Soulcalibur VI/Azwel/Strategy

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Overall Strategy

Azwel is an unorthodox character with access to several best-in-class moves, but they are split apart into three separate modes. Azwel functions with three distinct gameplans until he enters Soul Charge, where he has access to all moves. He rewards players who are willing to take enormous risks and play aggressively when the time is right. Azwel also has a relatively small movelist compared to the rest of the cast due to his K button exclusively used for entering his three stances.

Weapon Switching

Azwel's primary handicap is that most of his moves start slow when starting the round or in a different weapon by adding 8 frames to startup. This is significant as it removes his ability to punish out of weapon or pressure with a wide variety of moves without access to soul charge. Jumping moves do not incur this penalty. 8A and 9A are strong options for getting sword or axe in a pinch.

While it may be tempting to consider K, 6K or 4K as stance transitions to get weapons at round start, they are more vulnerable than using A or 6B. That being said, never count out being creative, whether its using an unorthodox move to gain a weapon or just eating a small punish in exchange for pulling a weapon.

Losing Weapons

Azwel loses his weapons if he uses a Weapon Art or A+B, even when counterhit out of the move. Similarly, Azwel does not gain a weapon if he is counterhit in startup, so if your first move is interrupted, you are still weaponless.

Sword

Sword is a strong all-rounder with fast attacks and strong whiff punishment from 22B and Sword Art. With AB, you have the best -10 punishment in the game and B+K can quickly punish most whiffs at i18. Additionally, Sword is the only stance with moves that have access to K stance transitions, such as 2A, 22A, 22B, and BB. In general, don't perform a strance transitions unless you hit. The exception is 22B, which is excellent on block when stance transitioning.

Sword completely lacks lows. If you want to get your opponent to stop blocking, 22B and Throws are your go to, meaning that you'll have to be up close and your opponent must be conditioned out of mashing to apply block pressure.

If your opponent whiffs constantly at range or throws out a lot of -10 on block moves, stay in sword or try to route back to it.

Axe

Axe sports superior range, easy transitions to other stances, and an iconic high-risk high-reward mixup between 6B+K and 3B/66B. Every single axe move is good in some way. 6B is an incredibly long poke at i14. 66B is a powerful long range launcher that is only -4 on block. Overall, axe mode discourages your opponents from moving and attacking at range.

On the downside, axe can only block punish -14 or worse. While his moves are long, they are less effective at close range, save for Axe Art.

If your opponent appears to be weak to pressure and mixups, stay in axe.

Spear

Spear's primary strength is its ability to punish lows with FC 1B. No other character has an i12 launcher from crouch, so you can quickly condition players to stop attacking with lows or throws. On defense, Spear Art can be used as an effective deterrent against okizeme because it auto GIs Mids and Lows. This weapon mode has access to three annoying lows: 1A, FC 1A and 1B.

Spear lacks an effective punish for standing pokes, which ironically makes it bad at traditional defense. Moves like 4A and 4B lack strong utility up close, which forces you to crouch to start pressure.

If your opponent likes to throw or use close range lows, stay in spear.

Almighty Mode

Almighty Mode occurs after landing a successful throw, using 8WR A+B or 6A+B, and constantly refreshes while in Soul Charge state. By itself, Almighty allows to you use unpredictable offense for one move or have access to the best easy block punishment in the game between AB for standing and FC1B for crouching.

Moves with Natural Stance Transitions

Sword to Axe BA - Useful for discouraging standing blocking while in sword. Use this if you feel your opponent is weak to axe mixups.

AB - Your go-to punish. Be ready to push your advantage after landing this.

Sword to Spear

AAB, BBA are gimmicky extensions due to their speed, but do good damage.

Axe to Sword

6BaB - Solid way to get back into Sword from Axe.

Axe to Spear

6BA - A common combo extender. Pulls the opponent in, so you can immediately apply a FC1A/FC1B/Throw mixup.

Notable Stance Moves

Stance moves tend to be most useful as combo extensions, but a few have solid utility. K(BOB) B - Long reaching gapcloser that is safe on block and does 15% guard damage. 6K(ToW) B - Slow launcher that leaves you +8 on block and 15% guard damage. Continues pressure off of knockdown instead of cashing in for damage. 6K(ToW) 6K - Pesky low that is 0 on hit. Use after landing 2A to apply pressure to an opponent. 4K(CoE) AB - High Mid string that is -4 on block and transitions to sword with 15% guard damage.

Combat Lessons

Fighting Style

This style grants the unique ability to produce dual swords, a giant axe, and a spear-and-shield combination out of thin air. Not technically a fighting style per se, the combat techniques used here are a product of Azwel's "martial philosophy and theory," and the weapons crafted from a special device he made in his pursuit of "saving" the human race.

Beyond simple slashes and strikes, this style boasts a host of unorthodox techniques—weapons are turned into projectiles, and blades are even manipulated mid-air to fall upon a surprised opponent in one deadly rush.

Because an opponent has no idea what they will have to defend against until a weapon is produced, they can have a tough time anticipating just what sort of attack will come at them next. On the other hand, it requires intense concentration to create and maintain weapons, making it hard for a wielder to move their physical body while controlling them. Once a weapon has been produced, it can be reproduced more quickly, adding a layer of depth that must be considered when forming a long-term strategy. Understanding this is the key to unlocking a whole world of potential.

Style Lesson: Beginner

Multiple Weapon Modes

This fighting style is unique in that it allows you to create three different weapon sets out of thin air: dual swords, a giant ax, and a spear and shield combination. Producing a new weapon changes the weapon mode, but using moves from the same weapon mode allows for faster attacks. Make sure you know which mode you're in so you can unleash powerful offensive strikes.

Individual Weapon Mode idiosyncrasies

At the start of the battle, you will have yet to be in any single weapon mode. This means your attacks will be slowed until you create a weapon. Dual swords are a good first choice, since they allow for quick attacks. If you want to break through your opponent's guard, use the giant ax; if you'd rather go on the defensive, then select the spear and shield. If you find yourself cornered without any weapons formed, using Pareidolia's Awakening (B+K) will generate weapons and force your opponent away from you.

Pareidolia's Awakening
Weaponless B+K
weaponless Sc B.pngSc +.pngSc K.png B+K - Attack Level: Sc SM.png
Impact Damage Block Hit Counter Guard Burst
10 0 -18 -4 -4 0%

Fighting at Close Range

With dual swords, the Heretic's Sweep (2A) is fast and simple to use. With the giant ax, Truculent World (6BB) can be used from a distance.

Heretic's Sweep
2A
Sc 2.pngSc A.png 2A - Attack Level: Sc SL.pngSc SL.png
Impact Damage Block Hit Counter Guard Burst
14 8,8 -10 2 2 2%
Tech Crouch[8-RC]
Truculent World
6BB
Sc 6.pngSc B.pngSc B.png 6BB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
14 16,25 0 KND KND 17%
Tech Jump[7-30]. Tech Crouch[30-56]

Style Lesson: Adept

Weapon Arts

Each weapon mode gives you access to a special move known as a weapon art. When using dual swords you have Pleroma Ascension (with dual swords B+K) a long-range move that serves as a combo starter. The giant ax gives you access to O, Fallen Scholar (with giant ax B+K), a powerful low attack that can be used in conjunction with Eternal Conflict (3BB) to break your opponent's guard. If you have your spear and shield out, Aufheben Sublimation (with spear and shield B+K) unleashes a guard impact and counter. All weapon arts are powerful, but reset your weapon mode to null after use.

Pleroma Ascesion
SWD/ALM B+K
sword Sc B.pngSc +.pngSc K.png B+K - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
18 18,22 -20 LNC LNC 14%
Tech Jump[37-43]
O, Fallen Scholar
AXE B+K/ALM 6B+K
ax Sc B.pngSc +.pngSc K.png B+K - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
20 54 -24 KND KND 10%
Jaills (2 hits only on guard). Sc GI.png vs Highs [5-18]
Eternal Conflict
3BB
Sc 3.pngSc B.pngSc B.png 3BB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
20 24,18 -10 KND KND 15%
Sc LH.png vs crouch guard
Aufheben Sublimation
SPR B+K/ALM 4B+K
spear Sc B.pngSc +.pngSc K.png B+K - Attack Level: Sc M.pngSc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
24 24,12,17 -24 LNC LNC 10%

The Ultimate Mode: Almighty

You can transition into Almighty mode from a move that produces multiple weapons at the same time. While in this mode, all attacks strike more quickly, so you should aim to activate it as often as possible. Throws and the following move activate Almighty mode: Pilgrimage of Anthropos (AAA), Seven Sages' Aphorism (BBB), Epistemological Punishment (6A+B), and March of Humanity (during 8-way run A+B)

Pilgrimage of Anthropos ~ ALM
AAA
Sc A.pngSc A.pngSc A.png AAA - Attack Level: Sc H.pngSc H.pngSc M.pngSc M.pngSc M.pngSc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
10 10,12,10,5,5,5,5,10 -8 4 4 11%
Seven Sages' Aphorism ~ ALM
BBB
Sc B.pngSc B.pngSc B.png BBB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 12,12,14,8,8,16 -6 STN STN 13%
Epistemological Punishment ~ ALM
6A+B
Sc 6.pngSc A.pngSc +.pngSc B.png 6A+B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
32 14,9,8,16 -6 STN STN 9%
Tech Jump[16-69]
March of Humanity ~ ALM
during 8WR A+B
Sc 22.pngSc 5.pngSc 88.pngSc 5.pngSc 11.pngSc 5.pngSc 44.pngSc 5.pngSc 77.pngSc 5.pngSc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc A.pngSc +.pngSc B.png (2)_(8)_(1)_(4)_(7)_(3)_(6)_(9)A+B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
30 40 -12 4 4 10%
Sc LH.png after hitting with sword, ax, and spear weapon arts

Unleash Weapon Arts While in Almighty Mode

All weapon arts mentioned above can be used in Almighty mode, which is what makes it such a powerful tool. While in this mode, press B+K to perform Pleroma Ascension, 6B+K to perform O, Fallen Scholar, and 4B+K to perform Eternal Conflict.

Additionally, Almighty Paradox is a weapon art that can only be performed in Almighty mode and has an extremely fast start-Up, allowing you to keep the opponent on their toes.

Style Lesson: Master

Actively Use Special Stances

One of the most unusual aspects of this style is that K commands usually transition you into a special stance instead of performing a kick. For example:

  • K Beauty of Balance (dual swords stance)
  • 3_6_9K: Tragedy of War (giant ax stance)
  • 1_4_7K: Comedy of Errors (spear and shield stance)

These special stances not only allow you to transition into another mode, but also open up moves specific to each stance. You can also use attacks such as Heretic's Sweep (2A) and Path to Glory (2BB) to switch to another stance. Master these techniques to chain multiple attacks together.

Heretic's Sweep ~ BOB / ~ TOW / ~ COE
2AK/2A6K/2A4K
Sc 2.pngSc A.pngSc K.png 2AK - Attack Level: Sc SL.pngSc SL.png
Impact Damage Block Hit Counter Guard Burst
14 8,8 -2 10 10 -
Sc SS.png into BOB
Sc 2.pngSc A.pngSc 6.pngSc K.png 2A6K - Attack Level: Sc SL.pngSc SL.png
Impact Damage Block Hit Counter Guard Burst
14 8,8 - - - -
Sc SS.png into TOB
Sc 2.pngSc A.pngSc 4.pngSc K.png 2A4K - Attack Level: Sc SL.pngSc SL.png
Impact Damage Block Hit Counter Guard Burst
- 8,8 - - - -
Sc SS.png into COE
Path to Glory ~ BOB / ~ TOW / ~ COE
2BBK/2BB6K/2BB4K
Sc 2.pngSc B.pngSc B.pngSc K.png 2BBK - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 12 -6 - - -
Sword. Sc SS.png into BOB
Sc 2.pngSc B.pngSc B.pngSc 6.pngSc K.png 2BB6K - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 12 - - - -
Sc SS.png into TOW
Sc 2.pngSc B.pngSc B.pngSc 4.pngSc K.png 2BB4K - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 12 - - - -
Sc SS.png into COE

Beauty of Balance: Dual Swords

Salvation Doctrine (during Beauty of Balance AAA) is a simple and quick move. Input AAK or AA6K to change into a different stance and bombard your opponent with an offensive rush.

BOB ~ Salvation Doctrine
BOB AAA
BOB Sc A.pngSc A.pngSc A.png AAA - Attack Level: Sc H.pngSc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
12 10,10,20 -8 10 10 7%
Sword
BOB ~ Salvation Doctrine ~ BOB/ ~ TOW/ ~ COE
BOB AAK/AA6K/AA4K
BOB Sc A.pngSc A.pngSc K.png AAK - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
12 10 -2 8 8 -
Normal Hit Combo. Sword. Sc SS.png into BOB
BOB Sc A.pngSc A.pngSc 6.pngSc K.png AA6K - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
12 10 - - - -
Sc SS.png into TOW
BOB Sc A.pngSc A.pngSc 4.pngSc K.png AA4K - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
12 10 - - - -
Sc SS.png into COE

Tragedy of War: Giant Ax

The middle attack and break attack War and Destruction (during Tragedy of War B) and the low attack Fall of the Wise (during Tragedy of War 6K) are excellent for crushing your opponent's guard.

TOW ~ War and Destruction
TOW B
TOW Sc B.png B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
28 45 8 LNC LNC 15%
Sc BA.png. Sc LH.png on impact counter
TOW ~ Fall of the Wise
TOW 6K
TOW Sc 6.pngSc K.png 6K - Attack Level: Sc L.pngSc L.png
Impact Damage Block Hit Counter Guard Burst
24 14 -14 0 0 3%
Normal Hit Combo. Axe. Tech Crouch[1-48]

Comedy of Errors: Spear and Shield

If your opponent is too close for comfort, push them back with Will to Dominate (during Comedy of Errors BB) or Executioner's Gavel (during Comedy of Errors 6B).

COE ~ Will to Dominate
COE BB
COE Sc B.pngSc B.png BB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
26 14 -12 KND KND 15%
Normal Hit Combo. Projectile, Spear
COE ~ Executioner's Gavel
COE 6B
COE Sc 6.pngSc B.png 6B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
28 30 -12 KND KND 9%
Projectile, Spear

Critical Edge

From Science, With Love

Properties

An extremely quick upward sword slash while in dual swords or Almighty mode.

From Science, with Love
A+B+K
Sc A.pngSc +.pngSc B.pngSc +.pngSc K.png A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 20 -20 KND KND 10%
i13 in Sword or Almighty. Sc AT.png
Tips

Mainly useful for combos. This attack becomes even faster in the dual swords and Almighty modes, so it's useful for counterattacking an opponent after guarding, or pushing back against an aggressive opponent.

Soul Charge

Perpetual Almighty Mode

During a soul charge, you're always in Almighty mode, which makes all attacks faster. it also means you can perform as many of the four weapon arts as you wish.

A Unique Critical Edge Becomes Available

If you have one bar of your soul gauge available during a soul charge, you can unleash I Shall Save Humanity! (during soul charge 6A+B+K), a critical edge with phenomenal power and range.

I Shall Save Humanity!
SC 6A+B+K
SC Sc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.png 6A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
32 11,5,5,8,110 -30 KND KND 1%
Tech Jump[10-38]. Sc AT.png

Spirit Sword Salvation & Evil Sword's Embrace

Soul attacks that put you in a soul charged state and generate weapons to strike the opponent. Both attacks are performed with 236A+B+K, so the move you perform depends on the number of times you input the command. Entering it an odd number of times (1, 3, 5, etc.) will perform Spirit Sword Salvation, while entering it an even number of times (2, 4, 6, etc.) will perform Evil Sword's Embrace.

Spirit Sword Salvation/Evil Sword's Embrace
236A+B+K (odd)/236A+B+K (even)
odd activation Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.png 236A+B+K - Attack Level: Sc M.pngSc M.pngSc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 8,8,8,8 -6 4 4 9%
Tech Jump
even activation Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.png 236A+B+K - Attack Level: Sc SM.pngSc SM.pngSc SM.pngSc SM.png
Impact Damage Block Hit Counter Guard Burst
16 22,4,4,4,10 -2 12 12 20%
Tech Jump

Reversal Edge

Following Up with A

A giant, swinging high attack that allows you to move before your opponent if they guard. You can also transition into one of the three stances with AK, A6K, or A4K, making it useful for dominating the battle.

Following Up with B

Deals a huge amount of damage. You can press BB to go into Almighty mode.

Following Up with K

A move that allows you to evade your opponent's A, B, and K attacks. However, if you use the move when your opponent hasn't attacked, you will be left wide open.