Soulcalibur VI/Azwel/Combos

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Abbreviations & Explanations

Modes
Each combo also shows what the mode of the first move is. If Azwel is not in the indicated mode at the start of the combo, the move may have an additional 8 frames of startup due to the weapon generation process.
For combos starting with Weapon Arts (B+K, 6B+K, 4B+K), the player must be in the appropriate mode (or almighty) first.
'Any' means that Azwel's current mode will not affect the start of the combo.

Stances
BoB = Beauty of Balance (Swords Stance) = K, 8K, 2K, 88K, 22K
ToW = Tragedy of War (Axe Stance) = 6K, 9K, 3K, 66K, 99K, 33K
CoE = Comedy of Errors (Spear Stance) = 4K, 7K, 1K, 44K, 77K, 11K
As a combo starter, any stance input is fine. Mid-combo, generally it's the basic K, 6K, 4K inputs that should be used.

Weapon Arts
B+K = Pleroma Ascension = B+K in Swords mode, B+K in Almighty/Soul Charge
6B+K = O, Fallen Scholar = B+K in Axe mode, 6B+K in Almighty/Soul Charge
4B+K = Aufheben Sublimation = B+K in Spear mode, 4B+K in Almighty/Soul Charge
8B+K = Almighty Paradox = 8B+K in Almighty/Soul Charge

Normal Hit

Starter Mode Level Route Damage Mode at End Notes Ring Out
22A Swords H 22A.BoB.AB 54 Spear 22A tech crouches
2BB Swords M 2BB.BoB.AB 49 Spear
22B Swords M 22B.BoB.AAA 49 Spear
22B Swords M 22B.BoB.AB, BA 54 Spear Near edge
22B Swords M 22B.BoB.AAB 53 Spear Massive pushback if no wall Near edge
22B Swords M 22B.BoB.AB, CE 69 Swords 72 --> 69 (v2.21 dmg change)
BoB.B Any M BoB.B, 1A 47 Spear Can follow up with 9B for 65-67 damage on a forward/back ukemi. Left/right will evade a 9B completely. 52 damage if they do nothing.
B+K Swords M B+K, BA 54 Axe In SC, the lack of the weapon generation frame delay means the timing of the juggle is different. A small delay is needed. The B+K and BA can ringout from near the edge
B+K Swords M B+K, CE 75 Swords 77 --> 75 (v2.21 dmg change)
3B Axe M 3B[B], B4 69 Swords 3BB also works for less damage
3B Axe M 3B[B], 66B 71 Axe 3BB also works for less damage
3B Axe M 3B[B], 1A 72 Spear 3BB also works for less damage
6BB Axe M 6BB (only if second B hits), 3B 43 Axe 6BB doesn't combo out of neutral at all. But if the second hit does connect, 3B is a simple follow-up
66B Axe M 66B, 6BB 53 Axe 66B will ringout at edge, 6B can push out too.
66B Axe M 66B, 6B:A 56 Spear Does 52 dmg without the just frame 66B will ringout at edge, 6B can push out too.
FC 3B Axe M FC 3B, 6B:A 48 Spear
ToW.B Any M ToW.B, 6B:A 60 Spear End with 6BB (60 damage) for more corner carry Can ringout near edge
ToW.B Any M ToW.B, BA 57 Axe Wallsplats (follow up with 1B for 69 total damage) Can ringout near edge
FC 1B Spear M FC 1B, 6BA 48 Spear Leaves opponent at good range for a FC 1A/FC 1B okizeme/mixup on wakeup (if they don't roll back). End with 6BB (47 damage) for more corner carry
CoE.AB Any H CoE.AB (only if B hits), B4 46 Swords CoE.AB does not NC, but if the B connects, it will knockdown and follow-up attacks are possible.
A+B Any M A+B, 9B 50 Axe Damage varies depending on which A+B is used. Axe - 58; Swords - 50; Almighty - 52; Spear - 45
6A+B Any M 6A+B, A+B, 9B 77 Axe
BT A+B Any M BT A+B, FC 1B, 6BB 62 Axe
BT A+B Axe M BT A+B, FC 3B, 6BB 63 Axe
BT A+B Swords M BT A+B, WR BB, 9B 68 Axe
BT A+B Swords M BT A+B, 5B+K, BA 70 Axe
BT A+B Axe M BT A+B, 6B+K 70 Unequipped
8WR A+B SC M (SC) 8WR A+B, 1A 67 SC
FC 3B SC M (SC) FC 3B, 8B+K 64 SC
FC 1B SC M (SC) FC 1B, 66B, BA 64 SC AB will ringout at edge
FC 1B SC M (SC) FC 1B, 66B, 8B+K 78 SC 74 --> 78 (v2.21 dmg change)
FC 1B SC M (SC) FC 1B, 66B, CE 91 SC 94 -- 91 (v2.21 dmg change)
B+K SC M (SC) B+K, 4B+K 75 SC Can always be followed up with 6B+K or 3B as a low/mid mixup. 6B+K will hit if they block standing or stay on the ground, 3B will lethal hit if they crouch guard.
6A+B SC M (SC) 6A+B, 8A+B, 66B, 6BB 90 SC Azwel's direction will change after the 8A+B.
6A+B SC M (SC) 6A+B, 8A+B, 6CE 122 SC Azwel's direction will change after the 8A+B


Counter Hit

Starter Mode Level Route Damage Mode at End Notes Ring Out
BoB.K Any H BoB.K CH, 2BB.BoB.B, 1A 56 Spear
BoB.K Any H BoB.K CH, 4A+B, B+K, BA 58 Axe Lots of carry on this combo. Can ringout from near the opponent's starting position on the desert stage. 61 dmg without the 4B+K. The B+K and BA can ringout from near the edge
BoB.K Any H BoB.K CH, B+K, CE 75 Swords 78 -- 75 (v2.21 dmg change)
2BB Swords M 2BB (CH on 2nd hit only), BoB.B, B4 45 Swords 1A can be used at end if they don't ukemi.
B6 Swords H B6 CH, 4A+B, B+K, BA 58 Axe B6 tech-crouches. Lots of carry on this combo. Can ringout from near the opponent's starting position on the desert stage. 61 dmg without the 4A+B. The B+K and BA can ringout from near the edge
B6 Any H B6 CH, 2BB.BoB.B, 1A 59 Spear
B6 Any H B6 CH, B+K, CE 73 Swords 74 -- 73 (v2.21 dmg change)
WR BB Swords M WR BB CH, B+K 56 Swords
WR BB Swords M WR BB CH, 9B 56 Axe
WR BB Swords M WR BB CH, CE 74 Swords 76 -- 74 (v2.21 dmg change)
2A+B Swords M 2A+B CH, AB 31 Axe
3A Axe M 3A CH, AB 41 Axe Will knockdown opponent in range for the '50/50' mixup.
AB SC H (SC) AB (only if B hits as counter), B4 40 SC Damage value assumes the A is blocked or dodged
AB SC H (SC) AB (only if B hits as counter), 8B+K 53 SC Damage value assumes the A is blocked or dodged
3A SC M (SC) 3A CH, 8B+K 54 SC
3A SC M (SC) 3A CH, 1BB, 8A+B, 66A 64 SC Reverse Ring Out, works over walls
3A SC M (SC) 3A CH, CE 71 SC 73 -- 71 (v2.21 dmg change)
B6 SC M (SC) B6 CH, 8A+B, 66A 64 SC 66A may be hard to connect on Amy Reverse Ring Out, works over walls
B6 SC H (SC) B6 CH, 4A+B, FC 1B, 66B, BA 65 SC Lots of carry on this. Can also be done after appropriate guard crushes and lethal hits. Any of the last 3 three moves can ringout.

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