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[Xrd] Axl Combo Science Thread

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Catching them crouching makes it meaty enough in most cases

 

To be clear, the 6H-5K link I mentioned above applies to non-meaty situations and is character specific. Meaning it can function as an actual mix-up! It won't work though if there's some distance between Axl and the opponent, as it needs to hit relatively deep. It's best used after a blocked c.S with the opponent crouching, anticipating the 2D. As you guys all know, Axl really lacks in the mix-up department. So having this option (at least for some match ups) is amazing in my opinion!

 

Mix-up route:

2K, c.S, 2D, Rensen

(on crouching opponent) 2K, c.S, 6H, 5K, 2D, Rensen

2K, throw

2K, c.S, 63214S

2K, c.S, command throw

 

It's also great damage-wise, as the 6H does not prorate as much (if at all, need confirmation of this). With the characters I've tested it on, it leads to roughly 1/3 to 1/2 damage.

 

---

 

The meaty 6H on the other hand, works against all characters whether they're standing or crouching, but the timing very strict. For an opponent standing getting up, the visual cue that you landed it right is when they hunch forward during hitstun (normal hitstun of 6H is them leaning backward).

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Yup. Pretty useful and been around since XX: Some characters' crouching hitboxes are either thinner or lower than usual, meaning that the attack will hit more meaty. What I actually wonder is if the old trick with 3P-6H as a gatling still works: Some characters' animations will predictably sway in such a way as to let 6H hit meaty, even if standing. The 3P puts them in little enough blockstun to reset the standing animation to a point where you'll "go through them" enough for this to work. Notable examples were Millia and Bridget. This means you can get a meaty (And therefore comboable) 6H even if they stand up and block it (Letting you continue a blockstring), but I'm not sure if it works in this game (And don't have a system to test on.) Can anyone check it out for me?

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Trying to repeat this ones

https://www.youtube.com/watch?v=iB2H4gKpmY0

 

My issue, that landing after jd i cannot hit falling enemy right in time (neither with 2s, nor  with 6k) - I have black beat. What Am I doing wrong? I input the move late, when landing? Or maybe I do something late, during the combo, so the timing becomes wrong?

I have problems with hitting falling enemy after tk Bomber or whatever.

Is there some generic mistakes, that lead to this, or my my specific input needs to be seen to answer this questions?

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1.1 Axl Low Combos
 
Notes: These are in addition to the 1.0 combos I posted on the wiki (which I will be updating after this. Some of these require you to super jump cancel depending on character height. I tried to make things as clear as possible, feel free to ask me if you got any questions. Anything with a ? means it might work on other characters, I didn't personally test it yet though. Being able to end with a knockdown on Rensen really is godlike. If you do the combo but with different damage output, it's probably due to RC proration. Doesn't mean your execution was wrong, just that you can time it so you can do more damage if you feel confident enough to do so.

If you're having trouble with certain delays, use the following moves to whiff. Try to hit the j.D in IAD j.D links as late as possible.

Delay = ~35F (Use 5H)
Delay = ~45F (Use 623S)
Delay = ~15F (Use 2K)
 
c.S RC/Super Combos
 
Midscreen
 
c.S > 5H > 2D> Rensen~8 > RC > Delay IAD jD > 6K > 2S > jH > jD > Bomber (205)
c.S > 5H > 2D> Rensen~8 > RC > Delay IAD jH > jD > 2S > jH > jD > Bomber (210) [sO, FA, SL, VE]
c.S > 5H > 214214S > 5P > 6K > c.S > 5H > Rensen (184)
c.S > 5H > 2D > 623S > RC > 63214S > 2S > jH > jD > Bomber (211) [KY, MI, SL, IN, BE, LE]

c.S > 5H > 2D> 623S > RC > 66 > IAD > jD, 66 > jD > j6P > 6K > 2S > jH > jD > Bomber (218)

c.S > 5H > 2D > 2363214H (236) [Hellfire]

 

 
In Corner
 
 
c.S > 5H > 2D> Rensen~8 > RC > Delay IAD jH > jD > 2S > jS > jH > jD > 2S > jH > jD > Bomber (210) [FA,?]
c.S > 5H > 2D> Rensen~8 > RC > Delay IAD jD > 2S > jS > jH > jD > 2S > jH > jD > TK Bomber (207) [FA,?]
c.S > 5H > 2D> Rensen~8 > RC > 6 > c.S > 2S > > TK Bomber > 5P > Rensen (199)

c.S > 5H > 2D> Rensen~8 > RC > 44, Falling jD, jS (1) > jH > jD, 2S > jH > jD > Bomber (213)

c.S > 5H > 2D> 623S > RC > 66 > IAD > jH > jD > 2S > jH > jD > TK Bomber (214)
c.S > 5H > 2D> 623S > RC > 66 > IAD > jD > 2S > jS > jH > jD > 2S > jH > jD > Bomber (218) [FA,?]

[AA] c.S > 66 > c.S > jP > jH > jD, 2S > jH > jD > Bomber (189)

[AA] c.S >66 > c.S > jK >jS > jH > jD, 2S > hjc> jH > jD > Bomber (196)

Corner
 
c.S > 5H > 2D> Rensen > RC > IAD jD > c.S > 2S > TK Bomber > c.S > 2S > TK Bomber (211)
 
214P Counter Combos 
 
Midscreen
 
214P > RC > Jump cancel Crossover jD* > 6K > 2S > jH > jD > Bomber (165 *or 146 if you do just regular jD after RC)
214P > RC > Jump cancel Crossover jD* > 6K > 2S > jS > jD > 2s > jH > jD > Bomber (174 *or 156 if you do just regular jD after RC) [LE,?]
214P > RC > 44 > Delay IAD jH > jD > c.S >  2S > jH > jD > Bomber (173)
214P > RC > 44 > Delay IAD jH > jD > 2S > jS >  jH > jD > 2S > jH > jD > Bomber (173) [LE,?]
214P > RC > 44 > Delay IAD jH > jD > 2S > TK Bomber > 5P > Rensen (167)
214P > RC > 44 > IAD Crossunder jD, jD > 6P, 6K > 2S > jH > jD > Bomber (173)

214P > RC > 44, Falling jD, jD > 6P, 6K > 2S > jH > jD > Bomber (173)

 

In Corner

 

214P > RC > 44, Falling jD, jS (1) > jH > jD, 2S > TK Bomber, 5K > 2S > TK Bomber (180)

41236H Command Grab Combos
 
Midscreen
 
41236H (Full) > RC > 6H Whiff > IAD jH > jD > 6K > 2S > jH > jD > Bomber (182) [FA,?]
41236H (Full) > RC > 6H Whiff > IAD jH > jD > 2S > jS > jH > jD > 2S > jH > jD > Bomber (190) [FA,?]

41236H (0) > RC > 44, IAD jH > jD > 6K > 2S >  jS > jH > jD, 2S > jH > jD > Bomber (222) [FA, ?]

 

Corner

 

41236H (Full) > RC, sj>Falling jD, jS (1) > jH > jD > 2S > TK Bomber, 5K > 2S > TK Bomber (188)

41236H (0) > RC > 44, IAD jH > jD, jS (1) > jH > jD > 2S > TK Bomber, 5K > 2S > TK Bomber (226) [FA, ?]

 
623S RC Combos
 
In Corner
 
623S > RC > 66 > IAD jH > jD > c.S > 2S > jH > jD > Bomber (192)
623S > RC > 66 > IAD jH > jD > 2S > jS > jH > jD > 2S > jH > jD > Bomber (216)

623S > IAD jD, jD > 6P, 6K > 2S > jH > jD > Bomber (205)
 

Throw Combos
 
Midscreen
 
Throw > 66 > 5P > 6K > 2S > TK Bomber > 5P > Rensen (118)
-Use  66 > 5K > 5P for Ky
-Don't use 66 for Faust
-Delay 2nd 5P for Bedman
 
Throw > 6K > 2S > 2S > jS > jH > jD > 2S > jH > jD > Bomber (128)
-Delay 6K vs MA, Adjust Spacing for 6K vs. ZA, VE
-Add 5P after throw vs. POT
 

Corner

 
4+Throw > jP > jH > jD > 2S > TK Bomber > c.S > TK Bomber (120)

4+Throw > c.S > Bomber > c.S > jD > j6P, 2S > Bomber, 5K > 2S > Bomber (143)

4+Throw > j.K > jD > j6P > Bomber, [5K > 2S > TK Bomber]x2 (129) [FA,?]

 

 

In Corner

4+Throw > c.S > 5H > 2D> 623S > RC > 66 > IAD jD, IAD jP > jD, c.S > 2S > jS > jH > jD, 2S > jH > jD > Bomber (189) [POT]

 

Additional Notes: Some of these RC combos require incredibly strict timing on lighter characters. Try using 6K (1) > 2S for a much more reliably timing for only 1~2 damage difference depending on the combo.

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I have a feeling that ones with delays and wiffs and specific  would work better as gifs along with the inputs. If you have a video of a combo and would like a gif of it I can easily and gladly make one for it.

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I have a feeling that ones with delays and wiffs and specific  would work better as gifs along with the inputs. If you have a video of a combo and would like a gif of it I can easily and gladly make one for it.

 

I added delay times color coded. If you use the move listed and then continue the combo, you'll be fine. Whiffs are...whiffs. You miss and then keep going.

 

EDIT: Updated it, cleaned it up, added information on delays. If you have trouble with a specific combo, let me know and I'll give you advice on it. Anything with c.S for the most part can be started with 5K > c.S > ..., which is, in a practical situation, what will happen usually.

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Trying to repeat this ones

https://www.youtube.com/watch?v=iB2H4gKpmY0

 

My issue, that landing after jd i cannot hit falling enemy right in time (neither with 2s, nor  with 6k) - I have black beat. What Am I doing wrong? I input the move late, when landing? Or maybe I do something late, during the combo, so the timing becomes wrong?

I have problems with hitting falling enemy after tk Bomber or whatever.

Is there some generic mistakes, that lead to this, or my my specific input needs to be seen to answer this questions?

 

If you can't get it, it's okay. It's only 10 damage difference without the IAD j.D (7 if you use 5K starter). The timing is really strict that it's not completely practical because of all the spacing and timing requirements. Also try and make sure you delay the j.D as late as possible in the airdash.

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I have a feeling that ones with delays and wiffs and specific  would work better as gifs along with the inputs. If you have a video of a combo and would like a gif of it I can easily and gladly make one for it.

That's a pretty good idea. I need combo practice too so maybe I'll see if I can record all of these combos. After that I can run them through GIFYCAT.

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The delays aren't too strict or difficult. There's a brief window of when the opponent is going up (hittable), peaks (not hittable) then begins descending again (hittable). You want to try and hit the j.D after they start descending with a delayed jD after IAD. After that you can basically freestyle. Jump cancel crossover jD is just a side-swipe combo. It's not necessary to learn but there might be situations where you might make use of it. I'd record but I don't have a PS4 or streaming equipment.

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I don't know if I am late to the party but I noticed that 2H knocks down on counter hit. If you hit Potemkin out of his Hammer Fall the second hit will counter hit him and you can combo him with the right spacing.

 

(CH Potemkin's Hammer Fall w/ second hit of 2H) 5k>c.S>2S>hj.S>j.H>j.D>2S>j.H>j.D>Bomber (176)

 

I guess it would work on other characters too if there RISC meter is high enough though.

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I don't know if I am late to the party but I noticed that 2H knocks down on counter hit. If you hit Potemkin out of his Hammer Fall the second hit will counter hit him and you can combo him with the right spacing.

 

(CH Potemkin's Hammer Fall w/ second hit of 2H) 5k>c.S>2S>hj.S>j.H>j.D>2S>j.H>j.D>Bomber (176)

 

I guess it would work on other characters too if there RISC meter is high enough though.

Yup. I posted this before but once you get their Risk Gauge up you can make easy damage: https://youtu.be/6_2S-VhBHBc

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Yup. I posted this before but once you get their Risk Gauge up you can make easy damage: https://youtu.be/6_2S-VhBHBc

 

ZeroLovesOverheads ( ͡° ͜ʖ ͡°)

 

That is definitely a reason to crank RISC (I've been saying this for months). It's also Chipp too. RIP.

 

Did he jump or does 2nd hit of 2H float them with enough hitstun that you can do 6H?

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ZeroLovesOverheads ( ͡° ͜ʖ ͡°)

 

That is definitely a reason to crank RISC (I've been saying this for months). It's also Chipp too. RIP.

 

Did he jump or does 2nd hit of 2H float them with enough hitstun that you can do 6H?

Not gonna lie, 50% of the time I'll foolishly autopilot 6H HAHA

 

 

In this instance, I don't think he jumped; multiple counterhit 2H just propels like that. I replayed the video a couple times over and the animation Chipp does on the first hit is his trip animation. Not at home so I can't test if enemies do their trip animaiton in air in counterhit state.

 

I remember watching the video while I was editing the session to post and wondering WTF happened to Chipp right there. Thought I had found something new but it turns out that full RISC is a motherfucker. 

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Not gonna lie, 50% of the time I'll foolishly autopilot 6H HAHA

 

 

In this instance, I don't think he jumped; multiple counterhit 2H just propels like that. I replayed the video a couple times over and the animation Chipp does on the first hit is his trip animation. Not at home so I can't test if enemies do their trip animaiton in air in counterhit state.

 

I remember watching the video while I was editing the session to post and wondering WTF happened to Chipp right there. Thought I had found something new but it turns out that full RISC is a motherfucker. 

 

I figured it out. It's because 6H has bounce on CH. Since you bounce them during the RISC combo, you're able to do the rest of it meterless. Otherwise you'd normally have to RC. That'd be some broke ass damage you could get otherwise.

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I figured it out. It's because 6H has bounce on CH. Since you bounce them during the RISC combo, you're able to do the rest of it meterless. Otherwise you'd normally have to RC. That'd be some broke ass damage you could get otherwise.

Yeah, that's why I posted and also why it struck me as weird initially as when I watched the replay I didn't know WHY he bounced mid combo. So I made the video just to showcase siliness that can happen when enough of the RISC gauge is filled. CH 6H is strong ;]

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Midscreen throw dash K, P, 6K, 2S, j.K, d.j.H, j.D 623H Sol 116 dmg. Also tested on Ma, Po, Mi. Only May have tricky timing.

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Quick question. Is there some kind of specific requirement to chain IAD j.S -> j.HS? Sometimes when I do it j.HS doesn't even comes out. Is this a height thing or do I need to do a dash IAD for it to work?

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Quick question. Is there some kind of specific requirement to chain IAD j.S -> j.HS? Sometimes when I do it j.HS doesn't even comes out. Is this a height thing or do I need to do a dash IAD for it to work?

Most likely just height as j.HS's animation resolves a bit high before Axl's body touches the ground. This is why it works well as a safe jump and also why it whiffs on crouching characters often (in my experience).

 

Link the vid you're seeing it used and maybe we can help you better understand what's going on ;]

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baf0 and I found if you do CH 2H close enough, you can combo meterlessly off of it into 6K > stuff on light characters. It'll do a side-swap if its point blank range.

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Most likely just height as j.HS's animation resolves a bit high before Axl's body touches the ground. This is why it works well as a safe jump and also why it whiffs on crouching characters often (in my experience).

 

Link the vid you're seeing it used and maybe we can help you better understand what's going on ;]

 

There you go - https://youtu.be/EOjGEAMKrWs?t=58s 

To me it looks like he's doing an IAD from a regular dash, but I'm not sure.

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There you go - https://youtu.be/EOjGEAMKrWs?t=58s 

To me it looks like he's doing an IAD from a regular dash, but I'm not sure.

 

He just spaced it so that when he used j.S, he had enough time to do j.H before hitting the ground. Nothing to it. If you're not getting jH, too early. If you hear the sound FX of it going off but you don't see the animation, too late.

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Just to add to what Shivel said, if you feel like the j.H won't come out use j.P instead. If you're too far for both options, j.6P.

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