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| LP |
Highly damaging light attack (4000). Leads into his target combo as well as LK and EX Mueikyaku.
| cr.LP |
Azure's fastest normal at 5f startup. Doesn't lead into anything, but has decent frame advantage.
| j.LP |
Fastest jumping normal. Can be special-canceled.
| LK |
Just as fast as cr.LP, but worse frame advantage.
| cr.LK |
Azure's only chain-cancelable light attack. Best chained into st.LP.
| j.LK |
Crosses up, but linking after it is difficult. Can be special-canceled.
| HP |
Unlike most characters, Azure can special-cancel his standing HP. Buffer it into LK or EX Mueikyaku in footsies.
| cr.HP |
High frame advantage on block and hit. Links into st.LP and itself.
| j.HP |
Most damaging jumpin.
| HK |
Great anti-air normal due to its disjointed hitbox. Whiffs on most crouching characters.
| cr.HK |
Standard low forward.
| j.HK |
Good range and may crossup.
| 3HK |
Less range and slower to startup compared to cr.HK. May not be very useful.
| LP+HP (Overhead) |
One of the best universal overheads in the game. +3 on block and hit against standing characters, links into cr.HP against crouching.
| HP+HK (Unblockable) |
Scary when combined with his fireball super.
| LP, HP
Simple target combo that knocks down. +2 on block. Super-cancelable.
| 236P Byakujin Reppu |
Ground fireball. Button strength determines the speed. 2 hits up close, but won't combo by itself except when used as a meaty. The fireball won't be launched if Azure gets hit during the initial active frames. Super-cancelable.
| 236P (in mid-air) Byakujin Shippu |
Air fireball. Button strength determines the angle. Hitbox doesn't become active until it starts moving.
| 214K Mueikyaku |
Arcing jump kick. Hits mid.
| 236K Keiho |
Command dash. The button strength determines the distance and recovery time. May pass through the opponent. No invincibility whatsoever.
| 214P Rokumonshihosho |
Upwards-hitting punch special that is mostly used in juggle combos. Not really a viable anti-air in most situations. Lengthy active frames. Can be canceled into high jumps and super.
| 236236P Shunjunrankujin |
Fireball super. No invincibility. The button used determines where the fireballs land. The fireballs won't come down again if Azure is hit during the startup. Reinforcing this super adds two additional projectiles, increasing the damage by roughly 60%(!).
| 632146P Kukyogachirin Shishinomai |
Command grab super. Fully invincible startup. Can be jumped out of on reaction, so only useful as a reversal. Reinforcing it adds additional hits and a new animation (purely cosmetic).
Azure combos and setups