5A 5B 5BB TCL 2C 6D/3D [2889 DMG][22% Heat Gain]

2A 2B TCL 2C 6D/3D [2459 DMG][19% Heat Gain]

5B 5BB TCL 2C 6D/3D [3097 DMG][24% Heat Gain]

 

[uW]5D 2B TCL 2C 6D/3D [3536 DMG][27% Heat Gain]

[LW]2D 2B TCL 6A 5B 2C 5B jABC [3864DMG][29% Heat Gain]
Special Starters
CH 236A 5B 5BB TCL 2C 6D/3D [2966 DMG][23% Heat Gain]

Throw Starters
-

Distortion Drive Starters
-
[/collapse]


Corner
[collapse]
Normal Starters
5A 5B 5BB TCL 5A jABC jD [2955 DMG][23% Heat Gain]
5A 2A 2B TCL 5A jABC jD [2751 DMG][25% Heat Gain]
2A 2B TCL 5A jABC jD [2522 DMG][20% Heat Gain]
5B 5BB TCL 5B 2C 5B jABC jD [3656 DMG][28% Heat Gain]
 
[uW] 5D 2B TCL 5B 2C 5B jABC jD [4025 DMG][31% Heat Gain]
[LW] 2D 2B TCL 6A 5B 2C 5B jBAC jD [3879 DMG][30% Heat Gain]
 
[uW/LW]5B 2C 6D/3D 5C TCL 6A 5B jABC [4943 DMG][37% Heat Gain]
[uW/LW]5A 5B 2C 6D/3D 5C TCL 2D [3782 DMG][28% Heat Gain]
 
[50% Heat]5B 5BB 214B RC IAD jC 214D 5B TCL 6A 5B jABC jD [4031 DMG][DW][11% Heat Gain]
[50% Heat]5B 5BB TCL 5B 214B RC IAD jC 214D 5B jABC jD [3891 DMG][DW][24% Heat Gain] 
[50% Heat][uW]5D 214B RC IAD jC 214D 5B TCL 6A 5B jABC [4291 DMG][DW][20% Heat Gain]
(Char specific, on some chars you need to add 2B before 214B, List coming soon!)

Special Starters
CH 236A 2B TCL 5B 2C 5B jABC jD [3370 DMG][26% Heat Gain]

[uW/LW] CH 236A 2C 6D/3D 5C TCL 6A 5B jABC jD [4352 DMG][32% Heat Gain]

Throw Starters
B+C TCL 6A 5B jBC jD [3439 DMG][26% Heat Gain]

Distortion Drive Starters
-
[/collapse]

 

Near Fullscreen
[collapse]
Normal Starters

[uW/LW] 5B 2C 6D/3D 6A 66 2B TCL 22C 5B jABC jD [4953 DMG][37% Heat Gain] (Using UW with this route is spacing dependent, LW route is a bit more staple)

[DW] 5D 2C 3D 6A 66 2B TCL 22C 5B jBC jD [5103 DMG][38% Heat Gain]

[50% Heat] 5B 5BB 236A RC 3C 22C 5B TCL 22C 5B jBC jD [4006 DMG][18% Heat Gain]

[50% Heat][uW] 5D 2B 236A RC IAD jAC 3C 22C 5B TCL 22C 2C 6D/3D [4258 DMG][21% Heat Gain] (On Nu, Lambda and Mu(?) omit 2B, otherwise the ender won't work for whatever reason)

 

Special Starters
[LW]CH 236A 2C 3D 6A 66 tk.TCL 22C 5B jBC jD [4259 DMG][32% Heat Gain]

Throw Starters
B+C 6A 22C 5B jABC j2D [2975 DMG][21% Heat Gain]

B+C 6A IAD jC 6C 5A TC 236D [3326 DMG][23% Heat Gain]

Distortion Drive Starters
-
[/collapse]

 

Back to Corner
[collapse]
Normal Starters
[uW/LW] 5B 2C 6D/3D 66 under 5A TCL 6A 5B jABC jD [4515 DMG][34% Heat Gain]
[DW] 5D 2C 3D 66 dash under 5B TCL 6A 5B jABC jD [4929 DMG][37% Heat Gain]
Special Starters
[LW] CH 236A 2C 3D 66 dash under 5B TCL 6D [3656 DMG][27% Heat Gain]

Throw Starters
4B+C TCL 6A 5B jBC jD [3439 DMG][26% Heat Gain]

Distortion Drive Starters
-
[/collapse]

 

Punish combos
[collapse]

CH 5D 2B TC 236D 6B x 5 214C 3C 6A 2C 6D  [4902 DMG][35% Heat Gain] (Your go to punish Midscreen for anything that is -21 frames and recovery is in CH state)

[uW] CH 5C 236D 6B x 5 214C 3C 6A 5C TCL 2C 6D [6366] DMG][46% Heat Gain]

[25% Heat] CH 5C CT jump delay jD 3C 22C 5B TC 236D 6B x 5 214C 6A 2C 6D [6095 DMG][29% Heat Gain] (Only works if you are close for CT to hit after 5C)

[25% Heat][uW] CH 5C CT 236D 6B x 5 214C 3C 6A 5C TCL 2C 6D [7256 DMG][30% Heat Gain]

[/collapse]

 

Character specifics
[collapse]

Izayoi, Jin

Against Jin and Izayoi, Azrael can link 5A after 2D in specific situations in corner. The basic idea is that you want to use the wallstick from Leopard launcher to give you enough time to use 2D as they are falling down and time it so that due to 2Ds improved recovery, you recover while opponent is still in the air which enables you to link 5A after giving you meterless and "effortless" dual weakpoint combos that you can keep on doing granted you manage to open your opponent up. Few examples can be found below! Please note that this link is hard on izayoi and easier to do on Jin. 

[DW] 5D 2C 3D 6B 5B TCL 2D 5A jABC jD [5082 DMG][38% Heat Gain]

[LW] 2D 2B TCL 2D 5A 5B 2C 5B jABC jD [3726 DMG][28% Heat Gain]

 

Valkenhayn

Against Valkenhayn you can link 22C after TCL EVERYWHERE on the screen. This means you can do 2C delay 3D against him everywhere on the screen. 

Example!

[LW] 2D 2B TCL 22C 2C delay 3D [3256 DMG][25% Heat Gain]

 

[/collapse]

Edited by Kinkuli

Share this post


Link to post
Share on other sites

Back to corner
(LW) 5B 2C 3D 6A IAD jC Hornet 5A jA jC j2D (2B) TCL 6D

Cool corner to corner combo, tested on jin

Share this post


Link to post
Share on other sites

Corner BnB: 5B > 2C > 5A > TCL > 6A > 5B > jc j.B > j.C > dj j.D or j.2D

I think you might be able to replace 5B with 6B here, you have to high jump cancel j.B however. Makes it do 3790 dmg and builds 29 meter =)

 

Using the fatal 5B iad j.A>j.C, CT route

 

Corner

FC 5C>(6C, 5A>(2B))>TCL, 5B iad j.A>j.C, CT, 214D(slight hold), 5B jc j.B>j.C jc j.D, around 4395~4598ish damage, two weakpoints, requires 0 meter to start with, ends up with 2~5 meter. You can add the normals in the bracket to the combo but it makes it harder to do somewhat. EDIT: If not heavily prorated you could end with 5B>2C, 5B j.B>j.C jc j.D, for 4616 damage and slightly more meter gain. Found out that on Litchi, you need to use 5A jc j.A>... as the corner actually makes it harder to hit 214D high enough on her.

Share this post


Link to post
Share on other sites

Thanks guys! I'll add these to the list asap. Please do however try to include specific damage and heat gain if possible. This way i can just add them straight to the list without having to check them in training mode.

 

Also if you think something is char specific, please test it out and add the necessary info. So far i've tried to add universal routes so people can get the idea how things work out. There is 1 char specific combo in there right now but i will make necessary updates ASAP. 

Share this post


Link to post
Share on other sites

Updated previous post to include details =)

 

From old thread

 

Back to corner
CH 3D, 6A, Dash 5B hjc j.A>j.B>j.C jc j.2D, (walk forward 2B)>TCL, 22C, 2C>6D/3D

4528~4618 dmg, one weakpoint, 33~34 meter built. CH 3D, 6A doesn't work on Tager, Arakune. Last hit of Rekka whiffs on Litchi type hitboxes(can work on Mu but finnicky). hj.A>j.B>j.C might need to be changed to hj.A>j.A>j.C for some chars. Otherwise it should still work but the timing feels different.

CH 3D, delay 2C> delay 3D, 6A, iad j.C, 214D, 5A jc j.A>(j.A)>j.C jc j.2D, TCL(wallstick), 5D/2D

5377~5467 dmg, one weakpoint, 39~40 meter built. Delay varies among characters, seemingly impossible on Rachel, very hard to do on Taokaka(several others). On Litchi(and similar chars) the extra j.A is necessary. After j.2D slight delay before TCL might be needed in that case. More often than not in the same case, 5D won't hit in time, but 2D works. In other situations, 2D is too far away to hit.

 

CH 6D, TC>236D>6*5C/6B>(6*6B) X 4>214C, 3C, 6A, 2C>6D/3D

5152 dmg, one weakpoint, 37 meter built. Sometimes the first 6B whiffs, it depends how far away from the opponent you started your combo. You could sometimes just delay the 6B slightly after the dash however. Try not to do 3C too quickly after 214C, else the weird floating glitch happens. Can also start with CH 5D, 2B>TC>236D, for about 4800ish dmg.

EDIT: CH 3D, 6A doesn't work on Carl, and CH 3D, 2C>3D seems impossible to time on him too.

Share this post


Link to post
Share on other sites

I think you might be able to replace 5B with 6B here, you have to high jump cancel j.B however. Makes it do 3790 dmg and builds 29 meter =)

 

Using the fatal 5B iad j.A>j.C, CT route

 

Corner

FC 5C>(6C, 5A>(2B))>TCL, 5B iad j.A>j.C, CT, 214D(slight hold), 5B jc j.B>j.C jc j.D, around 4395~4598ish damage, two weakpoints, requires 0 meter to start with, ends up with 2~5 meter. You can add the normals in the bracket to the combo but it makes it harder to do somewhat.

You can do 6B instead of 5B,, i knew this but thanks for the heads up. But, i posted 5B instead since it's a BnB. People who are new to Azrael are going to start off with 5B first to get used to him, then try doing 6B. 

Share this post


Link to post
Share on other sites

You can do 6B instead of 5B,, i knew this but thanks for the heads up. But, i posted 5B instead since it's a BnB. People who are new to Azrael are going to start off with 5B first to get used to him, then try doing 6B. 

 

I think it's more necessary to post more optimized versions of the combos 'cause then people get the idea of what to aim for + learning harder combos makes learning other combos easier + they can ask for easier versions of combos if they can't get stuff to connect etc. Plus it reduces the chance that people will post the same combo twice with a difference of only one move.

 

Makes the mods' work easier too.

Share this post


Link to post
Share on other sites

On top of that, some other combos can't use 6B in place of 5B because of hitstun decay/other things, so placing 5B in a combo could imply that 6B isn't possible there. If anything we could compromise by putting 5B/6B instead for combos that could use both.

 

Only if 2C hadn't had its recovery nerfed, I'm sure 5B>2C, 6B would have been possible, but that is not the case any longer =\

 

EDIT:

Midscreen(can also work in corner or in between)

[LW] FC 5C>3D, walk forward slightly 5B iad j.A>j.C, CT>214D(slight hold), 5A/5B/2B(possible?)>TCL, 5B jc j.B>j.C jc j.D ~5263dmg, two weakpoints, 4 meter required, builds 3 meter. Pretty hard to do though, depending on characters.

 

Near fullscreen

 

[LW] FC 5C>3D, walk forward slightly 5B iad j.A>j.C, CT>214D(slight hold), 5A/5B jc j.B>j.C jc j.2D, (walk forward 2B)>TCL, 2C>6D ~5745 dmg, one weakpoint, 4 meter required, builds ~6 meter. Ender can vary according to total distance, 5D or 2C>6D /3D or 3D.

 

For both of these combos, the slight walk forward is so that the 5B hits them pretty low to the ground, which is pretty crucial. You could just stand still too.

Share this post


Link to post
Share on other sites

I think it's more necessary to post more optimized versions of the combos 'cause then people get the idea of what to aim for + learning harder combos makes learning other combos easier + they can ask for easier versions of combos if they can't get stuff to connect etc. Plus it reduces the chance that people will post the same combo twice with a difference of only one move.

 

Makes the mods' work easier too.

I'll remember that in the future. i usually just post optimal stuff but i figured posting something a bit easier to start off with first for others was a better idea. I apologize for it.

 

EDIT: Corner Only (High Weakpoint Required)

 

5B > 2C > 6D > delay 6A > 5C > TCL >  6B > sjc j.B > j.C > dj j.D. 5171 damage. Gain of 39 Heat. 

Share this post


Link to post
Share on other sites

Simple no-weakpoint close fatal 5C, anywhere to corner

[25% Heat] fc 5C > CT, falling j.D > 5B > 3C > 22C > 5B > TC 236D > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 5C > 214C, 6A, 6D [5652 DMG] [1% Heat Gain]

Share this post


Link to post
Share on other sites

Simple no-weakpoint close fatal 5C, anywhere to corner

[25% Heat] fc 5C > CT, falling j.D > 5B > 3C > 22C > 5B > TC 236D > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 5C > 214C, 6A, 6D [5652 DMG] [1% Heat Gain]

good stuff! If you replace the second and third 5C with 6B it goes up to 5.7k.. but i've noticed that there are instances to where they'll float and end up behind you if you do my version of it x_x so beware.

Share this post


Link to post
Share on other sites

I have included one that uses 5C CT jump delay jD route that does 6095 dmg already. It should work everywhere on the screen too i'm fairly sure.

Share this post


Link to post
Share on other sites

Ah, didn't notice the punishes section.

 

Slight optimization here:

CH 5D 2B TC 236D 6B x 5 214C 3C 6A 2C 6D  [4902 DMG][35% Heat Gain]

CH 5D 2B TC 236D 6B x 5 214C 6A 3C 22C 2C 6D  [4949 DMG][35% Heat Gain]

 

Also, this might be worth running for BACK TO CORNER?

CH 2D 2B TC 214D j.C airdash falling j.C 236D 5B j.B j.C j.2D [3630 DMG][26% Heat Gain]

 

Not sure if this is ever a relevant combo, but if you ever get the unblockable setup in the CORNER:

[100% Heat] [DW] (blocked 5C) 236236D rc 2C 3D 236D 6Bx5 214C 3C 6A 6D [7038 DMG]

Share this post


Link to post
Share on other sites

alternative corner bnb:
5B 5BB TCL 5B 2C delay 5A 5B sj.C j.D land 2D

2D forces the opponent to emergency tech, any other action gives you free double weakpoint

Share this post


Link to post
Share on other sites

So apparently the sideswap combo 5B>2C>6D, Dash Through, 5A>TCL doesn't work on Tager because he's too big lol

No issues with 5B>2C>3D>... however, unless you don't start right next to him(though I think this applies on everyone anyway)
2C>6D>... also works if you are next to him.

Share this post


Link to post
Share on other sites

Something Zekuso did a bunch but I've always sucked at these iad routes...

Midscreen to corner double weakpoint setup.

 

[50% HEAT] 5B > 2C > rc > iad j.C > 6A > iad j.C > 214D > 5A > TCL > 5B > j.BC > j.D

Share this post


Link to post
Share on other sites

Something Zekuso did a bunch but I've always sucked at these iad routes...

Midscreen to corner double weakpoint setup.

 

[50% HEAT] 5B > 2C > rc > iad j.C > 6A > iad j.C > 214D > 5A > TCL > 5B > j.BC > j.D

After the 5B they tech out for some reason..

Share this post


Link to post
Share on other sites

lol that would explain why I never saw it get completed. Maybe try 5D after TCL?

Share this post


Link to post
Share on other sites

lol that would explain why I never saw it get completed. Maybe try 5D after TCL?

5D looked like it would work..i think i tried it and did it too slow though.. 

Share this post


Link to post
Share on other sites

https://www.youtube.com/watch?v=jMiR7pZhXkY
Fullscreen
[LW] 5C>214D>8*(j.C)X3>airdash j.2C slight delay CT, 6A iad j.C 236D 5A/5B?>TCL 3D/6D>(BHS if you have the meter)

0 meter required, builds 7 meter, 5569 dmg, double weakpoint, full corner carry

 

EDIT: On some characters, not airdashing makes it more consistent I feel, like on Hazama. Either way I'm not exactly sure how practical it is, but ayy it looks cool.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×