https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Penguinator&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T10:07:31ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=406006GGXRD-R2/Axl Low2023-08-20T04:27:39Z<p>Penguinator: /* Sparrowhawk Stance */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5K|5K]] (6F), [[#214214S|214214S]] (5F)<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{clr|2|5K}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits.<br />
*Not special cancellable.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
Special cancel makes Rensen an excellent follow-up for a simple combo on normal hit or pushback on block while other options ({{clr|H|6H}}, {{clr|D|5D}}, Raiei, Rashousen) are slow and risky mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Good air to air for close ranges as it's more reliable than {{clr|P|j.P}}, along with having good range and coming out fast.<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Typically is used in air combos, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Can destroy projectiles.<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable and/or reactable attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, the reward being higher near corner thanks to [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|Bomber Loops]]. The counter will trigger regardless of distance and invulnerability, but crossups can cause the opponent to be too far for a combo<br />
<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Loses explicitly to throws, projectiles, and true unblockable attacks (eg. Slayer's Undertow, charged Haitaka stance).<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Axl's chain-spinning stance (also known as "Haitaka no Kamae") that goes quickly into long-reaching attacks. While weak for pressuring (unlike in previous versions of the game), it is a solid tool for fullscreen pokes, okizeme, and hitconfirms. <br />
<br />
After a 23F startup, Axl has four options out of the stance:<br><br />
{{prompt|GGXRD|P}} High Chain: whiffs on crouching and standing opponents.<br><br />
{{prompt|GGXRD|K}} Middle Chain: Whiffs on crouching (character specific) and higher jumps.<br> <br />
{{prompt|GGXRD|S}} Low Chain: Low altitude hitbox (whiffs against jumping opponents)<br><br />
{{prompt|GGXRD|H}} Cancel: Axl exits the stance.<br />
<br />
On hit, each chain can be canceled into other chains up to six times (eg. {{clr|S|S}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}) and after the last chain, Axl exits the stance similar to {{clr|H|H}} cancel. On block or whiff, Axl recovers quickly without an additional animation. <br />
All chains are strikes (not projectiles), whiff in point blank range, and can be blocked in air (no FD required). All chain attacks have a recovery with extended hurtboxes (about 1/3 of screen) and counterhit state. <br />
*After 150 frames, the initial chain becomes a true unblockable (indicated by a "Yes!" effect).<br />
*Chain hitboxes are expanded vertically in fullscreen range (even {{clr|K|K}} chain hits crouching on all characters). <br />
*Stance can be safely canceled at 25% by YRC, but any delay requires YRC'ing a chain attack or {{clr|H|H}} cancel (eg. {{clr|H|H}}~{{clr|S|S}}{{clr|K|K}} plinking input).<br />
<br />
The stance can be used for directly poking the opponent in long range. It is particularly effective against opponents who try to stay far away and/or do projectile setups (Pineberry, balls, swords, etc.) because of chain attack properties (quick startup, fullscreen range, extended hurtboxes don't appear until recovery). <br/><br />
The unblockable charge creates a mindgame that forces the opponent to either dodge or Blitz the incoming unblockable (risky), interrupt the unblockable charge by hitting Axl itself (e.g. high jump IAD to go over the high chain), or baiting Axl to put out / cancel a chain prematurely with a low risk approach (e.g. using dash FD cancel or blocking while jumping). <br/><br />
While Haitaka combos happen naturally from successful stance attacks, they can be also hitconfirmed from max range counterhit {{clr|1|5P}} and {{clr|2|6K(1)}} or RRC'd from various specials (notably Rensen-8 and Bomber). Haitaka routes do plenty of damage and give a guaranteed knockdown that leads to another Haitaka setup or IAD {{clr|3|j.S}} pressure. <br />
<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=405597GGXRD-R2/Axl Low/Combos2023-08-16T08:57:24Z<p>Penguinator: /* Dust Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}} / {{clr|4|6H}}). <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|j.S}}, {{clr|2|j.6K}} etc.)<br />
**Rensen~8 / Benten / Rashousen {{clr|4|RRC}}<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen {{clr|yellow|YRC}}<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Antiair Blitz<br />
**{{clr|5|5D~6}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when preferred.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D~6}} (free cancel window) and {{clr|5|j.D}} (quick startup + high damage + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=405596GGXRD-R2/Axl Low/Combos2023-08-16T08:55:38Z<p>Penguinator: /* {{clr|5|j.D}} Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}} / {{clr|4|6H}}). <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|j.S}}, {{clr|2|j.6K}} etc.)<br />
**Rensen~8 / Benten / Rashousen {{clr|4|RRC}}<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen {{clr|yellow|YRC}}<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Antiair Blitz<br />
**{{clr|5|5D~6}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when preferred.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D~6}} (free cancel window) and {{clr|5|j.D}} (quick startup + high damage + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=405595GGXRD-R2/Axl Low/Combos2023-08-16T08:51:14Z<p>Penguinator: /* TK Axl Bomber Loops */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}} / {{clr|4|6H}}). <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|j.S}}, {{clr|2|j.6K}} etc.)<br />
**Rensen~8 / Benten / Rashousen {{clr|4|RRC}}<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen {{clr|yellow|YRC}}<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Antiair Blitz<br />
**{{clr|5|5D~6}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when preferred.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=405594GGXRD-R2/Axl Low/Combos2023-08-16T08:43:21Z<p>Penguinator: /* Overdrive Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}} / {{clr|4|6H}}). <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=405593GGXRD-R2/Axl Low/Combos2023-08-16T08:43:04Z<p>Penguinator: /* Overdrive Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}} / {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=405592GGXRD-R2/Axl Low/Starter2023-08-16T08:33:29Z<p>Penguinator: /* Spending Meter */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full {{keyword|recovery}}, poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': Great projectile with an anti-air (hold up) and combo (hold down) follow-ups for mid to long range ground control. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state while a beam covers the ground. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}, can be {{tt|RRC|Red Roman Cancel, a 50% meter option}}'d to be safe on block with 50% meter. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool with 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*{{MMC|input=j.623H|label={{clr|4|j.623H}}}}: Normally an air combo ender, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S~8}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} delay {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} delay {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic midscreen Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage) <br><br />
Basic corner Dust combo: <br><br />
'''{{clr|5|5D~6}} > {{clr|4|6H}} > {{clr|1|j.6P}}, 66 > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (132 damage + knockdown)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air '''combo on hit''' for additional damage. <br />
*'''(X) > Rensen~8 {{clr|H|RRC}}''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
* '''{{clr|H|2141236H}}''': The flame super is useful for simple yet high damage combos like {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|H|2141236H}} (216 damage + knockdown)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=405591GGXRD-R2/Axl Low/Starter2023-08-16T08:27:26Z<p>Penguinator: /* Combos */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full {{keyword|recovery}}, poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': Great projectile with an anti-air (hold up) and combo (hold down) follow-ups for mid to long range ground control. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state while a beam covers the ground. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}, can be {{tt|RRC|Red Roman Cancel, a 50% meter option}}'d to be safe on block with 50% meter. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool with 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*{{MMC|input=j.623H|label={{clr|4|j.623H}}}}: Normally an air combo ender, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S~8}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} delay {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} delay {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic midscreen Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage) <br><br />
Basic corner Dust combo: <br><br />
'''{{clr|5|5D~6}} > {{clr|4|6H}} > {{clr|1|j.6P}}, 66 > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (132 damage + knockdown)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=405587GGXRD-R2/Axl Low2023-08-16T07:51:51Z<p>Penguinator: /* Sparrowhawk Stance */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5K|5K]] (6F), [[#214214S|214214S]] (5F)<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{clr|2|5K}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits.<br />
*Not special cancellable.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
Special cancel makes Rensen an excellent follow-up for a simple combo on normal hit or pushback on block while other options ({{clr|H|6H}}, {{clr|D|5D}}, Raiei, Rashousen) are slow and risky mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Good air to air for close ranges as it's more reliable than {{clr|P|j.P}}, along with having good range and coming out fast.<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Typically is used in air combos, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Can destroy projectiles.<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable and/or reactable attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, the reward being higher near corner thanks to [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|Bomber Loops]]. The counter will trigger regardless of distance and invulnerability, but crossups can cause the opponent to be too far for a combo<br />
<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Loses explicitly to throws, projectiles, and true unblockable attacks (eg. Slayer's Undertow, charged Haitaka stance).<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Axl's chain-spinning stance (also known as "Haitaka no Kamae") that goes quickly into long-reaching attacks. While weak for pressuring (unlike in previous versions of the game), it is a solid tool for fullscreen pokes, okizeme, and hitconfirms. <br />
*After a 23F startup, Axl has four options out of the stance: <br />
*{{clr|P|P}} High Chain: 40 damage, 4F startup, whiffs on crouching and standing opponents. <br />
*{{clr|K|K}} Middle Chain: 32 damage, 5F startup, -21F on ground block, whiffs on crouching (character specific) and higher jumps. <br />
*{{clr|S|S}} Low Chain: 24 damage, 8F startup, -16F on ground block, low altitude hitbox (whiffs against jumping opponents)<br />
*{{clr|H|H}} Cancel: Axl exits the stance with a 28F recovery animation. <br />
On hit, each chain can be canceled into other chains up to six times (eg. {{clr|S|S}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}) and after the last chain, Axl exits the stance similar to {{clr|H|H}} cancel. On block or whiff, Axl recovers quickly without an additional animation. <br />
All chains are strikes (not projectiles), whiff in point blank range, and can be blocked in air (no FD required). All chain attacks have a recovery with extended hurtboxes (about 1/3 of screen) and counterhit state. <br />
*After 150 frames, the initial chain becomes a true unblockable (indicated by a "Yes!" effect).<br />
*Chain hitboxes are expanded vertically in fullscreen range (even {{clr|K|K}} chain hits crouching on all characters). <br />
*Stance can be safely canceled with 25% by YRC, but any delay requires YRC'ing a chain attack or {{clr|H|H}} cancel (eg. {{clr|H|H}}~{{clr|S|S}}{{clr|K|K}} plinking input).<br />
<br />
The stance can be used for directly poking the opponent in long range. It is particularly effective against opponents who try to stay far away and/or do projectile setups (Pineberry, balls, swords, etc.) because of chain attack properties (quick startup, fullscreen range, extended hurtboxes don't appear until recovery). <br/><br />
The unblockable charge creates a mindgame that forces the opponent to either dodge or Blitz the incoming unblockable (risky), interrupt the unblockable charge by hitting Axl itself (e.g. high jump IAD to go over the high chain), or baiting Axl to put out / cancel a chain prematurely with a low risk approach (e.g. using dash FD cancel or blocking while jumping). <br/><br />
While Haitaka combos happen naturally from successful stance attacks, they can be also hitconfirmed from max range counterhit {{clr|1|5P}} and {{clr|2|6K(1)}} or RRC'd from various specials (notably Rensen-8 and Bomber). Haitaka routes do plenty of damage and give a guaranteed knockdown that leads to another Haitaka setup or IAD {{clr|3|j.S}} pressure. <br />
<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=405586GGXRD-R2/Axl Low2023-08-16T07:47:25Z<p>Penguinator: /* Sparrowhawk Stance */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5K|5K]] (6F), [[#214214S|214214S]] (5F)<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{clr|2|5K}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits.<br />
*Not special cancellable.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
Special cancel makes Rensen an excellent follow-up for a simple combo on normal hit or pushback on block while other options ({{clr|H|6H}}, {{clr|D|5D}}, Raiei, Rashousen) are slow and risky mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Good air to air for close ranges as it's more reliable than {{clr|P|j.P}}, along with having good range and coming out fast.<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Typically is used in air combos, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Can destroy projectiles.<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable and/or reactable attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, the reward being higher near corner thanks to [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|Bomber Loops]]. The counter will trigger regardless of distance and invulnerability, but crossups can cause the opponent to be too far for a combo<br />
<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Loses explicitly to throws, projectiles, and true unblockable attacks (eg. Slayer's Undertow, charged Haitaka stance).<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Axl's chain-spinning stance (also known as "Haitaka no Kamae") that goes quickly into long-reaching attacks. While weak for pressuring (unlike in previous versions of the game), it is a solid tool for fullscreen pokes, okizeme, and hitconfirms. <br />
*After a 23F startup, Axl has four options out of the stance: <br />
*{{clr|P|P}} High Chain: 40 damage, 4F startup, whiffs on crouching and standing opponents. <br />
*{{clr|K|K}} Middle Chain: 32 damage, 5F startup, -21F on ground block, whiffs on crouching (character specific) and higher jumps. <br />
*{{clr|S|S}} Low Chain: 24 damage, 8F startup, -16F on ground block, low altitude hitbox (whiffs against jumping opponents)<br />
*{{clr|H|H}} Cancel: Axl exits the stance with a 28F recovery animation. <br />
On hit, each chain can be canceled into the other chains up to six times (eg. {{clr|S|S}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}>{{clr|P|P}}>{{clr|K|K}}) and after the last chain (whether 6 chains or less), Axl exits the stance similar to {{clr|H|H}} Cancel. On block or whiff, Axl recovers quickly without an additional animation. <br />
All chains are strikes (not projectiles), whiff in point blank range, and can be blocked in air (no FD required). All chain attacks have a recovery with extended hurtboxes (about 1/3 of screen) and counterhit state. <br />
*After 150 frames, the initial chain becomes a true unblockable (indicated by a "Yes!" effect).<br />
*Chain hitboxes are expanded vertically in fullscreen range (even *{{clr|K|K}} chain hits crouching on all characters). <br />
*Stance can be safely canceled with 25% by YRC, but any delay requires YRC'ing a chain attack or {{clr|H|H}} cancel (eg. {{clr|H|H}}~{{clr|S|S}}{{clr|K|K}} plinking input).<br />
<br />
The stance can be used for directly poking the opponent in long range. It is particularly effective against opponents who try to stay far away and/or do projectile setups (Pineberry, balls, swords, etc.) because of chain attack properties (quick startup, fullscreen range, extended hurtboxes don't appear until recovery). <br/><br />
The unblockable charge creates a mindgame that forces the opponent to either dodge or Blitz the incoming unblockable (risky), interrupt the unblockable charge by hitting Axl itself (e.g. high jump IAD to go over the high chain), or baiting Axl to put out / cancel a chain prematurely with a low risk approach (e.g. using dash FD cancel or blocking while jumping). <br/><br />
While Haitaka combos happen naturally from successful stance attacks, they can be also hitconfirmed from max range counterhit {{clr|1|5P}} and {{clr|2|6K(1)}} or RRC'd from various specials (notably Rensen-8 and Bomber). Haitaka routes do plenty of damage and give a guaranteed knockdown that leads to another Haitaka setup or IAD {{clr|3|j.S}} pressure. <br />
<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=405581GGXRD-R2/Axl Low2023-08-16T04:01:53Z<p>Penguinator: /* Heaven Can Wait */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5K|5K]] (6F), [[#214214S|214214S]] (5F)<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{clr|2|5K}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits.<br />
*Not special cancellable.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
Special cancel makes Rensen an excellent follow-up for a simple combo on normal hit or pushback on block while other options ({{clr|H|6H}}, {{clr|D|5D}}, Raiei, Rashousen) are slow and risky mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Good air to air for close ranges as it's more reliable than {{clr|P|j.P}}, along with having good range and coming out fast.<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Typically is used in air combos, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Can destroy projectiles.<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable and/or reactable attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, the reward being higher near corner thanks to [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|Bomber Loops]]. The counter will trigger regardless of distance and invulnerability, but crossups can cause the opponent to be too far for a combo<br />
<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Loses explicitly to throws, projectiles, and true unblockable attacks (eg. Slayer's Undertow, charged Haitaka stance).<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Also known as "Haitaka no Kamae", "Haitaka", or just "Stance". Axl's chain-spinning stance that goes quickly into strong fullscreen attacks. While weak at pressuring, it is a solid fullscreen poking tool.<br />
<br />
Upon entering the stance, Axl can throw out a chain attack with {{clr|P|P}}, {{clr|K|K}}, and {{clr|S|S}}, or exit the stance with {{clr|H|H}}. On block or whiff, Axl exits the stance automatically. On hit, each chain attack can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation. None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all strikes and not projectiles, which means they can be blitzed.<br />
<br />
After waiting about 150 frames in the stance, the initial chain becomes unblockable, which is signaled by the "Yes!" animation that appears next to Axl. This has little practical use in most matchups, as it generally allows the opponent to run at Axl while the stance is strongest at fullscreen.<br />
<br />
*While waiting in stance, Axl can only PRC. <br />
*In order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.<br />
*The same followup cannot be cancelled into itself; the {{clr|P|P}} chain can only cancel into {{clr|K|K}} or {{clr|S|S}}, and so on.<br />
*Dropping or prematurely ending the Stance combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=383476GGXRD-R2/Axl Low/Starter2023-03-24T07:20:24Z<p>Penguinator: /* Key Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full {{keyword|recovery}}, poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': Great projectile with an anti-air (hold up) and combo (hold down) follow-ups for mid to long range ground control. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state while a beam covers the ground. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}, can be {{tt|RRC|Red Roman Cancel, a 50% meter option}}'d to be safe on block with 50% meter. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool with 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*{{MMC|input=j.623H|label={{clr|4|j.623H}}}}: Normally an air combo ender, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S~8}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=383472GGXRD-R2/Axl Low/Starter2023-03-24T06:54:56Z<p>Penguinator: /* Combos */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full {{keyword|recovery}}, poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': Great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool into 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*{{MMC|input=j.623H|label={{clr|4|j.623H}}}}: Normally an air combo ender, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S~8}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=376417GGXRD-R2/Axl Low/Starter2023-02-23T08:18:22Z<p>Penguinator: /* Key Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full {{keyword|recovery}}, poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': Great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool into 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*{{MMC|input=j.623H|label={{clr|4|j.623H}}}}: Normally an air combo ender, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=376404GGXRD-R2/Axl Low/Starter2023-02-23T07:08:03Z<p>Penguinator: /* Key Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full {{keyword|recovery}}, poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': is a great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool into 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=376403GGXRD-R2/Axl Low/Starter2023-02-23T07:07:37Z<p>Penguinator: /* Key Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's quickest normal (6F {{keyword|startup}}), useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with shortest full ({{keyword|recovery}}), poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is quicker but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': is a great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool into 100+ damage combos that is impossible to react against (1F startup); forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=376402GGXRD-R2/Axl Low/Starter2023-02-23T06:35:15Z<p>Penguinator: /* Key Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's fastest normal move, useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with quickest full ({{keyword|recovery}}), poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long recovery) but combos on normal hit while {{clr|1|2P}} is faster but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': is a great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool into 100+ damage combos that can not countered reaction and has 1F startup; forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=376401GGXRD-R2/Axl Low/Starter2023-02-23T06:34:32Z<p>Penguinator: /* Key Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's fastest normal move, useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with quickest full ({{keyword|recovery}}), poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky (long {{keyword|recovery}}) but combos on normal hit while {{clr|1|2P}} is faster but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': is a great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and interrupting gaps in opponent's pressure. <br />
*{{MMC|input=623K|label={{clr|2|623K}}}}, {{MMC|input=41236H|label={{clr|4|41236H}}}}, {{MMC|input=5D|label={{clr|5|5D}}}}: Slow {{keyword|mix-up}} tools which can be countered on reaction, but forces the opponent to stay idle to react. <br />
*'''Ground Throw''': Mixup tool into 100+ damage combos that can not countered reaction and has 1F startup; forces the opponent to {{keyword|abare}} which opens them up for frame traps. <br />
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=376395GGXRD-R2/Axl Low/Starter2023-02-23T05:47:37Z<p>Penguinator: /* Key Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's fastest normal move, useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Normal with quickest full ({{keyword|recovery}}), poor gatlings and damage but very useful thanks to its {{keyword|low profile}}.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky but combos on normal hit while {{clr|1|2P}} is faster but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': is a great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and for escaping gaps in the opponent's pressure. <br />
*'''Ground Throw''': Mixup tool into 100+ damage that can not countered by reactions (unlike {{clr|2|623K}}, {{clr|4|6H}}, {{clr|4|41236H}}, {{clr|5|5D}}). <br />
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=376394GGXRD-R2/Axl Low/Starter2023-02-23T05:44:46Z<p>Penguinator: /* Key Moves */ added 2K</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*{{MMC|input=5K|label={{clr|K|5K}}}}: Axl's fastest normal move, useful for all purposes (poking, blockstrings, combos, defensive mashing, desperate anti-air, etc).<br />
*{{MMC|input=2K|label={{clr|K|2K}}}}: Axl's second fastest normal move, poor gatlings and damage but very useful thanks to it's quick full recovery and extreme low profile.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}}: Axl's most useful anti-air normal thanks to great range and fast crouching startup. <br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}}: is an offensive approach with great reach when used from {{keyword|IAD}}, especially useful after knockdowns. <br />
*{{MMC|input=2H|label={{clr|4|2H}}}} & {{MMC|input=2P|label={{clr|1|2P}}}}: Long low pokes for ground control; {{clr|4|2H}} is risky but combos on normal hit while {{clr|1|2P}} is faster but less rewarding. <br />
*{{MMC|input=5P|label={{clr|1|5P}}}} & {{MMC|input=6K|label={{clr|2|6K}}}}: Pre-emptive antiairs useful for catching jumps into damaging combos. <br />
*{{MMC|input=6H|label={{clr|4|6H}}}}: Relatively fast overhead for {{keyword|mix-up}}s and {{keyword|frame trap}}s, with big combos on counterhit. <br />
*{{MMC|input=[4]6S|label={{clr|S|[4]6S}}}} aka '''Rensen''': is a great projectile for mid to long range ground control and Axl's most reliable cancel option in blockstrings. Really strong when {{tt|YRC|Yellow Roman Cancel, a 25% meter option}}'d as slowdown lets you react to opponent's state. <br />
*{{MMC|input=623S|label={{clr|S|623S}}}} aka '''Benten''': Meterless {{keyword|DP}}. Extremely useful as a wakeup option against {{keyword|okizeme}} and for escaping gaps in the opponent's pressure. <br />
*'''Ground Throw''': Mixup tool into 100+ damage that can not countered by reactions (unlike {{clr|2|623K}}, {{clr|4|6H}}, {{clr|4|41236H}}, {{clr|5|5D}}). <br />
*'''{{clr|4|j.623H}}''': Normally an air combo finisher, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] it greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} (Rensen) YRC''': Extremely useful tool for neutral which lets Axl instantly control the ground area while reacting to what the opponent is doing during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} (Benten) RRC''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 RRC''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} YRC''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=374682GGXRD-R2/Axl Low/Starter2023-02-13T18:57:40Z<p>Penguinator: fixed styling error</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*'''{{clr|2|5K}}''': Axl's fastest normal move (6F startup), useful for all purposes (poking, blockstrings, combos, mashing, desperate anti-air, etc).<br />
*'''{{clr|S|[4]6S}}''': '''Rensen''' is a great projectile for mid to long range ground control and blockstrings. Really strong when {{clr|yellow|YRC}}'d (slowdown lets you react to opponent's state). <br />
*'''{{clr|S|2S}}''': Axl's most useful antiair normal because of the great range and fast crouching startup. <br />
*'''{{clr|S|623S}}''': Meterless DP, i.e. an attack with fully invulnerable startup. Extremely useful for countering okizeme (reversal on wakeup) and pressure (mashing during blockstrings). <br />
*'''IAD {{clr|S|j.S}}''': Offensive approach maneuver with great reach, useful as okizeme after Rensen knockdown. <br />
<br />
*'''{{clr|4|2H}} & {{clr|1|2P}}''': Long low pokes for ground control; {{clr|4|2H}} is risky but combos into Rensen on normal hit while {{clr|1|2P}} is faster but less rewarding. <br />
*'''{{clr|1|5P}} & {{clr|2|6K}}''': Pre-emptive antiairs useful for catching jumps into big damage. <br />
*'''{{clr|4|6H}}''': Relatively quick overhead for mixups and frametraps, big combo on counterhit. <br />
*'''Ground Throw''': Mixup tool into 100+ damage that can not countered with reactions (unlike {{clr|2|623K}}, {{clr|4|6H}}, {{clr|4|41236H}}, {{clr|5|5D}}). <br />
*'''{{clr|4|j.623H}}''': Air combo finisher in its regular form, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} {{clr|yellow|YRC}}''': Extremely useful tool for neutral footsies which lets you instantly cover ground area while reacting to what happened during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S}} {{clr|red|RRC}}''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 {{clr|red|RRC}}''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} {{clr|yellow|YRC}}''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Starter&diff=374679GGXRD-R2/Axl Low/Starter2023-02-13T18:43:13Z<p>Penguinator: Added stuff.</p>
<hr />
<div>{{TOC limit|3}}<br />
{{Overview/navigation|okizeme=true}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
*'''{{clr|2|5K}}''': Axl's fastest normal move (6F startup), useful for all purposes (poking, blockstrings, combos, mashing, desperate anti-air, etc).<br />
*'''{{clr|S|[4]6S}}''': '''Rensen''' is a great projectile for mid to long range ground control and blockstrings. Really strong when {{clr|yellow|YRC}}'d (slowdown lets you react to opponent's state). <br />
*'''{{clr|S|2S}}''': Axl's most useful antiair normal because of the great range and fast crouching startup. <br />
*'''{{clr|S|623S}}''': Meterless DP, i.e. an attack with fully invulnerable startup. Extremely useful for countering okizeme (reversal on wakeup) and pressure (mashing during blockstrings). <br />
*'''IAD {{clr|S|j.S}}''': Offensive approach maneuver with great reach, useful as okizeme after Rensen knockdown. <br />
<br />
*'''{{clr|4|2H}} & {{clr|1|2P}}''': Long low pokes for ground control; {{clr|4|2H}} is risky but combos into Rensen on normal hit while {{clr|1|2P}} is faster but less rewarding. <br />
*'''{{clr|1|5P}} & {{clr|2|6K}}''': Pre-emptive antiairs useful for catching jumps into big damage. <br />
*'''{{clr|4|6H}}''': Relatively quick overhead for mixups and frametraps, big combo on counterhit. <br />
*'''Ground Throw''': Mixup tool into 100+ damage that can not countered with reactions (unlike {{clr|2|623K}}, {{clr|4|6H}}, {{clr|4|41236H}}, {{clr|5|5D}}). <br />
*'''{{clr|4|j.623H}}''': Air combo finisher in its regular form, but as [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] greatly expands combo routes for more damage and meter gain. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
<br />
|header2=Starting combos<br />
|content2=<br />
Basic ground combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|[4]6S}}''' (106 damage + knockdown) <br> <br />
Basic ground corner combo: '''{{clr|K|5K}} > {{clr|S|c.S}} > {{clr|5|2D}} > {{clr|S|[4]6S~2}}''' (144 damage + knockdown) <br> <br />
Point-blank midscreen combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|5|2D}} > {{clr|S|[4]6S}}''' (161 damage) <br> <br />
Point-blank corner combo: '''{{clr|1|6P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S~2}}''' (175 damage + knockdown) <br> <br />
<br />
Basic anti-air combo: '''{{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (137 damage) <br><br />
Pre-emptive long range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} (JC) or (HJC) {{clr|P|j.6P}} > {{clr|2|j.6K}} > {{clr|4|j.623H}}''' (135 damage) <br><br />
Pre-emptive mid range antiair combo: '''({{clr|P|5P}}) > {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (166 damage) <br><br />
<br />
Basic ground combo RRC extension: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|4|214H}}~{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}{{clr|P|P}}{{clr|K|K}}''' (136 damage + knockdown when delayed correctly) <br> <br />
Basic ground combo RRC extension variant: <br> <br />
'''(X) > {{clr|S|[4]6S~8}} {{clr|red|RRC}} {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (129 damage) <br> <br />
<br />
Basic counterhit 6H combo: <br> <br />
'''CH {{clr|4|6H}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (155 damage) <br> <br />
Basic counterhit Raiei combo: <br> <br />
'''CH {{clr|K|623K}}, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (184 damage) <br> <br />
<br />
Basic ground throw combo: <br> <br />
'''Throw, {{clr|K|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (113 damage, microdash before 6K against Jam and Jack-O) <br> <br />
Basic homing jump Dust combo: <br><br />
'''{{clr|5|5D~8}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.623H}}''' (125 damage)<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
*'''{{clr|S|[4]6S}} {{clr|yellow|YRC}}''': Extremely useful tool for neutral footsies which lets you instantly cover ground area while reacting to what happened during the slowdown with an antiair, combo, blockstring, etc. <br />
*'''{{clr|S|623S} {{clr|red|RRC}}''': Can be used to either make Benten '''safe on block''' or follow-up with an air combo on hit for additional damage. <br />
*'''(X) > Rensen~8 {{clr|red|RRC}}''': Most useful combo extension tool, but not very efficient for long combos because of damage scaling. <br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
Long range (after Rensen or midscreen TK Bomber):<br />
*'''IAD {{clr|S|j.S}}''': Works as a safejump to start pressure.<br />
*'''{{clr|4|214H}}''': Haitaka forces the opponent to play [[GGXRD-R2/Axl_Low#Sparrowhawk_Stance|a mindgame where they must move before Axl charges an unblockable attack]] that loops into itself. <br />
*'''IAD {{clr|S|j.6P}}''': Feint for {{clr|S|j.S}} to bait reversal Blitz or IB attempts from the opponent. <br />
*'''Empty IAD {{clr|S|[4]6S}} {{clr|yellow|YRC}}''': Works as a trap to catch jumps or abare, if blocked gives you a big frame advantage to start offense relatively safely.<br />
<br />
Close range (Rensen-2 or corner TK Bomber):<br />
*'''Safejump air normal''': When timed correctly, you can block invulnerable reversals after landing while continuing into blockstrings (on block) or combo (on hit). <br />
*'''Empty jump {{clr|2|2K}}''': Empty jump low which beats reversal high blitz (which beats safejumps) and fuzzy throw/6P option select. <br />
*'''Late airdash {{clr|4|j.H}} > {{clr|5|j.D}}''': Big damage overhead starter that beats fuzzy high-low block (which beats empty jump lows), but loses against throw/6P option select. <br />
*'''Meaty {{clr|4|6H}}''': Overhead option that with late active frames links into a ground combo for additional damage. <br />
}}<br />
{{StarterGuideSEO}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=373657GGXRD-R2/Axl Low/Combos2023-02-06T16:42:21Z<p>Penguinator: /* Air to Ground/Air Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=373656GGXRD-R2/Axl Low/Combos2023-02-06T16:38:40Z<p>Penguinator: /* Counterhit Starter Combos */ AA CH 5D</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=371982GGXRD-R2/Axl Low/Combos2023-01-27T17:14:33Z<p>Penguinator: /* Height Control */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=371981GGXRD-R2/Axl Low2023-01-27T17:12:19Z<p>Penguinator: /* {{clr|4|2H}} */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5K|5K]]<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{clr|2|5K}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
Special cancel makes Rensen an excellent follow-up for a simple combo on normal hit or pushback on block while other options ({{clr|H|6H}}, {{clr|D|5D}}, Raiei, Rashousen) are slow and risky mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Good air to air for close ranges as it's more reliable than {{clr|P|j.P}}, along with having good range and coming out fast.<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Typically is used in air combos, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable or slow attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, which are used as a more rewarding option than Axl's other counterattack options.<br />
<br />
*Works against supers, but loses to unblockable attacks.<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Only catches strikes and will lose to all projectiles<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Also known as "Haitaka no Kamae", "Haitaka", or just "Stance". Axl's chain-spinning stance that goes quickly into strong fullscreen attacks. While weak at pressuring, it is a solid fullscreen poking tool.<br />
<br />
Upon entering the stance, Axl can throw out a chain attack with {{clr|P|P}}, {{clr|K|K}}, and {{clr|S|S}}, or exit the stance with {{clr|H|H}}. On block or whiff, Axl exits the stance automatically. On hit, each chain attack can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation. None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all strikes and not projectiles, which means they can be blitzed.<br />
<br />
After waiting about 150 frames in the stance, the initial chain becomes unblockable, which is signaled by the "Yes!" animation that appears next to Axl. This has little practical use in most matchups, as it generally allows the opponent to run at Axl while the stance is strongest at fullscreen.<br />
<br />
*While waiting in stance, Axl can only PRC. <br />
*In order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.<br />
*The same followup cannot be cancelled into itself; the {{clr|P|P}} chain can only cancel into {{clr|K|K}} or {{clr|S|S}}, and so on.<br />
*Dropping or prematurely ending the Stance combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=371979GGXRD-R2/Axl Low2023-01-27T16:34:48Z<p>Penguinator: /* {{clr|4|6H}} */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5K|5K]]<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{clr|2|5K}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
At close range, Axl can opt to gatling into strong normals, complementing the threat of the special cancel options nicely.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Good air to air for close ranges as it's more reliable than {{clr|P|j.P}}, along with having good range and coming out fast.<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Typically is used in air combos, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable or slow attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, which are used as a more rewarding option than Axl's other counterattack options.<br />
<br />
*Works against supers, but loses to unblockable attacks.<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Only catches strikes and will lose to all projectiles<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Also known as "Haitaka no Kamae", "Haitaka", or just "Stance". Axl's chain-spinning stance that goes quickly into strong fullscreen attacks. While weak at pressuring, it is a solid fullscreen poking tool.<br />
<br />
Upon entering the stance, Axl can throw out a chain attack with {{clr|P|P}}, {{clr|K|K}}, and {{clr|S|S}}, or exit the stance with {{clr|H|H}}. On block or whiff, Axl exits the stance automatically. On hit, each chain attack can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation. None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all strikes and not projectiles, which means they can be blitzed.<br />
<br />
After waiting about 150 frames in the stance, the initial chain becomes unblockable, which is signaled by the "Yes!" animation that appears next to Axl. This has little practical use in most matchups, as it generally allows the opponent to run at Axl while the stance is strongest at fullscreen.<br />
<br />
*While waiting in stance, Axl can only PRC. <br />
*In order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.<br />
*The same followup cannot be cancelled into itself; the {{clr|P|P}} chain can only cancel into {{clr|K|K}} or {{clr|S|S}}, and so on.<br />
*Dropping or prematurely ending the Stance combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=367875GGXRD-R2/Axl Low/Combos2023-01-13T22:53:30Z<p>Penguinator: /* Counterhit Starter Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|-<br />
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=361599GGXRD-R2/Axl Low/Combos2023-01-04T02:19:20Z<p>Penguinator: /* Ground Combos */ test</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=357407GGXRD-R2/Axl Low2022-12-30T17:51:08Z<p>Penguinator: /* Air Throw */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
|lore= Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. In Guilty Gear Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information from The Original. I-No brings Axl to The Backyard to meet That Man. Axl tells That Man the message, and then learns that he has no way out to escape.<br />
|voice_actor= Keiichi Nanba<br />
|quote= <br />
|summary= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdowns.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in anti-air followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and his quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes make it hard for Axl to reposition in neutral or adjust spacing for punishes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup options and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
| fastestAttack = [[#5K|5K]]<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{MMC|input=214214S|label=Kairagi}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
At close range, Axl can opt to gatling into strong normals, complementing the threat of the special cancel options nicely.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Situational air to air for close ranges as it's more reliable than {{clr|P|j.P}}<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Otherwise, mostly air combo filler, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*RRC leads to a combo through an airdash {{clr|5|j.D}} in midscreen or land into {{clr|2|5K}} near corner.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting {{clr|3|[4]66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable or slow attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, which are used as a more rewarding option than Axl's other counterattack options.<br />
<br />
*Works against supers, but loses to unblockable attacks.<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Only catches strikes and will lose to all projectiles<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Also known as "Haitaka no Kamae", "Haitaka", or just "Stance". Axl's chain-spinning stance that goes quickly into strong fullscreen attacks. While weak at pressuring, it is a solid fullscreen poking tool.<br />
<br />
Upon entering the stance, Axl can throw out a chain attack with {{clr|P|P}}, {{clr|K|K}}, and {{clr|S|S}}, or exit the stance with {{clr|H|H}}. On block or whiff, Axl exits the stance automatically. On hit, each chain attack can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation. None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all strikes and not projectiles, which means they can be blitzed.<br />
<br />
After waiting about 150 frames in the stance, the initial chain becomes unblockable, which is signaled by the "Yes!" animation that appears next to Axl. This has little practical use in most matchups, as it generally allows the opponent to run at Axl while the stance is strongest at fullscreen.<br />
<br />
*While waiting in stance, Axl can only PRC. <br />
*In order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.<br />
*The same followup cannot be cancelled into itself; the {{clr|P|P}} chain can only cancel into {{clr|K|K}} or {{clr|S|S}}, and so on.<br />
*Dropping or prematurely ending the Stance combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=352683GGXRD-R2/Axl Low/Combos2022-12-14T22:00:31Z<p>Penguinator: /* Overdrive Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=352682GGXRD-R2/Axl Low/Combos2022-12-14T21:57:56Z<p>Penguinator: /* Roman Cancel Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || - <br />
|-<br />
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=352034GGXRD-R2/Axl Low/Combos2022-12-11T23:31:04Z<p>Penguinator: /* Anti-Air Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=352032GGXRD-R2/Axl Low/Combos2022-12-11T23:14:44Z<p>Penguinator: /* Overdrive Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works). || <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=350268GGXRD-R2/Axl Low/Combos2022-12-05T21:32:29Z<p>Penguinator: /* Throw Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, do {{clr|4|5H}} > Rensen instead. || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=350090GGXRD-R2/Axl Low/Combos2022-12-05T11:20:52Z<p>Penguinator: /* Counterhit Starter Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights. || - <br />
|-<br />
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, do {{clr|4|5H}} > Rensen instead. || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=350088GGXRD-R2/Axl Low/Combos2022-12-05T10:37:09Z<p>Penguinator: /* Throw Combos */ the Millia only throw 2H combo stopped working because of Rev2 2H changes</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, do {{clr|4|5H}} > Rensen instead. || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=350087GGXRD-R2/Axl Low/Combos2022-12-05T10:25:07Z<p>Penguinator: /* Overdrive Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, do {{clr|4|5H}} > Rensen instead. || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]]. || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=349880GGXRD-R2/Axl Low/Combos2022-12-04T20:02:40Z<p>Penguinator: /* Air to Ground/Air Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, do {{clr|4|5H}} > Rensen instead. || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> Often whiffs a single Rensen-2 hit (3 less damage) || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=349850GGXRD-R2/Axl Low/Combos2022-12-04T19:32:50Z<p>Penguinator: /* Ground Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. || <br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, do {{clr|4|5H}} > Rensen instead. || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> Often whiffs a single Rensen-2 hit (3 less damage) || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=349849GGXRD-R2/Axl Low/Combos2022-12-04T19:23:38Z<p>Penguinator: /* Overdrive Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA, || {{clr|2|Easy}} || {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, do {{clr|4|5H}} > Rensen instead. || <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}}) or {{clr|4|6H}}. <br/> Often whiffs a single Rensen-2 hit (3 less damage) || <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=348930GGXRD-R2/Axl Low/Combos2022-12-01T10:27:36Z<p>Penguinator: /* Counterhit Starter Combos */ added AA CH 5D combos</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 111 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D~6}}. || <br />
|-<br />
| AA CH {{clr|5|5D~6}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights. || <br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=348925GGXRD-R2/Axl Low/Combos2022-12-01T09:39:58Z<p>Penguinator: /* Dust Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=345823GGXRD-R2/Axl Low/Combos2022-11-23T09:48:17Z<p>Penguinator: /* Basic Ground Combo Theory */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Tiny additional damage with slightly stricter cancel timing. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|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 {{clr|1|3P}} when compared to {{clr|4|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. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low&diff=339790GGXRD-R2/Axl Low2022-10-22T15:34:13Z<p>Penguinator: /* {{clr|3|2S}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Axl is the resident zoner of Xrd. While his chains may remind you of Street Fighter's Dhalsim, he has some tools to pressure opponents at close range as well. If you can react to (or predict) your opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). Most of his anti-air hits can easily be converted into high damage combos with plenty of corner carry. If the opponent remains grounded, Axl's Rensen is an extremely potent keepaway tool that rips through projectiles, has a built-in anti-air followup, and can be YRC'd to allow Axl to cover both the ground and the air.<br />
<br />
Axl's main weakness is his subpar defense. While he is not lacking in options, he must take big risks to escape bad situations. Failing to make the correct defensive decisions will quickly lose you the round due to Axl's low health. Even after a successful reset to neutral, Axl struggles to come back from large life deficits due to his relatively basic offense, and is usually forced to slowly grind an opponent down instead. Also of note is Axl's poor mobility, which can make it hard to maneuver around characters with better movement options, as well as certain projectiles. In addition, most of his long-range pokes have dramatically extended hurtboxes and long recovery times, making Axl vulnerable if he whiffs a normal at the wrong time. In order to be successful with Axl, you must know how to correctly use his normals in order to prevent an opponent from starting their offense, and know how to take advantage of universal mechanics if you're forced to defend.<br />
|lore= Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. In Guilty Gear Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information from The Original. I-No brings Axl to The Backyard to meet That Man. Axl tells That Man the message, and then learns that he has no way out to escape.<br />
|voice_actor= Keiichi Nanba<br />
|quote= <br />
|summary= is the resident zoner of Xrd. While his chains may remind you of the limbs of Dhalsim from Street Fighter, he has some tools to pressure opponents at close range as well.<br />
|pros=<br />
* '''Long Chains:''' Long-reaching normals and specials that can be hitconfirmed into combos from even fullscreen.<br />
* '''Air Control:''' Strong anti-air game that leads to big damage and/or knockdown.<br />
* '''Rensen:''' A powerful beam-like projectile with a built-in antiair followup and the ability to nullify other projectiles.<br />
|cons=<br />
* '''Close Range Normals:''' Lacks self-canceling ground jabs and the quickest normal is only 6F.<br />
* '''Lack of Mobility:''' Slow run, floaty jumps, and short airdashes.<br />
* '''Weak Mixup:''' Outside universal tools, lacks truly effective mixup and relies heavily on reads and conditioning.<br />
* '''Thin Defense:''' Below-average effective health (defense modifier & guts). <br />
| fastestAttack = [[#5K|5K]]<br />
| reversal = [[#Artemis Hunter|623S]] (9F), [[#Sickle Storm|2363214H]] (14+1F)<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A long-reaching horizontal chain that reaches about two-thirds of the screen at full length. Reaches max range on frame 12.<br />
<br />
{{clr|P|5P}} Serves as a quick poke as well as an anti-air that stops jump attempts and some air dashes. If {{clr|1|5P}} hits an opponent in the air, you can gatling into {{clr|2|6K}} or {{clr|3|2S}} for combos on normal hit. On counter, Axl can combo into {{MMC|input=214H|input=214H > K|label=Haitaka}}. RRC is also an option for some higher damage confirms.<br />
<br />
While it's great for controlling space, be careful as it whiffs on all crouching animations, most running animations, and certain forward-traveling special moves (e.g. Sol's {{MMC|chara=Sol Badguy|input=41236H|label=Fafnir}}).<br />
<br />
*Its hurtbox extends to about half of the chain's length when fully extended; beware of being counter hit by moves like Slayer's Pilebunker.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|6K}}, {{clr|S|2S}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A standing kick that's the closest thing Axl has to a typical jab function. <br />
<br />
{{clr|K |5K}} is a common starter for pressure and combos since it's Axl's fastest normal and has good gatlings. It also serves as one of his better {{keyword|abare}} options, though it's slower and has a lot more recovery than other typical abare normals.<br />
<br />
*Can go over some low attacks because of no hurtbox beneath the kick.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
An upward sickle attack commonly used in combos and pressure.<br />
<br />
{{clr|3|c.S}} has extremely varied gatling options, having the most out of all of Axl's normals, as well as being plus on block. Being a proximity normal, it's usually cancelled into from {{clr|2|5K}}/{{clr|2|2K}} during pressure since it's hard to get this move out on its own.<br />
<br />
It's a good choice for throw {{keyword|OS}} since it's faster than {{clr|1|6P}} and has much better hitbox vertically; beware of accidental {{MMC|input=[4]6S|label=Rensen}} if doing it out of blockstun however.<br />
<br />
*Can be used to cover the vertical blind spot of {{clr|3|2S}} as an antiair, though it requires more precise timing due to lack of upper body invuln<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|P|3P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
A mid-range poke with great range and good startup. Decently strong round start option.<br />
<br />
Its speed and slightly disjointed hitbox makes it good for ground footsies, though options on hit or block are limited due to short hitstun and lack of gatlings.<br />
<br />
*Staggers on counter hit, but you can't really take advantage of it besides comboing into Rensen.<br />
*Long cancel window, which makes executing Rensen YRC very easy.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Slow swing with surprisingly good range, usually used after {{clr|3|c.S}} as combo/blockstring filler.<br />
<br />
Has a long cancel window, allowing frame traps with Rensen. The initial disjointed hitbox combined with Axl's slightly crouching hurtbox means that this normal can work as a tech trap with the right timing.<br />
<br />
*Ground CH allows you to combo with {{clr|5|5D}} (if you can react) or {{clr|2|5K}}. <br />
*Air CH has significant untech time. <br />
*{{clr|3|c.S}} > {{clr|4|5H}} can sometimes drop against some characters due to various hurtbox differences.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
<br />
Good range, relatively short recovery (making it usually safe on block) and plenty of normals to gatling from. Lower foot invuln between frames 17-25, which can let {{clr|5|5D}} avoid some low attacks, though using it this way is very impractical.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
A backfist anti-air normal. Solid close-range anti air option and occasional blockstring tool.<br />
<br />
Good upper-body invuln with a hitbox that's great against {{keyword|IAD}}s and other low-height aerial approaches. {{clr|1|6P}} shares many gatlings with {{clr|3|c.S}}, making it decent for blockstrings, though be wary as it can whiff easily on some crouching hurtboxes. Axl has many options to anti-air at longer ranges such as {{clr|S|2S}} and {{clr|K|6K}}, making relying on {{clr|P|6P}}'s upper body invuln less important than other characters.<br />
<br />
*Launches the opponent on CH, which can be followed up for high damage/corner carry with IAD {{clr|4|j.H}} > {{clr|5|j.D}} or {{MMC|input=623K|label=Raiei}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|3P}}, {{clr|S|c.S}} {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|1|3P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=3P<br />
|description=<br />
A slowish all-purpose low poke with good range and recovery.<br />
<br />
With its disjointed sweep-like hitbox, good gatlings, and frame advantage, {{clr|1|3P}} is not only a strong neutral poke, but also a safe meaty on an opponent's wakeup and a strong pressure tool. When baiting invulnerable reversals, be sure to space and time {{clr|1|3P}} correctly to avoid getting hit or clashing.<br />
<br />
*Counter hit launches the opponent, which can be followed up with a combo. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
A slow diagonal anti-air that hits twice. Second hit vacuums, and both hits can be jump cancelled.<br />
<br />
While it covers a great angle for anti airing, {{clr|K|6K}}'s Slow startup and a long extended hurtbox makes it hard to use on reaction; use it to preemptively catch predictable jumps or air dashes. On hit, it's easy to confirm into combos; gatling into {{clr|3|2S}} at closer range or jump cancel {{clr|1|j.6P}} from further away.<br />
<br />
If the opponent FDs it in the air, Axl can gatling into {{clr|4|6H}} for pressure, special cancel into Rensen to force FD, or jump cancel to move away.<br />
<br />
*Occasionally catches standing characters with tall hurtboxes, which you can confirm into a combo or blockstring with {{clr|3|c.S}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}} (2nd hit), {{clr|S|2S}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
A leaping overhead with long startup and active frames. Used as a meaty on oki, for mixups, and for close range pressure.<br />
<br />
Generally pretty risky to throw out on block, {{clr|H|6H}} is safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices as the opponent may be expecting a low instead. Hitting {{clr|4|6H}} late as meaty on wake-up gives Axl big frame advantage, but can be reacted to with invuln reversals or blitz when used too predictably. <br />
<br />
As {{clr|H|6H}} is airborne for a long time, it can beat most low-hitting attacks if you read them correctly, scoring a juicy counterhit.<br />
<br />
*Counterhit causes a huge ground bounce for damaging combos. On normal hit can be RRC'd for extra damage and a knockdown.<br />
*Linking to {{MMC|input=214214S|label=Kairagi}} on normal hit is possible on some characters whose shorter crouch block hurtboxes allow for meatier hits. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A slowish horizontal chain that hits crouching characters. Reaches max range on frame 16.<br />
<br />
Strong low poke, often cancelled into Rensen for long range pressure. Combos into Rensen on counterhit or at very close range; combos into Kairagi at any range on normal hit. Great to stop characters trying to run under his {{clr|P|5P}} with less risk than {{clr|4|2H}} when jumped over (shorter CH state and animation), though it can still be whiff punished.<br />
<br />
When blocked, {{clr|4|6H}} gatling can be used as a surprise overhead/frame trap.<br />
<br />
*Can be low profiled/low crushed by certain characters (e.g. Sol with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, Johnny with forward dash).<br />
*Like all chain normals, has a long extended hurtbox; don't throw this move at projectiles. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
A low kick with decent startup and short range. Great for {{keyword|Abare}} and [[GGXRD-R2/Axl_Low/Strategy#2K_Low-profiling|low-profiling]]<br />
<br />
While it's a great overall option, {{clr|2|2K}} tends to lose cleanly to other low pokes, so use other normals for ground footsies.<br />
<br />
Also a common way to set up tick throws and frame traps.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
Marvelous anti-air normal with a fast start-up and really long vertical range. <br />
<br />
Hits twice, vacuums on the second hit, and is jump cancellable from either hit. On hit, you can combo into air normals and Axl Bomber; {{clr|3|2S}} is the most common normal used for [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|Bomber Loops]] because of it's great reach and long untech time. On block, you can special cancel safely into Rensen (if you were charging back) or use jump cancel and airdash to reposition yourself. <br />
<br />
The hurtbox travels slightly behind the hitbox which can result in trades, though they're usually in Axl's favor. Reaching higher takes longer than 8F, so it can whiff against fast IADs from close range unless you use it preemptively. Try air throwing or using {{clr|P|6P}} at these spacings instead. Air moves that let characters stall in the air can cause {{clr|3|2S}} to whiff and/or get punished. Playing a little more patiently against opponents that use these moves can help you get anti-air them more consistently or opt for even more rewarding options if they are being too predictable.<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
A two-hit long-range low chain that vacuums on the second hit. Reaches max range on frame 20.<br />
<br />
Reaches all the way to the ground to stop low-profile moves, but the long animation leaves you extremely vulnerable to jump-ins or IADs on whiff.<br />
<br />
At close range, Axl can opt to gatling into strong normals, complementing the threat of the special cancel options nicely.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
Sweep with a good startup, decent range and loads of active frames. <br />
<br />
{{clr|D|2D}} has a really long cancel window that's useful for frame trapping with Rensen or hitconfirming into Kairagi. The long active frames make {{clr|5|2D}} a solid normal to stick out against characters trying to approach Axl from the ground.<br />
<br />
*The initial active frames have a minor low crush property which can cause it to beat other thin, low to the ground normals like {{MMC|chara=Ky Kiske|input=2K|hitboxMode=true|label=Ky's {{clr|K|2K}}}} or {{MMC|chara=Slayer|input=2K|hitboxMode=true|label=Slayer's {{clr|K|2K}}}} instead of trading.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancellable normal.<br />
<br />
Due to its inability to self-cancel on whiff, long recovery for a jab, and stubby hitbox, it makes for a poor air-to-air. Rarely used in combos, though it's useful for low height pickups after {{clr|3|2S}}.<br />
<br />
*Can be used to cancel the first hit of {{clr|3|j.S}} to retract the extended hurtbox, which can save you from projectiles like {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A kick with long active frames and a jump cancel. Situational air to air for close ranges as it's more reliable than {{clr|P|j.P}}<br />
<br />
Air counter hit has huge untech time that can easily be confirmed into a full combo. Otherwise, mostly air combo filler, usually followed up with jump cancel {{clr|4|j.H}} > {{clr|5|j.D}} > {{MMC|input=j.623H|label=Axl Bomber}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
A long diagonal air-to-ground chain. Hits twice, second hit vacuums and is a mid. <br />
<br />
{{clr|S|j.S}} is a good approach tool with IAD against passive opponents; gatlings into {{clr|4|j.H}} and {{clr|1|j.6P}} to extend pressure or combo.<br />
<br />
Hurtbox traveling along most of the chain means it can be anti-aired if read; the small hitbox can also whiff if you are too close or do it too high in the air.<br />
<br />
*Counter hit state recovery.<br />
*The second hit's hitbox travels back towards Axl, which can occasionally catch opponents off guard.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A big chain swing with good damage and long active frames. Axl's best jump in at close range thanks to its active frames and hitbox.<br />
<br />
Only gatlings into {{clr|5|j.D}}, which can make it more unsafe than {{clr|2|j.K}} if Axl is too high.<br />
<br />
*Early active frames can cross up, but the practical usage is nonexistent due to how hard it is to do.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
<br />
Launches the opponent with big float on both ground and air hits; wallsplats in the corner. Has huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R2/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
<br />
*Landing recovery makes it punishable with throws or fast normals if done too high.<br />
}}<br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6P<br />
|description=<br />
A long aerial horizontal chain poke. A little more reliable than {{clr|2|j.K}} for air-to-air situations thanks to its range, albeit with a lot less reward on hit.<br />
<br />
*Good against characters that are too fast in the air for {{clr|1|5P}} and {{clr|3|2S}} (e.g. Millia, Dizzy).<br />
*Good confirm from a falling {{clr|3|j.S}} air hit; can be even linked into {{clr|1|5P}} for more damage if the opponent is close enough to the ground. <br />
*Can be used after {{clr|2|6K}} to combo at ranges where {{clr|3|2S}} won't connect.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.6K}}, {{clr|S|j.S}}<br />
}}<br />
<br />
===<big>{{clr|2|j.6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.6K<br />
|description=<br />
A long upwards chain with vacuum on second hit. Excellent air to air for opponents above and in front of axl.<br />
<br />
The ideal followup from {{clr|1|j.6P}}; cancel into Axl Bomber to end combos. Be wary that at some spacings Axl Bomber will whiff. Good for making the opponent block in the air; while it doesn't require FD, it has ridiculous vertical range, strong disjoint, and fast startup. Useful for intercepting characters with big air hurtboxes or poor air mobility, like Dizzy and Faust.<br />
<br />
When not in a position to combo into Axl Bomber, the second hit's vacuum can actually work against Axl by bringing the opponent uncomfortably close, so when using {{clr|2|j.6K}} to harass it's recommended to cancel the first hit into {{clr|1|j.P}}.<br />
*Counter hit recovery.<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2S<br />
|description=<br />
A single-hit poke at a sharper angle than {{clr|3|j.S}}, with lots of active frames. Great when used defensively to stuff ground approaches when {{clr|3|j.S}} would whiff, or to prevent air throw attempts.<br />
<br />
Large amount of active frames sometimes allows it to catch backdashes. Unfortunately, it's not actually an instant overhead as it only hits crouching opponents at around frame 21. Has a dead zone underneath Axl, so characters who are fast enough can run under Axl as he jumps and punish. <br />
<br />
*Counter hit recovery.<br />
*The biggest extended hurtbox out of all of Axl's chain normals, covering the entire chain, so it's even easier to anti-air than {{clr|3|j.S}} is. <br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|P|j.6P}}, {{clr|H|j.H}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
A strong throw which leads to meterless combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward trade-off work backwards (e.g. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos do about 115 damage with knockdown, while corner throw combos do about 135 damage with knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Pretty standard fare air throw which knocks down. Like ground throw, tosses the opponent behind Axl.<br />
<br />
*Important anti-air option against jump angles that {{clr|3|2S}} and {{clr|1|6P}} can not cover (e.g. high-altitude air dash that goes above your head).<br />
*Extending with RRC is possible, if sometimes finicky, by doing an airdash {{clr|5|j.D}}, though it's only recommended to do so if the combo will kill.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Kind of a lame DAA based on {{clr|1|6P}} animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
Universal defensive mechanic, click [[GGXRD-R2/Defense#Blitz_Attack|here]] for more information.<br />
<br />
On midscreen hit, Axl doen't really get much other than a {{clr|1|5P}} on partial charge and a basic ground combo on full charge. In the corner howeve, you can followup with IAD {{clr|4|j.H}} > {{clr|D|j.D}} if they are low enough after partial charge.<br />
<br />
A common way to combo into max charge is after Rensen-8 RRC; while expensive, it can be a slightly more optimal way to end rounds since it drains some Burst meter, while usually still allowing you to get a knockdown if you misjudged<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Flash</big>===<br />
{{InputBadge|{{clr|3|[4]6S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S<br />
|description=<br />
Sickle Flash (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, long range, and fast travel time, which makes it a strong tool for stopping any ground approaches or harassing from a distance. <br />
<br />
Rensen can be '''[[GGXRD-R2/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to opponents trying to jump over it. While cancelling normals into Rensen usually leaves a gap in between that can frametrap, you need to be be mindful of opponents attempting reversals when they are in range. On hit, Rensen will consistently knock down, though in longer combos the opponent may be able to recover before hitting ground.<br />
<br />
Rensen can also go into various followup options, listed below. While Rensen reaching from further away gives Axl a better frame advantage on block, it's important to not autopilot into up followups unless you want to push opponents further back.<br />
<br />
*Loses to preemptive air approaches, such as IAD or certain special moves. IAD YRC is also effective against Rensen, since it slows down time to where followups don't even come out.<br />
*Axl's hurtbox extends forward a little during startup and can lose to faster moves, so avoid this move raw at close range too often.<br />
*Rensen can be done out of a microdash (done by inputting [4]{{clr|3|66S}}) for additional reach.<br />
*Doesn't cause any pushback against cornered opponents, which can make a blocked Rensen dangerous if not enough distance is created.<br />
*Rensen has a high projectile clash level, allowing it to erase most projectiles in the game during its travel.<br />
}}<br />
<br />
===<big>Melody Chain</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 8}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 8<br />
|description=<br />
Melody Chain (aka "Kyokusageki" or "Rensen-8") is mostly used to catch opponents trying to jump over a Rensen, but can also put them in an unfavorable air tech situation after a hit. <br />
<br />
Ending combos with Melody Chain acrifices Rensen's knockdown in exchange for a chance to catch the opponent's air tech for extra damage. On hit, can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to wear off, which also works well for baiting bursts. <br />
<br />
Like Rensen, this followup is a projectile, and does no pushback against cornered opponents. With it being -13 on normal block, you should never use this when you have someone in the corner without a hard read on their jump attempt.<br />
<br />
*Counter hit is untechable, leads to a meterless combo. <br />
*If it connects with people right above Axl's head you can link into {{clr|1|5P}} or {{clr|3|2S}} for a full combo.<br />
*Not in counterhit state even during active frames<br />
}}<br />
<br />
===<big>Spinning Chain Strike</big>===<br />
{{InputBadge|{{clr|3|[4]6S}} > 2}}<br />
{{GGXRD-R2 Move Card<br />
|input=[4]6S > 2<br />
|description=<br />
Spinning Chain Strike (aka "Sensageki" or "Rensen-2") provides a more damaging knockdown option. Unlike Rensen and Rensen-8, is a strike rather than a projectile.<br />
<br />
It can be used to surprise opponents trying to jump or move forward after blocking Rensen since it hits low and will catch jump startup. Since it's highly active and has many hits, it can be FDed to push Axel out enough to allow him to be whiff punished, so be a little cautious with it.<br />
<br />
*Gives a better knockdown than TK Bomber for corner combos, but connecting successfully is character specific.<br />
*Characters can fall out and get OTG'd when this followup is done from too far away.<br />
}}<br />
<br />
===<big>Artemis Hunter</big>===<br />
{{InputBadge|{{clr|3|623S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded {{keyword|DP}} with a strong vertical hitbox. <br />
<br />
Great for interrupting pressure and its enormous hitbox lets it stuff sudden approaches when the opponent is too close to react with anything else. The move's recovery leaves Axl standing and is not in counterhit state, which can make block/whiff punishing more awkward on it than on other DPs.<br />
<br />
Benten RRC is a reliable, if expensive, way of interrupting another character's offense. Can also lead to damaging combos and corner carry on hit.<br />
<br />
*Counter hit on grounded opponents knocks down, but air counter hit usually lets the opponents recover.<br />
}}<br />
<br />
===<big>Thunder Shadow Chain</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description= <br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that's plus on block. Used to surprise opponents with a rewarding crossup, as a combo tool, or for movement with YRC. <br />
<br />
Knocks down grounded opponents on normal hit, which can be RRC'd for a full combo. Counter hit floats the opponent for a big meterless combo. On air hit, Raiei has enough untech time to usually allow for combos which makes it a valid combo extender after an RRC. While it quickly crushes lows as of frame 4, he move's long startup and lack of any invulnerability makes Raiei susceptible to air throws or abare, so don't become predictable with it.<br />
<br />
Hits same side at about post-throw knockdown distance, so with proper spacing the move can become an ambiguous left/right mixup tool, though blitz will stop it. <br />
<br />
*Moves Axl very quickly forward; can be YRC'd to create a giant leap across the screen for a quick approach or a corner escape. <br />
}}<br />
<br />
===<big>Spindle Spinner</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Also known as "Rashousen". A far reaching command grab (not an unblockable attack) that pulls the opponent up to the ceiling and explodes them. <br />
<br />
The actual travelling grab portion of this attack is considered a projectile, which can be flicked by Potemkin and nullified by Jack-O's Aegis Field. Despite this, it does not interact with other projectiles at all. Throw-invuln moves will also bypass the projectile.<br />
<br />
Rashousen is easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to mashing). Avoid using this move unless you are absolutely confident that you have conditioned the opponent to sit still, or if the opponent is parrying/blocking other pressure attempts with options that are vulnerable to throw (Such as Raven's {{MMC|chara=Raven|input=214K|label=stance}} or Baiken's {{MMC|chara=Baiken|input=Ground Azami|label=Azami}})<br />
<br />
On hit, can be RRC'd to convert into combos in two ways: after the explosion or at the moment the opponent is tied up by the chains (usually called the "0-hit RC"). It's recommended to do the latter RC as the opponent is held in place for about three seconds, allowing significant corner carry as well as an unprorated combo of your choice.<br />
<br />
*The move's very long active frames can be occasionally be used for catching predictable double jump or tech landings.<br />
*Can be YRC'd during the startup to bait jumps or PRC'd during active frames to recover safely. <br />
}}<br />
<br />
===<big>Heaven Can Wait</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,214K<br />
|versioned=input<br />
|description=<br />
Also known as "Tenhou Seki" or simply "Counter". A counter usable for catching predictable or slow attacks.<br />
<br />
{{clr|P|P}} counter catches mids and highs, while {{clr|K|K}} counter catches lows. Axl can combo meterlessly off of both counters, which are used as a more rewarding option than Axl's other counterattack options.<br />
<br />
*Works against supers, but loses to unblockable attacks.<br />
*Both versons only start catching attacks at frame 4, making them impractical as wakeup reversals.<br />
*Only catches strikes and will lose to all projectiles<br />
}}<br />
<br />
===<big>Axl Bomber</big>===<br />
{{InputBadge|{{clr|4|j.623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.623H<br />
|description=<br />
Axl's primary air combo ender. [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']] is a key combo extender and ender, especially in the corner.<br />
<br />
While it can be used as a situational anti air, it has a long counter hit state recovery until landing, so on whiff you get punished at worst or put at large frame disadvantage at best. Don't whiff this move!<br />
<br />
*A counter hit gives Axl a huge launch for a free combo, but landing one is very unlikely.<br />
*Can be YRC'd to act as an extra "jump". If YRCed early enough, you can halt Axl's air momentum, though uses for this are limited.<br />
}}<br />
<br />
===<big>Sparrowhawk Stance</big>===<br />
{{InputBadge|{{clr|4|214H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,214H > P,214H > K,214H > S,214H > H<br />
|versioned=input<br />
|description=<br />
Also known as "Haitaka no Kamae", "Haitaka", or just "Stance". Axl's chain-spinning stance that goes quickly into strong fullscreen attacks. While weak at pressuring, it is a solid fullscreen poking tool.<br />
<br />
Upon entering the stance, Axl can throw out a chain attack with {{clr|P|P}}, {{clr|K|K}}, and {{clr|S|S}}, or exit the stance with {{clr|H|H}}. On block or whiff, Axl exits the stance automatically. On hit, each chain attack can be canceled into the other followups up to six times, after which Axl exits the stance with an extra recovery animation. None of the stance followups are air unblockable, meaning that chains can be normal blocked or IB'd in the air. The chains are also all strikes and not projectiles, which means they can be blitzed.<br />
<br />
After waiting about 150 frames in the stance, the initial chain becomes unblockable, which is signaled by the "Yes!" animation that appears next to Axl. This has little practical use in most matchups, as it generally allows the opponent to run at Axl while the stance is strongest at fullscreen.<br />
<br />
*While waiting in stance, Axl can only PRC. <br />
*In order to YRC to defend against opponents who get too close, you must do so during the startup any of the followups, including the stance cancel.<br />
*The same followup cannot be cancelled into itself; the {{clr|P|P}} chain can only cancel into {{clr|K|K}} or {{clr|S|S}}, and so on.<br />
*Dropping or prematurely ending the Stance combo will also force Axl to exit the stance with the recovery animation; you cannot continue waiting in stance after hitting the opponent. <br />
}}<br />
<br />
==Overdrives==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|4|2363214H}}\{{clr|5|2363214D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=2363214H<br />
|description=<br />
Also known as "Byakue Renshou". Big flaming invincible swing followed by a fiery projectile. <br />
<br />
Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (where making it safe with RRC is impossible). Also an easy and damaging metered ender on basic ground combos, as well as an alternative ender to corner Bomber loops.<br />
<br />
Mind the distance and opponent's height as you attempt to combo into this move; Being too far causes the second hit to whiff and the rest of the super to hit OTG, while the opponent being too high reduces the number of hits the projectile does. In both cases, damage is sharply reduced.<br />
<br />
While the frame data suggests it's safe at -4, it's very punishable by blocking the first attack, then jumping/IADing over the second (projectile), so don't expect to be out of the woods when using it as a reversal.<br />
}}<br />
<br />
===<big>Shark Strike</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214S<br />
|description=<br />
Also known as "Kairagi Yakou". A lightning-fast two-hit strike that pulls the opponent in, used as a combo starter, punish tool, or for hit confirming into combos.<br />
<br />
Extremely quick startup with almost fullscreen range without extending the hurtbox. Second hit has a huge vacuum and a long stagger, allowing Axl to confirm any ground normal hit, including a max range {{clr|1|2P}}, into a real combo. Axl can even throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option. <br />
<br />
On air hit, the second hit causes the opponent to tumble towards Axl for an air combo. <br />
<br />
*5f startup also means you can use this super as a situational block punish against moves that are normally safe from spacing or not heavily punishable at range. <br />
*While very plus on block, using it as a pressure starter is a waste of meter as Rensen YRC is far more efficient and mostly serves the same purpose.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Amphora Conflagration</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|type=instantkill<br />
|description=<br />
Also known as "Kanamari Rekka". Shares its animation with first hit of Sickle Storm.<br />
<br />
IK combo is a good choice if you fulfill the conditions since it can be hard for Axl to finish an opponent low health due to guts scaling, and Sickle Storm (even the burst version) won't always be able to finish the job.<br />
<br />
Common ways to combo into IK include: <br />
*Rensen-8 RC: Trivially easy to set up and land. <br />
*Throw RC, Counter RC, Rashousen RC: For burst safety.<br />
*TK Axl Bomber RC: Good method from air combos. Air dash after you RC to land on the ground faster.<br />
*5D-6: The only practical 50 meter option, can be done midscreen and in the corner.<br />
*Blitz: Requires 62.5 meter. Make sure the opponent doesn't have 25 as they can blitz back.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=339788GGXRD-R2/Axl Low/Combos2022-10-22T14:45:23Z<p>Penguinator: /* Counterhit Starter Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Tiny additional damage with slightly stricter cancel timing. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|3P}} (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but not having much pushback and putting the opponent in aerial state generally makes Rensen-2 connect more easily in the corner. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=339787GGXRD-R2/Axl Low/Combos2022-10-22T14:42:23Z<p>Penguinator: /* Anti-Air Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|-<br />
| High AA {{clr|3|2S}} > (Delay) TK Bomber, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown. <br> Extreme altitudes may require delaying initial TKB. || - <br />
|-<br />
| Low AA {{clr|3|2S}} > TK Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown. || - <br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but works from most ranges. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|2|5K}} > {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Tiny additional damage with slightly stricter cancel timing. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|3P}} (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but not having much pushback and putting the opponent in aerial state generally makes Rensen-2 connect more easily in the corner. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=339775GGXRD-R2/Axl Low/Combos2022-10-22T13:03:05Z<p>Penguinator: /* Anti-Air Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TK Bomber || Midscreen || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but works from most ranges. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|2|5K}} > {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Tiny additional damage with slightly stricter cancel timing. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|3P}} (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but not having much pushback and putting the opponent in aerial state generally makes Rensen-2 connect more easily in the corner. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=339774GGXRD-R2/Axl Low/Combos2022-10-22T13:01:50Z<p>Penguinator: /* Air to Ground/Air Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| {{clr|3|2S}} > TK Bomber || Midscreen || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but works from most ranges. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|2|5K}} > {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Tiny additional damage with slightly stricter cancel timing. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|3P}} (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but not having much pushback and putting the opponent in aerial state generally makes Rensen-2 connect more easily in the corner. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinatorhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&diff=339773GGXRD-R2/Axl Low/Combos2022-10-22T12:54:59Z<p>Penguinator: /* Counterhit Starter Combos */</p>
<hr />
<div><center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GGXRD-R2<br />
| additional=<br />
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]<br />
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]<br />
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]<br />
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] <br />
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|j.623H}}]]<br />
}}<br />
==Combo List==<br />
*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.<br />
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.<br />
*Multi-hit normals that use their maximum amount of hits in the combo do not require specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').<br />
<br />
===Ground Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]<br />
|-<br />
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]<br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI. || [https://youtu.be/I-7Y26q56aY Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} || Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]<br />
|-<br />
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} || Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]<br />
|-<br />
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional groundhit {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]<br />
|-<br />
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]<br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]<br />
|-<br />
|}<br />
<br />
===Anti-Air Combos=== <br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]<br />
|-<br />
| {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]<br />
|-<br />
| ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]<br />
|-<br />
| {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]<br />
|-<br />
| {{clr|3|2S}} > TK Bomber || Midscreen || 82 || All || {{clr|3|Medium}} || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber. || [https://youtu.be/bR6tN8l9ZK0 Video Example]<br />
|-<br />
| {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 202 || Most || {{clr|3|Medium}} || Height-dependent combo when anti-airing opponents higher up in the air. || [https://youtu.be/IbG95PrndLU Video Example]<br />
|-<br />
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]<br />
|-<br />
| {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} at around same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]<br />
|-<br />
| {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]<br />
|}<br />
<br />
===Air to Ground/Air Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}} hits too late. <br/> At lower air dash heights just {{clr|3|j.S}} will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]<br />
|-<br />
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]<br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example] <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example] <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - <br />
|-<br />
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || - <br />
|-<br />
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|5|Very Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || - <br />
|-<br />
| Airhit {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -<br />
|-<br />
| Low airhit {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -<br />
|-<br />
| Low airhit {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -<br />
|-<br />
| Low airhit {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -<br />
|-<br />
|}<br />
<br />
===Counterhit Starter Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -<br />
|-<br />
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but works from most ranges. || -<br />
|-<br />
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -<br />
|-<br />
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]<br />
|-<br />
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|2|5K}} > {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]<br />
|-<br />
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]<br />
|-<br />
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || - <br />
|-<br />
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -<br />
|-<br />
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -<br />
|-<br />
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance. || -<br />
|-<br />
|}<br />
<br />
===Roman Cancel Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo. || <br />
|-<br />
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]<br />
|-<br />
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] <br />
|-<br />
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]<br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] <br />
|-<br />
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|3|[4]6S}} || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example] <br />
|-<br />
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || - <br />
|-<br />
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - <br />
|-<br />
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal Rashousen(0) RRC combo for big damage. || - <br />
|-<br />
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || Rashousen(0) RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner by running. || - <br />
|-<br />
|}<br />
<br />
===Overdrive Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far causes OTG hits. || <br />
|-<br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. || <br />
|-<br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]<br />
|-<br />
| {{clr|1|2P}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 || All but <br> MA, MI, CH, BA || {{clr|3|Medium}} || {{clr|2|6K}} whiffs on short stagger hurtboxes. <br/> Can be hitconfirmed even in max range. || [https://youtu.be/NnNNoSDV4kQ Video Example] <br />
|- <br />
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || - <br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]<br />
|- <br />
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example] <br />
|-<br />
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All but FA, RV, AN || {{clr|4|Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}. || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example] <br />
|}<br />
<br />
===Dust Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Tiny additional damage with slightly stricter cancel timing. || [https://youtu.be/atOi-5E88Z0 Video Example] <br />
|-<br />
| {{clr|5|5D~8}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] <br />
|- <br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example] <br />
|-<br />
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example] <br />
|}<br />
<br />
===Throw Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]<br />
|-<br />
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]<br />
|-<br />
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber || Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]<br />
|-<br />
| Throw, 66, {{clr|4|2H}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}}, delay {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}},<br/> {{clr|3|2S}}, {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || ??? || Millia || {{clr|4|Hard}} || Stylish Millia-specific combo. || -<br />
|-<br />
| Throw, 66, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 || Potemkin ||{{clr|5|Very Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 || Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -<br />
|-<br />
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -<br />
|-<br />
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -<br />
|-<br />
| Throw, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -<br />
|-<br />
| Throw, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -<br />
|-<br />
| Throw, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -<br />
|}<br />
<br />
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes<br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}. <br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.<br />
|-<br />
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum. <br />
|-<br />
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.<br />
|-<br />
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.<br />
|-<br />
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.<br />
|-<br />
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.<br />
|}<br />
<br />
===Instant Kill Combos===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]<br />
|-<br />
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example] <br />
|-<br />
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]<br />
|- <br />
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]<br />
|-<br />
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example] <br />
|-<br />
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]<br />
|-<br />
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw. || <br />
|}<br />
<br />
==Combo Theory==<br />
===TK Axl Bomber Loops===<br />
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br> <br />
The basic structure can be divided into three parts:<br />
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else: <br />
**Ground throw, Air throw RRC<br />
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8<br />
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}} etc.)<br />
**Rensen~8 / Benten / Rashousen RRC<br />
**{{clr|5|2D}} > Kairagi<br />
**Rensen YRC<br />
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})<br />
**Blitz<br />
**{{clr|5|5D}} and {{clr|5|j.D}}<br />
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.<br />
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.<br />
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when prefered.<br />
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. <br/><br />
<br />
====Relaunch====<br />
Relaunches are most commonly done with: <br />
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB<br />
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|c.S}}''' > TKB <br />
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.<br />
<br />
====Ender====<br />
There are several different ways for finishing a Bomber loop:<br />
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (especially on light characters). <br />
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|j.D}}), but connecting into it is quite character specific with different hurtbox types. <br />
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).<br />
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, it is possible to push yourself to the opposite corner for a Haitaka setup.<br />
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).<br />
<br />
====Height Control====<br />
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). <br/> <br />
Ways to control the combo height for a knockdown and optimal damage:<br />
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB (5 hits before Bomber)<br />
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|2|5K}} > {{clr|3|c.S}} > TKB (2 hits before Bomber)<br />
*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.<br />
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.<br />
*Choose between different relaunch string normals:<br />
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|6P}} hit aerial opponents on their first active frame, so they tend to increase combo height.<br />
**{{clr|3|c.S}} and {{clr|3|2S}} have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.<br />
<br />
==={{clr|5|j.D}} Combos===<br />
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br> <br />
Examples of {{clr|5|j.D}} usage:<br />
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.<br />
*'''{{clr|5|j.D}}, {{clr|1|j.6P}} link''' (now also known as [https://twitter.com/Mr_kaon/status/803693212988678145 "Axl Makes Revolution"] thanks to [https://twitter.com/search?f=tweets&q=%40mr_kaon%20%23%E3%82%A2%E3%82%AF%E3%82%BB%E3%83%AB%E6%94%BB%E7%95%A5&src=typd Kaon]) which can be used really diversely in both corner and midscreen (antiair {{clr|3|2S}}, Benten/Rensen-up RRC, corner throw, etc). <br />
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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).<br />
*'''{{clr|5|5D}}, 6, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D}} (free cancel window) and {{clr|5|j.D}} (long untech time + wallsplat) for the most efficient corner Dust combo starter.<br />
<br />
===Basic Ground Combo Theory===<br />
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. <br />
*'''Rensen follow-ups:''' <br />
** 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). <br />
** 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). <br />
** 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 [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).<br />
*'''5K vs 2K:''' <br />
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc). <br />
**{{clr|2|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 {{clr|2|5K}}. <br />
*'''2H vs 2D vs 5H before Rensen:''' <br />
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|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. <br />
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|3P}} (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but not having much pushback and putting the opponent in aerial state generally makes Rensen-2 connect more easily in the corner. <br />
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|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.<br />
*'''RRC vs Overdrive:''' <br> 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. <br />
**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, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|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. <br> 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. <br />
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|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. <br> 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).<br />
*'''214214S vs 2363214H:''' <br />
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|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.<br />
**The strengths of Kairagi, a.k.a the green super ({{clr|3|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.<br />
<br />
===Rensen-2 Stability Table===<br />
While [[GGXRD-R2/Axl_Low#Sickle_Flash|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 "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish). <br />
<br />
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. <br />
<br />
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). <br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Rensen-2 Stability Table<br />
|-<br />
! Character<br />
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D <br />
|-<br />
!Answer<br />
| '''12''' || 4 || 4 || 4 || || || || <br />
|-<br />
!Axl<br />
| '''18''' || 5 || 5 || 4 || 4 || (3) || <br />
|-<br />
!Baiken<br />
| '''22''' || 5 || 5 || 4 || 4 || 4 || ||<br />
|-<br />
!Bedman<br />
| '''25''' || 5 || 5 || 5 || 5 || 5 || || <br />
|-<br />
!Chipp<br />
| '''9''' || 5 || 4 || || (2) || || || <br />
|-<br />
!Dizzy<br />
| '''20''' || 4 || 4 || 4 || 4 || 4 || (1) || <br />
|-<br />
!Elphelt<br />
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 || <br />
|-<br />
!Faust<br />
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1) || <br />
|-<br />
!Haehyun<br />
| '''8''' || 4 || 4 || (1) || (1) || (1) || || <br />
|-<br />
!I-No<br />
| '''12''' || 4 || 4 || (3) || 4 || || || <br />
|-<br />
!Jack-O'<br />
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) || <br />
|-<br />
!Jam<br />
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) || <br />
|-<br />
!Johnny<br />
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|-<br />
!Ky<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Leo<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!May<br />
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 || <br />
|-<br />
!Millia<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Potemkin<br />
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 || <br />
|-<br />
!Ramlethal<br />
| '''3''' || 3 || || || || || || <br />
|-<br />
!Raven<br />
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 || <br />
|-<br />
!Sin<br />
| '''10''' || 5 || 5 || (1) || (2) || || || <br />
|-<br />
!Slayer<br />
| '''16''' || 4 || 4 || 4 || || 4 || || <br />
|-<br />
!Sol<br />
| '''9''' || 5 || 4 || || || || || <br />
|-<br />
!Venom<br />
| '''12''' || 4 || 4 || || 4 || || || <br />
|-<br />
!Zato<br />
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5<br />
|}<br />
<br />
==Video Examples==<br />
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s<br />
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658<br />
*'''Parry combos''' https://www.youtube.com/watch?v=_dQ2AARJSoA<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Axl Low|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Penguinator