Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. 6K > 2S (JC) j.S is the same as 6K(2) > 2S(2) (JC) j.S(2)).
Ground Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
2K or 5K > c.S > 2H > Rensen | Any | 70 / 106 | All | Very Easy | Axl's most stable bread-and-butter combo. 2K starter has 70% damage scaling. | Video Example |
2K or 5K > 2D > Rensen | Any | 55 / 85 | All | Very Easy | Compact combo for outside c.S proximity range. | Video Example |
c.S > 5H > 2D > Rensen | Any | 131 | All | Very Easy | Big close range combo for midscreen. | Video Example |
6P > c.S > 5H > 2D > Rensen~8 | Any | 161 | All | Very Easy | Huge point-blank combo that prioritizes damage. 2D whiffs on standing KY, MI, BA. 6P whiffs on crouching MI. |
Video Example |
3P > 2D > Rensen | Any | 93 | All | Easy | Doesn't connect on counterhit (2D whiffs). Works well in short range (3P has longer reach than 2D). |
Video Example |
3P > 2H > Rensen | Any | 97 | All | Very Easy | Doesn't connect on counterhit (second hit of 2H whiffs). On crouching, connects even in max 3P range. |
Video Example |
2P > f.S > Rensen | Any | 96 | All | Very Easy | f.S > Rensen connects only in close range or on crouching. | Video Example |
6K > c.S > 2H > Rensen | Any | 125 | Standing | Very Easy | Hitconfirm for the occasional grounded 6K. | Video Example |
6K > c.S > 5H > 2D > Rensen | Any | 148 | Standing | Very Easy | Close range hitconfirm for grounded 6K. | |
6H, 5K > 2D > Rensen | Any | 106 | All | Medium | Linking 6H to 5K requires 6H to hit on late active frames (eg. meaty on wakeup). 6H DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. |
Video Example |
5K > c.S > 2D > Rensen~2 | Corner | 144 | All | Very Easy | Basic corner combo for Rensen-2 power. Full hits may require delaying the followup (beware of OTG). |
Video Example |
6P > c.S > 5H > Rensen~2 | Corner | 175 | All | Very Easy | Hefty combo that gives you a strong knockdown. | Video Example |
Anti-Air Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
AA (5P) > 6K > 2S (HJC) j.H > j.D > Bomber | Any | 166 | All | Easy | Bread-and-butter anti-air combo from 5P and 6K, no knockdown. j.D and Bomber can whiff if the opponent is too high in the air. |
Video Example |
AA 6K (JC) j.6P > j.6K > Bomber | Any | 121 | All | Easy | 6K route when you're too far for connecting into 2S. Use (HJC) at high altitudes, notably on light characters. |
Video Example |
AA (5P) > 6K (HJC) j.6P > j.S(1) > j.6P | Any | 107 | All | Easy | Outdated route for long-range 6K, usable in rare cases where j.6K would whiff. j.S(1) and last j.6P can whiff depending on opponent's hurtbox. |
Video Example |
AA 2S (JC) j.K (JC) j.H > j.D > Bomber | Any | 140 | All | Easy | Easy and stable choice for a lower altitude 2S confirm. Can OS throw bursts by inputting j.4H after jump cancelling j.K. |
Video Example |
Low AA 2S > TKB | Any | 82 | All | Medium | Basic low altitude TK Bomber combo for knockdown. May require delaying the Bomber. |
Video Example |
High AA 2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Any | 202 | Most | Medium | Basic high altitude TKB combo for big damage. | Video Example |
AA 6P > c.S > 2S > TKB, 5P > Rensen | Midscreen | 161 | Medium | Medium | Good for horizontal approaches (IADs), knocks down. Trades less against pre-emptive attacks than 2S, but doesn't reach nearly as high. |
Video Example |
AA 2S (HJC) delay j.D, j.6P > Bomber | Midscreen | 126 | Medium | Hard | High altitude 2S into decent damage, can knockdown at lower heights. Connecting j.6P requires hitting j.D around the same height as opponent. |
Video Example |
AA 2S (JC) j.D, j.6P, 5P > 6K (HJC) j.6P > j.6K > Bomber | Midscreen | 180 | Most | Hard | Low altitude 2S into great damage and corner carry. Quite character specific. |
Video Example |
High AA 2S > (Delay) TKB, (Delay) c.S > TKB, 5K > 2S > TKB |
Corner | 191 | Medium | Medium | TKB loop that reduces height for the knockdown. Extreme altitudes may require delaying initial TKB. |
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Low AA 2S > TKB, 5K > c.S > 2S > TKB, 5K > 2S > TKB |
Corner | 199 | Medium | Medium | TKB loop that increases height for more damage and knockdown. | - |
Air to Ground/Air Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
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Airdash j.S (> j.P/j.H), 5K > 2D > Rensen | Any | 97-122 | All | Easy | Connects a successful air dash j.S into compact ground combo. At IAD height j.H is usually possible, but j.P may be needed instead if j.S hits too late. At lower air dash heights just j.S will suffice. |
Video Example |
IAD j.H > j.D, (66) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 198 | All | Medium | Launches the opponent for huge damage, but is risky on block because of j.D. Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. |
Video Example |
Late AD j.H > j.D, 66, 6P > c.S > TKB, 5K > 5P > 2S > TKB, 5K > 5P > delay Rensen~2 |
Corner | 230 | Medium | Medium | High damage TKB loop with a knockdown on actual medium weights (not LE, JO). Practical choice for stun and 41236H(0) RRC combos. |
Video Example |
Late AD j.H > j.D, 66, 6P > c.S > 2S(1) > TKB, delay c.S > 2S > TKB, c.S > 2S (JC) delay TKB |
Corner | 243 (EL) | Light | Hard | High damage TKB loop with a knockdown on all light weights . Replacing last c.S with delay 5K makes the combo much easier for 4 less damage. |
Video Example |
Very late AD j.H > j.D, IAD j.H > j.D, c.S > 2S(1) > TKB, c.S > TKB, 5K > 2S > delay TKB |
Corner | 250 (EL) | Light | Hard | First airdash j.H > j.D must be very low altitude in order to link into IAD j.H. | - |
Late AD j.H > j.D, 66, c.S > 5P > 6K(1) > 2S >TKB, c.S > 5P > 6K > 2S > Bomber |
Corner | 216 (BE) | Super-Heavy | Medium | High damage TKB loop with a knockdown on all super-heavies. On Bedman, delay the final c.S and/or Bomber for the knockdown. |
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Very late AD j.H > j.D, IAD j.H > j.D, 66, 6P > c.S > TKB, c.S > 2S (JC) j.S > j.H > j.D > Bomber |
Corner | 237 (BE) | Super-Heavy | Hard | First airdash j.H > j.D must be very low altitude in order to link into IAD j.H. On Kum, leave last j.D out and go j.H > Bomber |
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AA j.S > j.6P or j.H > Bomber | Midscreen | 87-99 | All | Easy | Basic air-to-air hitconfirm from j.S. | - |
Low AA j.S > j.6P, 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 168 | All | Easy | Connects a close range, low altitude airhit j.S into BnB antiair combo. | - |
Low AA j.S > j.6P, 5P > 6K (HJC) j.6P > j.6K > Bomber | Midscreen | 147 | All | Easy | Connects a far range range, low altitude airhit j.S into long range antiair combo. | - |
Low AA j.6K > Bomber, 5K > c.S > 2S > TKB, 5K > 2S > TKB | Corner | 190 | All | Medium | Connects a low altitude airhit j.6K into Bomber loops. | - |
Counterhit Starter Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
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AA CH 5P or CH 6K(1) > 214H~PKPKPK | Any | 155 | All | Medium | Air counterhit 5P/6K(1) confirm into Haitaka, easy to buffer in long range. Adjust height with different follow-ups for knockdown. |
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CH 3P > f.S > 2S (JC) j.H > j.D > Bomber | Midscreen | 162 | All | Easy | 2S whiffs if the opponent is too far. | - |
CH 3P, 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 166 | All | Medium | 3P to 5K link is a bit tight, but has more range than 3P to f.S gatling. | - |
CH 3P > f.S > 2S > TKB, 5K > c.S > 2S > TKB, 5K > 5P > Rensen~2 |
Corner | 209 | Medium | Medium | Against Axl, replace finisher with 5K > 2S > (Delay) Rensen~2. | - |
CH 6P > 623K, c.S > 5P > 2S(1) > TKB, 5K > 2S > TKB, 5K > 2S > TKB |
Corner | 218 | Medium | Hard | Huge damage with a knockdown if you can confirm the CH. Lots of corner carry as well. |
Video Example |
CH 623K, 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 184 | All | Easy | Similar to throw BnB, but lacks the damage proration. 6K can whiff depending on range/character (use 66, 5K > 5P instead). |
Video Example |
CH 623K, 5P > 6K > 2S > TKB, 5P > Rensen | Midscreen | 194 | Medium | Medium | Dash before 5P to connect easier on some characters. | Video Example |
CH 5H, 5K, 2D > Rensen | Any | 117 | All | Easy | Simple counterhit 5H confirm for close range. | Video Example |
CH 5H > 5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber | Midscreen | 177 | All | Hard | While easy execution wise, the actual CH 5D hitconfirm is hard. | Video Example |
CH 5H > 5D~6, j.D > j.D > j.D, 6P > c.S > TKB, 5K > 2S > TKB | Corner | 197 | Medium | Hard | Counterhit 5H corner combo for medium weights with a knockdown. | Video Example |
CH 5H > 5D~6, j.D > j.H > j.D, 2S > TKB, 5K > 2S > delay TKB | Corner | 193 (EL) | Light | Hard | Counterhit 5H corner combo for light weights with a knockdown. | - |
CH 2H(2), 5K > 5P > 6K(1) > 2S (HJC) j.H > j.D > Bomber | Any | 167 | Most | Easy | Hitconfirm for the rare close range CH 2H(2). | - |
CH 2H(2), c.S > 5P > 6K(1) > 2S > TKB, delay 5P > Rensen | Midscreen | 180 | Medium | Medium | Hitconfirm for CH 2H(2) on certain medium weights. | - |
CH 2H(2) > Rensen-2 | Any | 117 | Pot | Very Easy | Useful for when Hammerfall absorbs the first hit of 2H(2). | - |
CH 6H, 6K > c.S > 2S (HJC) j.H > j.D > Bomber | Midscreen | 165 | All | Easy | Similar to throw BnB for simple damage. | - |
CH 6H, 623K, c.S > 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Any | 195 (EL) | Light | Medium | CH 6H route on light characters. Beware of Raiei sideswitch. | - |
CH 6H, IAD j.H > j.D, 66, c.S > TKB, (delay) 2S > TKB, 5K > 2S > TKB |
Corner | 205 (EL) | Light | Medium | CH 6H route on light characters with a knockdown. Corner carries even from round start distance. |
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AA CH 5D, (66), 5P > 6K (JC) j.6P > j.6K > Bomber | Midscreen | 99 | All | Easy | Antiair CH hitconfirm for long range 5D. | |
AA CH 5D, 6K > 2S > TKB, 5P > 6K (JC) j.6P > j.6K > Bomber | Midscreen | 129 | All | Easy | Antiair CH hitconfirm for close range 5D. | |
AA CH 5D, (66), 2S > TKB, (delay) c.S > 5P > 2S > TKB, 5K > 5P > Rensen~2 | Corner | 139 | Medium | Medium | Example of AA CH 5D~6 into Bomber loops on medium weights. | |
AA CH j.K, (66), (5P) > 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 164 | All | Easy | Falling counterhit j.K into BnB antiair combo. |
Roman Cancel Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
Rensen (YRC) (66), 5K > 5P > 6K > 2S (HJC) j.H > j.D Bomber | Any | 122 | All | Easy | Easy throw-like Rensen YRC combo for close range. | |
(X) > Rensen~8 (RRC) delay 6K > 2S (HJC) j.H > j.D > Bomber | Any | 129 | All | Easy | Easy throw-like Rensen-8 RRC combo. Delay 6K until RRC proration fades for full damage. |
Video Example |
(X) > Rensen~8 (RRC) 214H~PKPKPK | Any | 136 | All | Easy | Easy Rensen-8 RRC combo with a fullscreen knockdown. Knockdown requires delaying Haitaka hits properly. |
Video Example |
(X) > Rensen~8 (RRC) delay IAD, delay j.D, 6K > 2S > TKB | Midscreen | 123 | Medium | Medium | Knockdown by itself, in corner links into 5K or 5P > 2S > TKB. Whiff 5H after RC for IAD timing and delay j.D for more untech time. |
Video Example |
623K (RRC) 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Any | 160 | All | Easy | Easy throw-like Raiei RRC combo. | Video Example |
623K (RRC) 5K > 5P > 6K > 2S > TKB, 5P > Rensen | Midscreen | 155 | Medium | Medium | Raiei RRC into 5P > Rensen knockdown for mediums. | Video Example |
623S (RRC) (66), 6K > 2S (HJC) j.H > j.D > Bomber | Any | 141 | All | Easy | Easy throw-like Benten RRC combo. | - |
623S (RRC) 214H~PKPKPK | Any | 140 | All | Easy | Easy Benten RRC combo with a fullscreen knockdown. Knockdown requires delaying Haitaka hits properly. |
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Rising j.2S (RRC), j.D, 5K > 5P > 6K (JC) or (HJC) j.6P > j.6K > Bomber | Midscreen | 131 | All | Hard | Instant overhead j.2S combo. Works both raw & with run momentum 5K > c.S setup. |
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6H (RRC) 66, 6P > c.S > 5H > 2D > Rensen | Any | 127 | All | Easy | Easy non-counterhit 6H RRC combo. | - |
6H (RRC) 5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber | Any | 152 | All | Easy | Link to 5D after landing is harder on standing opponents. | - |
6H (RRC) 5D~6, j.D > j.D > j.D, c.S > 2S > TKB, 5K > 2S > TKB |
Corner | 168 | Medium | Medium | Link to 5D after landing is harder on standing opponents. | - |
41236H (RRC) 214H~PKPKPK | Any | 169 | All | Easy | Do PKPKSK for knockdown on lights. Delay Haitaka until RRC proration fades for full damage. |
- |
41236H(0) (RRC) (66), late AD j.H > j.D, 5K > 5P > 6K > 2S (HJC) j.H > j.D Bomber |
Any | 199 | All | Easy | Universal "0-hit" Rashousen RRC combo for big damage. RRC after the chain grabs the opponent and before Axl scoops them. |
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41236H(0) (RRC) (66), late AD j.H > j.D, 66, 6P > c.S > TKB, 5K > 5P > 2S > TKB, 5K > 5P > Rensen~2 |
Corner | 231 | Medium | Medium | "0-hit" Rashousen RRC combo on mediums with knockdown. During RRC, opponent can be pushed into corner. |
- |
Overdrive Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
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5K > 2D > 2363214H | Any | 180 | All | Very Easy | Useful outside c.S range, but being too far may cause OTG hits. | |
5K > c.S > 2D > 2363214H | Midscreen | 188 | All | Very Easy | Quick yet damaging 50% combo with a decent knockdown. Against corner, pushback causes OTG hits (low damage + opponent can tech out). |
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c.S > 5H > 2D > 2363214H | Midscreen | 216 | All | Very Easy | Easy yet powerful 50% combo with a decent knockdown. Against corner, pushback causes OTG hits (low damage + opponent can tech out). |
Video Example |
2P or 3P or f.S > 214214S, 66, 6P > c.S > 5H > 2D > Rensen | Any | 157 / 166 | All except KY, MI, BA, |
Easy | While difficult, 2P can be hitconfirmed even in max range. On Ky, Millia, and Baiken, 2D whiffs (5H > Rensen still works). |
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2P or 3P or f.S > 214214S, (66), 6K > c.S > 5H > 2D > Rensen | Any | 158 / 167 | All except MA, MI, CH, BA |
Easy | Point-blank 6K whiffs on FA, SL, JC; space carefully or use 6P instead. | Video Example |
2P or 3P or f.S > 214214S, 66, 5H > 2D > Rensen~2 | Any | 161 / 170 | All except RA | Medium | Make sure to press 5H in neutral to avoid throwing (4H / 6H). 5H needs to hit point-blank to connect 2D > Rensen-2 on certain characers. |
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5K > c.S > 2D > 214214S, (66), 5K > c.S > 5P > 6K(1) > 2S (HJC) j.H > j.D > Bomber |
Any | 174 | All | Easy | Universal 2D > Kairagi combo. Post-Kairagi part builds ~18% meter. |
- |
j.S > j.6P, 5P > 214214S, 66, 6P > c.S > 5H > 2D > Rensen | Any | 162 | Standing | Easy | Standing hitconfirm for post-jump range where only 5P reaches. On Ky, Millia, and Baiken, 2D whiffs (5H > Rensen still works). |
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c.S > 5H > 2D > 214214S, c.S > 5P > 6K(1) > 2S > TKB, c.S > 2S > TKB |
Corner | 212 | Medium | Medium | Corner Kairagi confirm for great damage and tension build. Use 5K > c.S > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). |
Video Example |
c.S > 5H > 2D > 214214S, 3P > f.S > 2S > TKB, 5K > 2S > TKB |
Corner | 204 (Elph) |
Light | Medium | Corner Kairagi confirm for light characters. Use delayed Bomber to knock down. |
Video Example |
c.S > 5H > 2D > 214214S, c.S > 6P > c.S > 2S > TKB, 5K > 2S (JD) jS > jH > jD, 2S > TKB |
Corner | 200 (Bed) |
Super-Heavy | Medium | Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). | Video Example |
623K, 214214S, 66, 5P > 6K > delay 2S > TKB, 5P > 6K > 2S > delay TKB |
Midscreen | 202 | All except FA, RV, AN |
Very Hard | Raiei link into Kairagi, knockdown on medium weights. Dash should be generally long, but short on Zato to avoid whiffing 5P. |
Video Example |
Dust Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber | Midscreen | 125 | All | Easy | Basic Dust combo for midscreen. | Video Example |
5D~6, c.S > 5H > Rensen~2 | Midscreen | 84 | All | Easy | Midscreen Dust (Homing Dash) combo for a knockdown. | Video Example |
5D~6, j.D > j.D > j.D, 6P > 2S > TKB, 5K > 2S > TKB | Corner | 144 | Medium | Medium | Corner Dust into big damage and knockdown. | Video Example |
5D~6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 6P > 2S TKB | Corner | 134 (Pot) | Super-Heavy | Medium | Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. | Video Example |
5D~6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 2S TKB | Corner | 148 | Heavy | Medium | Corner Dust route for Leo & Johnny with knockdown. | Video Example |
5D~6, j.D > j.H > j.D, c.S TKB, delay 5K > c.S > TKB | Corner | 138 (Elph) | Light | Medium | Corner Dust route for light characters. To reduce height for knockdown, do first j.D ASAP, and delay 5K. |
Video Example |
Throw Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
Throw, Rensen | Midscreen | 69 | All | Very Easy | Puny damage, but burst safe and universally knocks down. | Video Example |
Throw, (66), 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 113 | All | Easy | Bread-and-butter throw combo, doesn't give a knockdown. Microdash for Jam, dash for Jack-O. |
Video Example |
Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 116 | All | Easy | Alternative version of throw BnB. Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. |
Video Example |
Throw, (66), 6K > 2S > (delay) TKB | Midscreen | 93 | All | Medium | Basic TK Bomber combo for a knockdown. Dash required for JA & JC. Delay TKB on light characters for knockdown. |
Video Example |
Throw, 6K > 2S > TKB, 5P > Rensen | Midscreen | 113 | Medium | Medium | More damage and a far knockdown for IAD j.S safejumps. | Video Example |
Throw, (66,) 6K > 2S (vertical JC) delay j.S > Bomber | Midscreen | 99 | Light | Hard | Midscreen route for knockdown on lights. On Jam and Jack-O, microdash after the throw. |
Video Example |
Throw, 66, 5K > 5P > 2S (JC) delay j.S > Bomber | Midscreen | 99 | Elph | Hard | Most stable knockdown route for Elphelt. | Video Example |
Throw, 66, 5K or 5P > 2S (JC) j.S > j.H > j.D, microdash j.S > j.H > j.D, j.S > j.H > j.D, j.S > j.H > j.D, 2S > TKB |
Midscreen | 115 / 121 | Potemkin | Hard | Full corner-carry Dustloop with a knockdown. The first 5K or 5P must be hit as low as possible. |
Video Example |
Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > c.S > TKB | Corner | 136 | Medium | Medium | Basic 3-rep Bomber loop. Knocks down. Mind the link timing after landing recovery of Bomber. |
- |
Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > 5P > Rensen-2 | Corner | 139 | Medium | Medium | Alternative ender for the Bomber loops. | - |
Throw, 6P > TKB, c.S (JC) j.D, j.6P, 2S > TKB, 5K > 2S > TKB | Corner | 143 | Medium | Hard | Flashy AMR route for knocksdown + damage. 6P is replaceable with c.S, but makes jD whiff on Ky, Zato, Venom. |
- |
Throw, c.S > TKB, c.S > TKB, c.S > TKB | Corner | 128 (Elph) |
Light | Medium | Simple 3-rep loop for lights. Knocks down. | - |
Throw, c.S > TKB, c.S > TKB, c.S > TKB, 5K > 2S > delay TKB |
Corner | 146 (Elph) |
Light | Hard | 4-rep loop knockdown for all light characters. Requires strict timing to connect everything, finish with delayed Bomber. |
- |
Throw, delay c.S > TKB, c.S > TKB, 5K > 2S(1) > TKB, 5K > 2S > delay TKB |
Corner | 145 (Elph) |
Light | Hard | 4-rep loop knockdown with slightly more leeway. Delayed c.S lowers height for knockdown. Doesn't work on I-No, May. |
- |
Throw, 66, c.S > TKB, c.S > TKB, 5K > 2S > TKB, 5K > c.S > TKB |
Corner | 144 (Elph) |
Light | Medium | Easier variation for slightly less damage, works on all lights. | - |
Throw, (66,) 5P > 6K(1) > 2S > TKB, 5P > 6K(1) > 2S > TKB, c.S > Rensen~2 |
Corner | 126 (Pot) |
Super-Heavy | Hard | Reliable 2-rep loop on super-heavies. Microdash on Kum, dash longer on Bed to connect TKB easier. |
- |
Throw, (66,) 5P > 6K(1) > 2S > TKB, 5P > 6K(1) > 2S > TKB, c.S > 2S (JC) j.S > j.H > j.D, 2S > TKB |
Corner | 126 (Pot) |
Super-Heavy | Hard | 3x TKB + j.SHD filler = almost 50% meter gain. On Bedman, ...5K > 2S > (JC) j.S... is more consistent. |
- |
Parry (214P/K) Combos
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Parry, 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber | Midscreen | 155 | All | Easy | Basic, easy to execute parry route without a knockdown. |
Parry, 5P > 6K > TKB | Midscreen | 130 | All | Medium | Guaranteed knockdown for reduced damage. |
Parry, 5P > 6K > 2S > TKB, 5P > Rensen | Midscreen | 156 | Medium | Medium | 5P > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. Sin and Johnny require delaying 2S. |
Parry, 5P > 6K > 2S > TKB, 5P > 6K (HJC) j.6P > j.S(1) > j.6P |
Midscreen | 169 | IN | Medium | I-no only route, mostly useful to get that slight extra damage to close a round. |
Parry, 2S (JC) j.2S > j.H > j.D, (6K) > 2S > TKB |
Midscreen | 148 (BE) | BE, KU | Hard | Bedman and Kum specific route that gives knockdown and more damage. 6K addition still gives knockdown on Kum. |
Parry, 5K > 2S (HJC) j.S > j.H > j.D > 2S > TKB |
Midscreen | 155 | SO, AX, SL, SI, FA |
Hard | Knockdown route for a few midweight with decent damage. You can use 5P instead of 5K on Faust. |
Parry, 2S(1) (JC) j.S > j.H > j.D, j.S > j.H > j.D > Bomber |
Midscreen | 149 | PO | Very Hard | Stylish combo that gives great damage and Knockdown on Potemkin only. Look at the Video Examples category for a demo. |
Parry, 2S (HJC) j.2S > j.H > j.D, 6K > 2S (HJC) j.H > j.D > Bomber |
Midscreen | 179 | RA | Very Hard | Ramlethal Only, probably the hardest in that list because of how hard it is to consistently land 2S after parry. |
Parry, 5P > 2S (HJC) j.2S > j.H > j.D, 6K > 2S (HJC) j.H > j.D > Bomber |
Midscreen | 207 | MI | Very Hard | Millia only route, 5P has to be done ASAP so you can combo into 2S. The first j.D has to be delayed so you can relaunch with 6K. |
Instant Kill Combos
Combo | Position | Works on: | Meter: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
41236H (0), (RRC) Activate, IK | Any | All | 100% | Very Easy | Burst safe due to the throw state of 0-hit Rashousen. Holds the opponent long enough to even taunt before the IK. |
Video Example |
Ground string > Rensen~8 (RRC) (66), Activate, IK | Any | All | 100% | Easy | Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. IK attack has great range, so the dash can be left quite short. |
Video Example |
Throw, 6K > 2S > TKB (RRC) airdash, land, (66), Activate, IK | Any | Light | 100% | Medium | The pre-RC part builds some meter, so you don't have to start with 100%. Be prepared to block their burst during/after Bomber RC part. |
Video Example |
Ground string > 214214S, 66, Activate, Throw, IK | Corner | All | 100% | Medium | Safe from bursts once you connect the Kairagi. Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. |
Video Example |
5D~6, Activate, IK | Corner | All | 50% | Easy | If you land a corner Dust, this is an easy confirm. Vulnerable to bursts since you have to be close. |
Video Example |
CH 6H, Activate, IK | Any | All | 50% | Hard | Activate immediately after the 6H recovery (avoiding 6H RRC). | Video Example |
Throw, Activate, 5K > 2S (JC) j.S > j.H > j.D, IK | Corner | Pot | 50% | Medium | Pot specific route from corner throw. |
Combo Theory
TK Axl Bomber Loops
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents.
The basic structure can be divided into three parts:
- Starter: the move that initially launches the opponent in the air with enough hitstun for a link to something else:
- Ground throw, Air throw RRC
- Counterhit 6H / 6P / 3P, CH Raiei, CH Rensen~8
- Antiair / air-to-air hitconfirms (2S, 5P, c.S, j.S, j.6K etc.)
- Rensen~8 / Benten / Rashousen RRC
- 2D > Kairagi
- Rensen YRC
- Parries (both 214P and 214K)
- Antiair Blitz
- 5D~6 and j.D
- Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH 2H(2) (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.
- Relaunch: a string of normals eventually canceled into a TK Bomber that links into another relaunch (hence "loop") or the ender.
- Ender: the final part that secures a knockdown or something else like damage or positioning when preferred.
Bomber loops lead to big damage, huge tension gain, and most importantly a knockdown, so learning them is by far the most the most important step in becoming a better Axl player. In most cases loops have 2-4 relaunches (aka "reps"), light characters getting more reps with less normals and heavy characters getting less reps with more normals to compensate for the untech time, gravity, and pushback scalings.
Relaunch
Relaunches are most commonly done with:
- (5K, c.S, 6P, 5P, or 6K) > 2S or 2S(1) > TKB
- (5K or 6P) > c.S > TKB
5K and c.S are the most stable normals in relaunch strings, former because it has the fastest startup and great hitbox, while latter because it has good damage, good hitbox, and decent startup. Normals like 5P and 6P (and even 6K) have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. 2S is the best normal for going into TK Bomber since it cancels from all relevant relaunch normals, has a great hitbox with a second-hit vacuum, and both of its hits have additional untech time (making delayed Bombers possible). Unfortunately 2S(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means 5K > c.S > TKB is a more stable finisher, though getting a knockdown with it can be harder depending on the situation.
While relaunches are most commonly finished in Bombers for the loop to work (ie. to link into another relaunch or ender), there are also other options; filler parts such as c.S (JC) j.S > j.H > j.D and c.S (JC) j.D, j6P can also give enough untech time to link into the next part while doing better damage than common TKB strings, but they are much more weight/hurtbox specific.
Ender
There are several different ways for finishing a Bomber loop:
- Final TK Bomber - Gives a knockdown as long as you control the overall combo height (untech time decreases with longer combos).
- Rensen-2 - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD j.H/j.D), but connecting into it can be wonky (character specific hurtbox interaction with both Rensen and the down follow-up).
- Sickle Storm - The biggest damage and a guaranteed knockdown, but not really worth the meter unless you can kill with it (which usually requires the Burst OD version).
- Fullscreen pushback - By utilizing an aerial string with diagonal back jump cancel, j.6P, and j.6K, it is possible to push yourself to the opposite corner for a Haitaka setup.
- Air BnB - Against very low health, going for an easy j.H > j.D > Bomber is an option when you don't want to risk dropping a combo because of execution errors.
- Instant Kill - Bomber loops build lots of tension and Bomber RRC creates lots of untech time which makes finishing the opponent with an IK combo something to look out for.
Height Control
The balance between lifting the opponent high enough for more reps and hits (ie. damage), and finishing low enough for a knockdown from the ender is something you have to learn by practice and experience, especially from random antiair starters where the pickup height and amount of hits isn't identical each time (unlike from throw starters).
Ways to control the combo height for a knockdown and optimal damage:
- Extend the relaunch by adding normals for higher height and more damage, eg. 5K > c.S > 5P > 2S > TKB (5 hits before Bomber)
- Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. c.S > TKB (1 hit before Bomber)
- Delay the relaunch for lower height: very useful on high altitude antiair starters after the first rep when there is still plenty of untech time.
- Delay the last Bomber after the second hit of 2S (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.
- Choose between different relaunch string normals:
- 5K, 5P, and 6P hit aerial opponents on their first active frame, so they tend to increase combo height.
- c.S and 2S have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.
j.D Combos
j.D has properties that make it special as an air normal: big damage, big untech time, and wallsplat. These features allow air combos to be extended in spectacular ways. If you hit with a low altitude j.D, you may recover fast enough to link into 5P, c.S, 2S, or even a microdash j.S.
Examples of j.D usage:
- IAD j.H > j.D which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.
- j.D, j.6P link (now also known as "Axl Makes Revolution" thanks to Kaon) which can be used really diversely in both corner and midscreen (antiair 2S, Benten/Rensen-up RRC, corner throw, etc).
- j.S > j.H > j.D, aka "Ghetto Dustloop". Connecting the whole thing is very hurtbox and weight specific, but it is the most damaging type of combo filler (CH Raiei, midscreen/corner throw, etc).
- 5D~6, j.D > j.D > j.D which combines the special properties of 5D~6 (free cancel window) and j.D (quick startup + high damage + wallsplat) for the most efficient corner Dust combo starter.
Basic Ground Combo Theory
Axl's ground combos are quite basic since the gatlings are simple and Rensen is the optimal meterless finisher in 99% of cases, but there are still few things that should be taken into consideration depending on the situation. With meter the freedom increases and efficient combo routes aren't always obvious.
- Rensen follow-ups:
- No follow-up (Rensen) does the least damage, but practically always gives a knockdown, usually with enough time for a j.S safejump which can be extremely valuable in matchups where catching the opponent is hard and/or the neutral game isn't advantagous for Axl (eg. Chipp, Millia, Venom, Johnny).
- Up follow-up (Rensen-8) does a bit more damage, but outside specific cases doesn't knock down or link into a further combo, letting the opponent tech out with invulns (forcing you to guess their timing, direction, and what they actually do after the tech).
- Down follow-up (Rensen-2) does most damage and gives a knockdown, but its effectiveness (the range where it still connects) varies depending on the opposing character's hurtbox (see Rensen-2 Stability Table).
- 5K vs 2K:
- 5K is generally the optimal choice in combos because it's better than 2K in basically all areas (startup, damage, hitstun, range, gatlings, etc).
- 2K is useful in the neutral game for all sorts of situations thanks to its low-profile hurtbox, but it's generally weak as a combo starter because of the 70% initial proration and as a combo part because it's otherwise inferior to 5K.
- 2H vs 2D vs 5H before Rensen:
- 2H connects from c.S and 3P really well since it has a big hitbox that covers a lot of range, but on the other hand it is slightly slower (making it harder to connect on standing in longer ranges) and causes lot of additional pusback in the corner.
- 2D is not as stable against few characters after c.S and 3P (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but thanks to its faster startup it will combo easier on standing opponents after 3P when compared to 2H. It also doesn't have as much pushback and puts the opponent in aerial state which can be helpful for Rensen-2 combos in the corner.
- 5H is also slow and quirky so it may fail to connect after c.S in certain situations (e.g. Chipp, Potemkin in max c.S range), but does a lot more damage than the other normals so it's the best option when you know it will connect.
- RRC vs Overdrive:
The biggest difference between the two is that OD combos won't stop your meter gain, either during the combo itself or few seconds after it (eg. okizeme into another combo or blockstrings), making optimal Kairagi routes quite attractive, while RRC will reduce your meter gain to practically zero.- RRC routes will give you more opportunities for combos in any kind of situation (making it great for improvising) and generally lets you do more damage, but as a combo extension it may not be worth the 50% unless its kills because of damage scaling; for example, c.S > 5H > 2D > Rensen-8 already does 147 damage while extending it with RRC Haitaka K~P~K~P~K~S adds 46 damage + knockdown while a simple Rensen-8 does 64 but extending it with the same RRC Haitaka combo adds 67 + knockdown, so RRCs are more efficient the more you can rack up additional damage.
Combos before and after the RRC aren't usually safe against Bursts without specific routes, but the RRC itself gives you a slowdown with some invulnerable frames so reacting to a Burst during that moment allows you to block it and punish with another combo. - Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range 2P > 214214S) and in some cases they may do more damage more easily than RRC routes (like c.S > 5H > 2D > 2363214H doing 216, Burst OD version doing 244), but they can't be tacked on literally anything like RRCs and the combo routes need to optimal to do as much damage as equal RRC routes.
Opponent can not Burst after your superflash and while being hit with an Overdrive, but if they Burst before the superflash then it comes out and interrupts your combo (wasting your precious 50% meter).
- RRC routes will give you more opportunities for combos in any kind of situation (making it great for improvising) and generally lets you do more damage, but as a combo extension it may not be worth the 50% unless its kills because of damage scaling; for example, c.S > 5H > 2D > Rensen-8 already does 147 damage while extending it with RRC Haitaka K~P~K~P~K~S adds 46 damage + knockdown while a simple Rensen-8 does 64 but extending it with the same RRC Haitaka combo adds 67 + knockdown, so RRCs are more efficient the more you can rack up additional damage.
- 214214S vs 2363214H:
- The biggest strengths of Byakue Renshou, a.k.a the flame super (2363214H) are high damage (minimum OD damage, Hellfire bonus, Burst OD version) and simplicity of combos. Its major weaknesses are the fact that the first part (hits 1-2, strike) has surprisingly short range, huge pushback in corner, and funky interactions with some hurtbox types which can make it hit OTG, letting the opponent tech and punish your long recovery. It's also weak to bursts during its long startup (before the super flash) and its common to partially whiff the second part (hits 3-7, projectile), connecting only 4-6 hits instead of the full 7 hits.
- The strengths of Kairagi, a.k.a the green super (214214S) is the meter built during the combos (easy routes give about 12% while optimal routes give over 25%) and its quick startup + long range makes it very consistent for connecting combo parts in situations where anything else (including RRC options) wouldn't work, but its weaknesses are the low damage from the super itself (only 52) and the following combo being vulnerable to burst. You also need to learn lots different routes depending on the starter, positioning, and weight / hurtbox types for optimal damage and meter gain.
Rensen-2 Stability Table
While Rensen without followups is the safest ground combo ender in midscreen since it gives you a knockdown for a IAD j.S pressure unlike the up follow-up (Rensen-8) which lets the opponent tech towards you, if you are in range for the down follow-up (Rensen-2) to connect then it's the superior choice because it does more damage, gives you a stronger knockdown and builds a lot more tension. The problem is that most characters have hurtboxes which make Rensen-2 whiff partially or completely (reducing the damage and the frame advantage after knockdown) or even hit "Off The Ground" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish).
This table demonstrates how effective Rensen-2 is against each character by scoring the amount of clean Rensen-2 hits at the end of various point-blank combos. The numbers indicate how many times the down follow-up actually hits (i.e bigger number means more damage and tension) while a blank space indicates it whiffs completely. Parentheses indicate the numbered hit is OTG.
The pushback increases the longer the combo is and 2D launches opponent in air while 2H vacuums, so for a high score the hurtbox must be large in all dimensions and states (standing, crouching, aerial). Even though this aggregate might seem to lack practicality (point-blank starters are rare because of 1F throws), the character specific hurtbox still affects all combos that utilize Rensen-2; if the character has a low score, they are relatively harder to combo with Rensen-2 in any kind of situation (ground corner combos, TK Bomber loop finishers, Kairagi stagger, charge Blitz crumple, etc).
Character | Score | 2D | 5H > 2D | 5K > 2D | c.S > 2H | c.S > 2D | 5K > c.S > 2H (on crouching) |
5K > c.S > 2D |
---|---|---|---|---|---|---|---|---|
Answer | 12 | 4 | 4 | 4 | ||||
Axl | 18 | 5 | 5 | 4 | 4 | (3) | ||
Baiken | 22 | 5 | 5 | 4 | 4 | 4 | ||
Bedman | 25 | 5 | 5 | 5 | 5 | 5 | ||
Chipp | 9 | 5 | 4 | (2) | ||||
Dizzy | 20 | 4 | 4 | 4 | 4 | 4 | (1) | |
Elphelt | 29 | 5 | 5 | 5 | 5 | 4 | 5 | |
Faust | 7 | 4 | 3 | (1) | (1) | (1) | (1) | |
Haehyun | 8 | 4 | 4 | (1) | (1) | (1) | ||
I-No | 12 | 4 | 4 | (3) | 4 | |||
Jack-O' | 16 | 4 | 4 | 4 | 4 | (3) | (2) | |
Jam | 23 | 5 | 5 | 4 | 5 | 4 | (2) | |
Johnny | 34 | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
Ky | 30 | 5 | 5 | 5 | 5 | 5 | 5 | |
Leo | 29 | 5 | 5 | 5 | 5 | 5 | 4 | |
May | 30 | 5 | 5 | 5 | 5 | 5 | 5 | |
Millia | 12 | 4 | 4 | 4 | ||||
Potemkin | 28 | 5 | 5 | 5 | 5 | 4 | 4 | |
Ramlethal | 3 | 3 | ||||||
Raven | 29 | 5 | 5 | 5 | 5 | 5 | 4 | |
Sin | 10 | 5 | 5 | (1) | (2) | |||
Slayer | 16 | 4 | 4 | 4 | 4 | |||
Sol | 9 | 5 | 4 | |||||
Venom | 12 | 4 | 4 | 4 | ||||
Zato | 35 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Video Examples
- 4Gamer Wiki Basic Combos https://www.youtube.com/watch?v=AkiaEh9Z9_s
- Instant Kill Combos & Setups (JP) http://www.nicovideo.jp/watch/sm27207658
- Parry combos https://www.youtube.com/watch?v=_dQ2AARJSoA