No you didn’t search, I posted information on this many times before…One of my posts were:
" About Angel…Well first off, here’s a list of combos that I can do and I know work:
- C/D, f+B, rdp+K, hcb+K
- C/D, f+B(1), df+B, d+P, qcf+C/b dp+P/AC
- B, A, b f+K, d+P, f f+A, hcb+K
- qcb+P, u+K, d+P(miss), f+K, u+P, f f+C
- C/D, f+B(1), df+B, d+P, f+K, qcf+C/b dp+P
- C, b f+K, d+P, f f+A, qcb+P u+P f f+A(infinite), qcb+P uf+P f f+C
- C, f+B, rdp+K, hcb+K
- Crouch C, df+D(miss), f+P, u+K, f f+C
I can’t actually do the infinite though…only for a max of 10 hits (and that’s with the aid of autofire in practice mode…without it, I cannot do it).
For air to ground battles, I use jump D cancelled into d+D in the air. If that’s not blocked, I usually go with the D, f+B, df+B, d+P, qcf+C/DM combo. If it was blocked though, I usually either still do that chain, or do mixups such as crouch D cancelled into df+D overhead. If the sweep hits, I usually do df+D, f+K, qcf+A (qcf+A being the overhead throw) which lands right on top of them when they get up…I have yet to really be punished for doing that, and most peole forget to jump (they only have a few frames to jump too). For crossups, jump C is really good…it actually seems to be an intended crossup move (non-buggy), like Iori’s b+B.
For air to air, usually d+D or jump CD does the trick…I’ve heard jump A is even better, but I haven’t tested enough myself (but Quixo, who uses Angel alot, always seems to stuff my jumpins with his jump A).
Angel has problems with anti-airing…qcb+P sometimes works but it’s risky…you have to do it really early, or you’ll get stuffed usually. Apparently b, f+K is quite good, but for some reason when I do that move on keyboard, i usually get teleports instead, so I stay away from it…I should probably work on my execution with that move.
Pepe maniak taught me alot of neat tricks with Angel…but they are extremely hard to pull off, but brings a whole new level of play for Angel. You can repeat alot of her combo chains over and over if you cancel into hcf+D teleport, then immediately cancel into another chain attack (like d+P/K, f+P/K, u+P/K). With this, you can say start with qcb+P, then repeatedly do f+K (for example) all the way across the screen. The combo would be input something like:
qcb+P, f+K, hcf+D, f+K, hcf+D, f+K, repeat
This makes her combo chains pretty limitless (unlike before where she can only alternate P/K and not use the same directional attack twice in a row). This use of hcf+D cancelled into some move allows Angel to juggle her opponent totallya cross the screen (using say, u+P over and over). I can’t quite do it good though…pepe’s the master!"
That was posted a while ago…so kind of outdated. While her combo rules prevent you from repeating a continue move that had the same direction, and prevents you from repeating two kicks or two punches in a row, you can bypass this by cancelling any continue move into hcf+D teleport, then immediately into another continue move. This lets you do things like hcf+K, d+P, hcf+K, d+P.
The highest level Angel gameplay I can find is this:
You can see that hcf+D cancel technique in action there. He also uses the infinite in match MOV05742, which is pretty hardcore. You don’t have many frames to cancel hcf+D/qcb+P to a continue move. If you’re using qcb+P, you have to cancel it before you see the yellow animation under her stomp, or it will not work.