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[CP1.1] Azrael - Combo Thread

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WORK IN PROGRESS = Most combos from CP should still work, find them here -> http://www.dustloop.com/forums/index.php?/topic/5842-cp-azrael-combo-thread/

 

  • If you'd like to contribute, please feel free to do so! Just post a combo that you've seen and know that works or have tested yourself. Linking to a video with the combo, particularly timestamped, is encouraged.
  • Any additional information such as: damage, heat gain/usage, position on screen, opponents standing/crouching/in the air, weaknesses applied, or character specifics are greatly appreciated.
  • Posts will be deleted as the thread is updated, with credit given for contribution.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only. Please take all combo questions and combo theory discussion to the Azrael Gameplay Discussion thread = HERE

*UPDATED 3/21/14* - Translated combos from Dogura's tweets.

NEW CP 1.1 OD Combos, from Dogura:
 
Overdrive Blockstring:
-5D > 236A > 5A > 2D > BHS = This adds both weakpoints and goes into an unblockable BHS.
 
Overdrive Combos:
50% HP:
-[50%][uW] 5A > 5B > cOD > 2C > 6D > 214C > 5D > 214C > 236D > [5C*4] > 6A > BHS = ~6100
-[50%][LW] 5A > 5B > cOD > 2C > 3D > 214C > 2D > 214C > 5B > BHS = ~4800
-[75%][bOTH] 5D > RC > OD > 2D > CT > 3D > 214D > [j.C*3] > jc j.2D > TCL > (near corner) 2C > 6D = ~6300
-[100%][bOTH] 5D > RC > OD > 2D > 214C > 2C > 3D > 214C > 214D > [j.C*3] > jc j.2D > TCL > (OD) BHS = ~7100
-[75%][bOTH] 3D > RC > OD > 5D > CT > 6D > 214C > 236D > [5C*4] > 6A > TC(L)? = ~7700
-[100%][bOTH] 3D > RC > OD > 5D > 214C > 6D > 214C > 236D > [5C*4] > 3C > 6A > 5C > (OD) BHS = ~8400

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Pretty practical full health OD combo:
(UW) 5B > 5BB > cOD > 2C > 6D > 214C > 236D > 5C*4 > 214C > 3C > TCL > BHS (~6.5k)

The meter cost is such that if you started the match with 5A > 5B > 2C > 6D you can do this combo straight. Change Leopard to Hornet for corner oki.

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Pretty sure you could do these last time, but landing a raw Sentinel tends to happen now somewhat and there were no Sentinel starter combos in the old thread.

214C>2C>2B>TCL>Dash jc>j.A>j.B>j.C(delay either j.B or j.C slightly)>land>hj j.C>j.D 4157 dmg
...>Dash>5A>j.A>j.B>j.C jc> j.D works for certain characters for an easier combo(less damage), courtesy of LegendaryRath, probably should get his post info in here somewhere.

 

[uW] 214C>5B(slight delay)>2C>6D>236D>5A/5B>TCL>3D, if you reach the corner you can do TCL>Aerial instead.
[uW] 214C>5B(slight delay)>2C>6D>6A>IAD>j.C>214D>5A>j.A>j.B>j.C jc>j.D

You can do these with LW too, though you have to forego the 5B after Sentinel and instead go into a slightly delayed 2C>3D(delayed as well). A little unsure how it works but delaying the 3D makes the opponent bounce off the ground slightly higher. Forgot the damage for both combos but it's somewhere in the mid 4k's if I remember correctly.

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Hakumen style OD combo (70% health, min 14 heat)
(UW)Back throw > ODC > 5D > 214C > 2C > 6D > 214C > 236D > 5C*4 > 3C > BHS (6212)

 

90% health 0 heat:

(BOTH) 5B > 2C > 3D > OD > 5B > sj.C j.D > 5D > CT > 6D >214C > 236D > 5C*3 > 6A  > 3D (6420 gain 21 heat). If your health is low enough you get both weakpoints.
With >40 heat start you can end with 5C*4 > 3C >BHS (7587 or 7867 with OD BHS)

 

"I hope they're not adding SMP to Sentinel" combo (70% health, min 33 heat):
(BOTH)(FC) 5C > CT > OD > 3D > 214C > 2D > 214C > 5D > 214C > 2C > 6D > 214C > 236D > 5C*4 > BHS (9253 or 9543 with OD BHS)
 

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I might as well post these here in the actual combo thread.

 

Corner Valiant combos:

 

[uW] 236D > 6*5C > 6*6C > 6*j.C > 6B > 63214C > 5C > TCL > 5B > 2C > 3C > 6A > 6D = 4859 + weak point & 34 heat

 

Dual weak point version:

 

[uW] 236D > 6*5C > 6*6C > 6*j.C > 6B > 63214D > 5A > TC > (5B) > aerial / 2C > 6D = 4105 (aerial) / 4069 (2C > 6D) + [bOTH], 5B won't hit some characters (Hakumen).

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There was talk about j.D > RC > j.C combos, so from middle reset point, point-blank:

 

[31%] 214C > (instant) 5B > j.BC > (delay) j.D > RC > j.C > 2C > 6D > TCL > 5B > aerial = 5162, for your random dash Sentinel hits.

 

Now for something completely different, again from the middle reset point (max 5C distance):

 

[40%] FC 5C > 6C > RC > airdash j.C > 5C > TCL > 5B > 2C > 5B > j.ABC > j.D = 4936, optimized for your combo video goodness.

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More Hakumen combo:

(corner) (UW) Forward throw > OD > 5B > j.C j.D > 5D > 214C > 2C > 6D > 214C > 236D > 6A > BHS (~6k)

 

EDIT: realized this combo is only possible in corner.

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I don't see that many combos that end in Scud Punichsment, so I thought i'd list a few...

  • (UW) 3C > 22C > 5B > 2C > 214214D (2.9k)
    • Can be done anywhere
  • (Corner only) (UW) 5B > 2C > 5B > JC > j.B > j.C > JC > j.D > 214214D (3.1k)
  • (On crouching) (UW) 5B > 3C > 22C > 5B > 2C > 6D > 214214D

To be continued...

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I don't see that many combos that end in Scud Punichsment, so I thought i'd list a few...

  • (UW) 3C > 22C > 5B > 2C > 214214D (2.9k)
    • Can be done anywhere
  • (Corner only) (UW) 5B > 2C > 5B > JC > j.B > j.C > JC > j.D > 214214D (3.1k)
  • (On crouching) (UW) 5B > 3C > 22C > 5B > 2C > 6D > 214214D

To be continued...

 

Scud isn't a very popular ender as it's quite an ineffective use of resources and actually gives quite poor oki compared to a regular knockdown. You can throw it out instead of BHS or 5D/6D at the end of a valiant combo easily, but it's not very good unless you're trying to make some extreme comeback. 

 

For example, your combo of;

 

(UW) 5B > 3C > 22C > 5B > 2C > 6D > Scud does 3.5k for 50 meter and applies double weakpoints.

Whereas instead, you should be doing this.

 

(UW) 5B > 3C > 22C > 5B > 2C > 6D > 236D > 5A/5B > TCL > 3D for 4.1k meterless doubleweakpoints. You're losing 50 meter, knockdown, corner carry and 600 damage just so you can have the Scud refresh. Which is also pretty mediocre as in reality, the refresh will only give you an extra weakpoint, since you'll get one extra weakpoint from the combo anyway. Meanwhile, you could have saved that meter to get extra damage and double weakpoints off a standard combo with something like 5BB > TCL > Rapid etc.

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  • (On crouching) (UW) 5B > 3C > 22C > 5B > 2C > 6D > 214214D

 

This is a really terrible combo no matter what. Try this.

(UW) 5B > 3C > 22C > 5B > TC > 236D > 5C * 4 > 2C > 6A > Scud (4440)

Scud is kinda ok as a scare tactic only in corner. Follow up with blue beat 2B > 5D/2D or 5C > 6D/3D are both pretty good.

 

More on topic though, I recently realized (thanks to RentalBlackout) that CH 236A can be linked to 3C on crouching opponent. I believe this was not mentioned before. Compared to the normal 5B route this improves the damage a fair bit.

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I see, it looks like I still need improvement on this kind of stuff...Thanks for setting me straight. I'll make sure to hit up the lab real soon.

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Playing around with silly Valiant strings gave me this corner throw combo. Is it optimal? I can't find anything with superior damage yet.

 

(drops on Tager, omit 22C for Arakune and forward throws)

(UW, corner) throw > 236D > 6 > 5C > 214C > 5C > 214C > 6A > 3C > 22C > 2C > 6D -- 4368 damage, 31 Heat gain, sets UW (4308, 30 Heat gain without 22C)

 

(better thing for Tager and Arakune)

(UW, corner) throw > 236D > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 5C > 214C > 6A > 3C > 2C > 6D -- 4355 damage, 31 Heat gain, sets UW

 

(drops on Tager)

(UW, corner, 20+ Heat) throw > 236D > 6 > 5C > 214C > 5C > 214C > 6A > 2C > 3C > 22C > 236236D -- 5409 damage, 30 Heat gain (before super)

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can anyone tell me the uses of 236b in combos like where can i use it and what the actual combos are? how often should i be using them or can i use them better in neutral

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can anyone tell me the uses of 236b in combos like where can i use it and what the actual combos are? how often should i be using them or can i use them better in neutral

 

This thread is only for posting actual combos, questions will be answered here: http://www.dustloop.com/forums/index.php?/topic/7332-cp-azrael-gameplay-discussion-v2-discuss-videoscombosquestionsetc/

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Dual weak point version:

[uW] 236D > 6*5C > 6*6C > 6*j.C > 6B > 63214D > 5A > TC > (5B) > aerial / 2C > 6D = 4105 (aerial) / 4069 (2C > 6D) + [bOTH], 5B won't hit some characters (Hakumen).

Optimized further damage-wise, tested on everyone:

1) more damage, works on :AR::BANG::KA::IZ::JI::KO::LI::MK::MU::NL::NU::PT::RG::RE::TG::TA::VA:

[4%][uW] 236D > 6*5C > 6*6C > 6*j.C > 6B > 6*CT > 214D > 5A > TC > 5B > aerial = 4521 + [bOTH]

2) less damage but works on the whole cast (except :RA::CA: because Crush Trigger doesn't connect, with super timing it might but as far as I tested it didn't work).

[4%][uW] 236D > 6*5C > 6*6C > 6*j.C > 6B > 6*CT > 214D > 5A > 5B > 2C > 6D = 4331 + [bOTH]

You need 4 heat for these but getting the weakpoint to begin with should give you plenty.

Little finicky with :HZ::HA::NL::BANG::TER::TA::IZ::AR::PT: , meaning to keep them in the corner you have to delay 6D a little at the end.

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So I was messing around and I found out that on CH anti-air 5B  you can follow it up with 6A, so instead of doing 5B > Aerial or 5B > 2C > 3/6D, you can do;

 

(Midscreen)

 

(CH) Anti-air 5B > 6A > 66 > 5B > TCL > 3D = 3307 + (LW)

 

Or if it carries them to the corner you can do;

 

(CH) Anti-air 5B > 6A > 66 > 5B > TCL > 5B > 2C > 5B > aerial = 4137 + (UW)

 

If they're low to the ground when you hit them you can omit the 5B and just go straight into TCL.

 

The only time when it didn't work was when I was in the corner, since the 6A wasn't causing them to wall bounce, but besides that it worked everywhere else, including the corner (but if they're too high up, the 6A brings them out of the corner). Of course if you have weak points you can do 6A > 236D > etc. or 6A > TC > 236D > etc. and likewise with meter, you can do j.D > RC > j.C > etc.

 

I tested it out on Ragna, Tager, Arakune, Platinum and Rachel and it works on all of them, so I'm assuming it works on most of the cast.

 

I've not seen anyone use this so I don't know if it's because there are better combo routes of an anti air CH 5B without meter and weakpoints, and I'm not too great at creating my own combos so I don't know how well optimized this is.

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Nice find! I'm gonna lab this right now!

*Edit*

Here is what I found for the time being.

All are CH AA 5B:

-5B>6A>slight walk forward>2B>TCL>3D= 3361+LW (pretty consistent and catches low wall bounces)

-5B>6A>IAD j.C>214D>5A>TCL=3371+LW

-5B>6A>IAD j.C>5A>TC>236D=3244+Both

There are two other routes I'm trying to work right now, but one is super execution heavy and might no work because of its length. Might take a break and come back to it later. Hope these help!

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This is a really terrible combo no matter what. Try this.

(UW) 5B > 3C > 22C > 5B > TC > 236D > 5C * 4 > 2C > 6A > Scud (4440)

Scud is kinda ok as a scare tactic only in corner. Follow up with blue beat 2B > 5D/2D or 5C > 6D/3D are both pretty good.

 

More on topic though, I recently realized (thanks to RentalBlackout) that CH 236A can be linked to 3C on crouching opponent. I believe this was not mentioned before. Compared to the normal 5B route this improves the damage a fair bit.

Really new to Azrael and his forums... so i apologize if this combo may have been posted already in here or his vanilla forums.

This is two  of the few combos i slapped together during day 1 training.

 

Im assuming UW means his Up Weakpoint.

 

(corner only) (UW) 5B > 2C > 6D > 5C > TCL > 5B > JC > j.B > j.C > JC > j.D (4490) (meterless) 

 

(corner only) (UW) Throw > 5C > TCL > 5B > JC > j.B > j.C > JC > j.D > 236236D (4877) (Requires 50 Heat)

 

UPDATE: you can push a bit more damage to the 2nd combo by doing 6A after the j.D for a total of 5057 damage.

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You need to do the j.C so the recovery is cancelled by landing. I do this by delaying the RC and the j.C. The second j.C needs to be delayed too.

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I can land the second j.C as I use the challenge mode grab combo for double weakpoint but even delaying j.C here i don't get the 6A link consistent. 

 

Does it have to be a regular airdash, not an iad?

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There's the discussion thread for these things bros.

 

Really new to Azrael and his forums... so i apologize if this combo may have been posted already in here or his vanilla forums.

This is two combos of the few combos i slapped together during day 1 training.

 

Im assuming UW means his Up Weakpoint.

 

(corner only) (UW) 5B > 2C > 6D > 5C > TCL > 5B > JC > j.B > j.C > JC > j.D (4490) (meterless) 

 

(corner only) (UW) Throw > 5C > TCL > 5B > JC > j.B > j.C > JC > j.D > 236236D (4877) (Requires 50 Heat)

 

UPDATE: you can push a bit more damage to the 2nd combo by doing 6A after the j.D for a total of 5057 damage.

 

Welcome, this thread is kinda empty because Azrael's combos didn't really change much between 1.0 & 1.1 so the stuff in combo thread 1.0 is still viable, I'm pretty sure you'll find those combos you posted (alongside with countless other ones) there.

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AA 50 meter 5b jbc jd RC jc TC 236d [6*5c] * 4 3c 6a BHS = 5765

 

saw Dogura doing this and tried to replicate it. was done on jin and does major damage 

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saw something odd yesterday and decided to build off of it:

 

high weakpoint applied:

 

(214C or 3C>22C)>5B>j.B>j.C>dj.D>land>iadj.A>j.C>CT>214D>5B>236C~46C>236D

 

25 heat, applies both weakpoints.

 

 

AA 50 meter 5b jbc jd RC jc TC 236d [6*5c] * 4 3c 6a BHS = 5765

 

saw Dogura doing this and tried to replicate it. was done on jin and does major damage 

 

 

5B>j.B>j.C>dj.D>RC>j.C>236C~46C>236D>[6~5C>]x4>214C>2C>3C>6A>236236D

 

adjusted ender to squeeze out a bit more damage.

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