BBTag/Azrael/Combos

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Azrael
Combo Notation Guide
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.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.
}X{ = Just frame, press button as attack hits.



Combo List

Starter Combo Position Damage Partner / Meter Video Notes
4A 4A > 5A > 5BB(B) > 236B~A/B/C~A/B/C Any 5426 Streamable
4A 4A > 5A > 2A(A) > 236C(C)~6 > {2A > 2C}x5 Any 8816 1 Streamable
4A CH 4A > 5BB(B) > 236B~A/B/C~A/B/C Any 5508 Streamable
4A CH 4A > 5BB(B) > 236C(C)~6 > {2A > 2C}x5 Any 8890 1 Streamable
4A CH 4A > 2A(A) > 236C(C)~6 > 5B~6 > {2A > 2C}x5 Any 9752 1 Streamable
5A 5AAA > 2A(A) > 236B~A/B/C~A/B/C Any 5992 Streamable
5A 5A > 5BB(B) > 236B~A/B/C~A/B/C Any 6202 Streamable
5A 5AA > 2A(A) > 236C(C)~6 > {5B~6}x5 > 5BB(B) > 236B~A/B/C~A/B/C, 2B > RA Any 8563 1 Streamable
5A 5A > 2A(A) > 236C(C)~6 > {2A > 2C}x5, 2A Any 11087 1
5A CH 5A > 2C(C), 2A(A) > 236C(C)~6 > {5B~6}x6 > 236B~A/B/C~A/B/C, 2A(A) Any 9447 1
5A CH 5A > 236C(C)~6 > {2A > 2C}x6 Any 11243 1
5A CH 5A > 236C(C)~6 > {2A > 2C}x6, 214B+C Any 13382 3
5A AA 5AAAA(A), 5BB(B) > 214B, 5BB(B) > RA Any 7576
5A AA 5AA > 2A(A) > 236C(C)~6 > {2A > 2C}x5, 2A Any 10128 1
5A 5A > 5BB(B) > 236B~A/B/C, 4A > 5A > 5BB(B) > RA Corner 7153
5A 5AA > 2A(A) > 236C(C)~6 > {2A > 2C}x5, 2A Corner 10128 1
2A 2A(A) > 5A > 5BB(B) > 236B~A/B/C~A/B/C Any 6777
2A 2A(A) > 236C(C)~6 > {2A > 2C}x6 Any 11708 1
2A 2A(A) > 5A > 5BB(B) > 236B~A/B/C, 4A > 5A > 5BB(B) > RA Corner 7556
5B 5BB(B) > 236B~A/B/C~A/B/C Any 6218
5B (far) {5BB(B) > 214B}x2, 5BB(B) > 236B~A/B/C~A/B/C Any 8694
5B (far) {5BB(B) > 214B}x3, 5BB(B) > RA Any 9078
5B 5BB(B) > 236C(C)~6 > {5B~6}x5 > 5BB(B) > 236B~A/B/C~A/B/C, 2B > RA Any 9320 1
5B CH 5B > 236C(C)~6 > {2A > 2C}x6 Any 12062 1
5B CH 5B > 236C(C)~6 > {2A > 2C}x6, 214B+C Any 14222 3
5B 5BB(B) > 236B~A/B/C, 4A > 5AAA > 2A(A) > 5BB(B) > RA Corner 7753
5B CH 5B > 2A(A) > 236C(C)~6 > {2A > 2C}x5, 2A > 214B+C Corner 14216 3
2B 2B > jc > j.B(B) ▷ 5BB(B) > 214B, 5BB(B) > RA Any 6418
2B 2B > jc > j.B(B) ▷ 236C(C)~6 > {2A > 2C}x5 Any 8762 1
2B 2B > jc > j.B(B) ▷ 236C(C)~6 > {2A > 2C}x5, 214B+C Any 10883 3
2C 2C(C), {5BB(B) > 214B}x3 > RA Any 8512
2C 2C(C), 2A(A), 5A > {5BB(B) > 214B}x3 > RA Any 8854
2C 2C(C), 2A(A) > 236C(C)~6 > {2A > 2C}x5 Any 11339 1
Throw 6T, {5BB(B) > 214B}x3 > RA Any 6019
Throw 6T > 214B, 2A(A) > 2C(C), 5BB(B) > 214B, 5BB(B) > RA Any 6167
Throw 6T, 5BB(B) > 236C(C)~6 > {2A > 2C}x4 Any 6832 1
Throw 4/6T > 236C(C)~6 > {2A > 2C}x6 Any 7994 1
Throw 6T, 2A(A) > {5BB(B) > 214B}x2 > RA Corner 6418
Throw 6T, 2A(A) > 236C(C)~6 > {2A > 2C}x5 Corner 7766 1
j.A j.A ▷ 5AAA > 2A(A), 5A > 5BB(B) > 236B~A/B/C~A/B/C Any 5838
j.A j.A ▷ 5A > 5BB(B) > 236C(C)~6 > {2A > 2C}x4, 2A(A) Any 7579 1
j.A AA j.A > j.B(B) ▷ {5BB(B) > 214B}x3 > RA Any 7153
j.A AA j.A > j.B(B) ▷ 236C(C)~6 > {2A > 2C}x5, 2A Any 9163 1
j.B AA j.B(B) ▷ {5BB(B) > 214B}x3 > RA Any 7788
j.B AA j.B(B) ▷ 236C(C)~6 > {2A > 2C}x6 Any 10631 1
j.C j.C ▷ 236A Any 2721 Special cancel the landing into 236A. You can also 236B off of j.C if the divekick hit shallow.
j.C CH j.C ▷ 5AAA > 2A(A), 5A > 5BB(B) > 236B~A/B/C~A/B/C Any 6318
j.C CH j.C ▷ 5A > 2A(A) > 236C(C)~6 > {2A > 2C}x5 Any 8648 1

Resonance Blaze Routes

Starter Combo Position Damage Partner / Meter Video Notes
5A 5AAA > 2A(A), 5A > 5BB(B) > 236B~A/B/C~A/B/C > 214B+C Any 9402 2 Generally any 236BXX > 214B+C is the ender in RB if you want to spend the additional bar.
214A 214A > 214B+C Any 7447 2 Dash crossup Growler into super
236A 236A > 214B+C Any 6819 2 Quick confirm from Gustaf hitting
236B+C CH 236B+C, 236B+C Any 9646 4 Be mindful about whether your hit was a counterhit on the point or the assist character.
236B+C CH 236B+C, 2C(C), 2A(A) > 236C(C)~6 > {2A > 2C}x4 > 214B+C Corner 14757 5 Max damage route from CH Resonance BHS
5A 5AAA > 2A(A), 5AAA > 2A(A) > 236A > 222B+C Any Astral 9
X Anything > 5BB(B) > 222B+C Any Astral 9
X Anything > 236B~A/B/C~A/B/C > 222B+C Corner Astral 9 Corner allows for more time and meter build with TCL

Combo Theory

Almost all optimal routing involves confirming as early as possible into Valiant, which leads to full corner carry from anywhere and deals the most damage of any possible route.

If you don't have the meter to spend on Valiant, you will instead need to quickly confirm if you landed an air hit or if 5B connected from the tip. If either happened, you can immediately go into Sentinel loops and end with RA for assist+dash oki. If they're grounded and you don't have the spacing for Sentinel loops, you're pretty much limited to 5BB(B) > TCL for screen carry, or 5BB(B) > RA for midscreen oki.

Valiant Loops

Responses to Burst during Valiant loops

There are two options once Valiant hits - 5B loops or 2A > 2C loops. 2A > 2C loops deal a lot more damage, but can be harder to execute midscreen and are not burst safe. 5B loops are burst safe against most of the cast and very consistent. You can also use 5B once or twice to reach the proper spacing or the corner to start 2A > 2C loops, the aim being to use as few 5Bs as possible to get to that point.

Once you reach the corner, after the final 2C, you can walk back a bit and then force a left/right mixup with assist+dash.

Video Examples

Azrael Combos by Meno


Updated Combos by Bojack


External Documents and References


A google doc of combos: https://docs.google.com/document/d/1nx4R6akHL4IHjuFz_1-wuoAp21lAU2ZoNbKGl92ITPk

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