BBCF/Azrael/Combos

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< BBCF‎ | Azrael
 Azrael


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
! = Used as a suffix when the move must consume a weakpoint
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Beginner Combos

Route Position Difficulty Starting Weakpoints Damage Meter Gain Notes
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
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.


Basic Grounded Hit ValiantGetting used to Valiant cancels
Easy

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.


Basic Air Hit ValiantUsing Upper weakpoint for good reward
Easy

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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

No Weakpoints

Corner Delayed LeopardImproving corner damage and okizeme
Medium

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.


6D Rapid CancelRouting into Valiant with no starting weakpoints
Easy

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

Overdrive Cancel into 2CGetting high damage on a standing opponent
Easy

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

Midscreen j.2D! ExtensionsConverting after air hits with Lower weakpoint
Easy

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.


2C into delayed 3D!Using a Lower weakpoint for more damage
Medium

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.


Valiant into j.DCalled the "Tochigin" route
Medium

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.


Valiant into 2DCalled the "Dogura" route
Medium

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.


Hornet into j.2C into HornetWorks anywhere
Medium

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.


Hornet into j.C into HornetWorks later in combos
Medium

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.


Hornet into j.C into ValiantSide swaps and applies an Upper weakpoint
Medium

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

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


Dash into jump cancel cancelGiving specials more reach
Hard~Very Hard

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.


Tochigin AdjustmentAllowing the route to work in more situations
Medium

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.


Valiant into j.C 623BWhen used in a Tochigin, called the "Akera" route
Hard~Very Hard

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.


6A into IAD j.CCharacter specific timings
Hard~Very Hard

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.


Fatal CounterMore useful and accessible than other characters

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


Valiant into 214[D]When a Tochigin can't reach the corner
Medium~Very Hard

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.


Backwards Overdrive Black Hawk StingerHigh damage Overdrive routing

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:

  • Fatal Counter Starter into ODC > 6B IAD j.C, 5D 236236D, 5A > Route - Done early in a combo without an Upper weakpoint.
  • Fatal Counter Starter > 236D!~6 > Route > 2C 6D!, ODC, 236236D, 5A > Ender - Done at the end of a combo; requires specific adjustments on  Ragna and  Es.


6B into dash Barrier cancelOptimising damage without weakpoints
Very Hard

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

A Starter
Combo Position Damage Meter Gain Works on Weakpoint Acquired Notes
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.
B Starter
Combo Position Damage Meter Gain Works on: Weakpoint Acquired Notes
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.
C Starter
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.
D Starter
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.
Special Starter
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).

A Starter
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.
B Starter
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.
C Starter
Combo Position Damage Meter Gain Works on Weakpoint Acquired Notes
Position Damage Heat Gain Everyone Weakpoint Placeholder
Special Starter
Combo Position Damage Meter Gain Works on Weakpoint Acquired Notes
Position Damage Heat Gain Everyone Weakpoint Placeholder

Video Examples

BBCF1.3 Azrael combo collections


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