GGACR/Axl Low/Combos

From Dustloop Wiki
Jump to navigation Jump to search
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa


Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

Meterless Combos

Combo Position Tension Gain Works on: Difficulty Notes
5K > 2D > [4]6S Anywhere Net Gain Everyone Very Easy Basic confirm into Rensen ender. The backwards direction should be held before 5K is input. Link
5K > 3P > 2H > 2D > [4]6S Anywhere Net Gain Everyone Very Easy More extensive version of Axl's standard Rensen combo. The charge should be input after the 3P, and 2H should be input as 1H. Link
5K > c.S > 5H > 2D > [4]6S Anywhere Net Gain Everyone Very Easy Link
2P > f.S > [4]6S Anywhere Net Gain Everyone Easy Combo off of 2P poke. 2P should be input as 1P, and then the stick should be moved to 4 to get f.S and not 2S before unleashing Rensen. Will not work from farther ranges. link
(AA)5P > 6K > 2S > sjc > j.Hj.Dj.63214S Anywhere Net Gain Everyone Very Easy Good damage air combo off of anti-air 5P. Link
(Throw or 214P/K) > 5P6K > 2S > sjc > j.Hj.Dj.63214S Midscreen Net Gain Everyone Easy The link from Throw to 5P can be a bit tricky to get down. Link
(Throw) > 2S > jc > j.Dj.623H2S > jc > j.Dj.623H[4]6S -> 2/3   Corner Net Gain Everyone Easy Can be a bit tricky to get all the hits from Rensen's 2 follow-up. Link

Metered Combos

Combo Position Tension Gain Works on: Difficulty Notes
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > c.S > 2S > jc > j.H > j.D > j.63214S Anywhere -25 Anyone Easy Easy once you get the Rensen FRC timing down. Link
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > c.S > 2S > jc > j.H > j.D > j.623D > j.66 > j.D > j.623H623H > 623H Near Corner -50 non-Lightweights Medium Opponent can slip out if scaling is too high. Link
6K > 2S > jc > j.H > j.D > j.623D > j.66 > j.D > j.623H2S > jc > j.D > j.623H[4]6S -> 2/3 Near Corner -25 non-Lightweights Medium High damage combo off of anti-air 6K. link
5P > 6K > jc > j.6P > j.623D > j.66 > j.D > j.623H ▷ 2S > jc > j.D > j.623H[4]6S -> 2/3 Near Corner -25 non-Lightweights Medium Anti-air 5P. link
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > 5H > 6H > 5K > 2S > sjc > j.H > j.D > j.63214S Midscreen -25 who Very Hard link
(Ground Gatlings) > 2H > FRC, 66 > c.S > 2S > jc, > j.D > j.623H, 2S > jc, j.D > j.623H, [4]6S > 2 Corner -25 All Medium Combo will need to be adjusted according to character weight.
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > 5H > 6H > 5K > 2S > sjc > j.D > j.623H[4]6S -> 2/3 Corner -25 who Very Hard link

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
CH 5H > 6H, 5K > 5P(1) > 2S > sjc > j.H > j.D > j.63214S Anywhere Net Gain who Easy

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D > j.D > j.D > j.S(1) > j.H > j.D > j.63214S Anywhere Net Gain Everyone Easy
5D > j.D > j.D, j.D > j.623H2S(2) > j.D > j.623H[4]6S -> 2/3 Near Corner/Corner Net Gain Everyone (needs testing) Medium
5D > j.D > jc > j.D, j.D > 6K(2)2S(2) > j.D > j.623H[4]6S -> 2/3 Near Corner/Corner Net Gain Everyone Hard Impossible Dust combo.

Combo Theory

Axl is a character whose overall combos are composed of a multitude of small parts glued together. That is true for a lot of characters in Guilty Gear, but especially so for Axl, since he sports far more range than the average character and thus has to have the ability to alter his confirms on the fly to adjust for starter, spacing, opponent’s weight and hurtbox, combo length and available meter.

His character archetype also rewards the player for having the ability to follow through with these random confirms, since his very committal neutral options otherwise skew the risk/reward against him if the player is not able to capitalize fully on stray hits, making some matchups a lot less favorable overall. Characters like Chipp can make neutral a nightmare for Axl, and without the ability to two or three-touch them, he would have a much harder time.

Given this, it’s important to keep in mind that you can and should look to make every hit count as much as possible.

Combo Structure

Given the above, it's important to be able to identify how you can arrive at these big damage extensions. The most straightforward way to start learning this is split up your combo routes into different chunks, which will follow more or less this structure:

Ground-to-ground > Launcher > Ground-to-air > jump cancel > Air Extension

The important part is that you can actually slot into this sequence at any point in the middle, and the overall structure will still follow.

  • Ground-to-ground: These will be your grounded confirms. Generally you will look for these to end in Rensen, which gets you a knockdown, but can be FRC'd and turned into a launcher.
  • Launcher: Rensen FRC will be your main bread-and-butter move to slot into this part, but there are also throws, and some other moves that can do this in slightly more niche situations.
  • Ground-to-air: This includes a couple of moves: Anti-airs starting from your main big normals like 5P, 2S and 6K, and sequences that link or gatling into the former and allow you to connect your launcher (generally, Rensen FRC) to them. The latter can also function as anti-airs, even though it's not their main purpose.
  • Air Extension: Your main damage dealing sequence, with choice for damage, corner carry, knockdown or tech trap/reset.

Starter Routes

Axl gets most of his damage from air extensions. These can be arrived at from almost any kind of hit you land, provided you have enough meter or confirm into the right route. The ground routes mostly rely on Rensen FRC to launch into an air extension, which can be tricky at first until you have the timing down. Due to this, it’s advisable to learn the air extensions from anti air starters, and focus on those as your main source of damage at first. Anti air starter routes will still be one of the best ways of dealing damage even after getting Rensen FRC down, due to the amount of damage FB Bomber tacks on and how combos scale, so it’s important to learn to confirm from the different starters Axl has.

Ground-to-ground Sequences

The main goal of your ground-to-ground strings will depend on the context. Without meter, the answer is pretty straightforward: Do as much damage as possible with gatlings, then cancel your last normal into Rensen to guarantee knockdown and pressure. With 25 meter, however, you open up the possibility of spending it on Rensen FRC, which launches the opponent for an air extension. Whether you do that or not will have to take into account how much meter you have, how close you are to the corner, how long the combo is on the ground at the moment of launching, and how close your opponent is to dying that you can afford to spend meter to do less-than-efficient damage.

This is because the main corner carry into knockdown routes Axl has out of ground-to-ground confirms rely on meter for FB Bomber. This means that, if you started from a 5K into a long string, spending 50 meter to go into Rensen FRC and an extension using FB Bomber just to tack on damage, you might be using your meter very inefficiently, not just because of proration but also because of combo length untech time decay and gravity increase (the longer a combo is, the less untech time you get off your juggles, and the faster the opponent falls).

There are situations where you will still want to do this, of course, but it’s important that it’s a conscious decision that you make for reasons such as, for example:

  • The combo will kill
  • The guard bar is cranked thus the extension damage won’t be as prorated
  • You’re too far from the corner to go into a corner knockdown with a meterless extension and the matchup demands you lock down your opponent when you have the chance
  • You want to style on your opponent (always valid)

Sample Ground Sequences

These are all extremely varied and a lot of them work, feel free to experiment!

Sequence Meter cost Notes
2K > 2D > Rensen 2K is an amazing panic button and overall footsie tool because of how low profile it is, but it is 70% prorated when used as a starter. Because of that, it is important to keep in mind that spending meter on a 2K starter combo is generally extremely inefficient. Link
5K > 3P > 2H > 2D > Rensen Link
5K > fS > Rensen fS > Rensen is a combo only on crouching characters or at relatively close distances, or on a counterhit starter fS Link
2P > fS > Rensen See above Link
Counterhit 6H, (cS or 5K >) 2H > 2D > Rensen Whether you can link a cS or not depends on if you are in range for it after landing. You might be able to do cS > 5H if you land particularly close. Link
cS > 5H > 2D > Rensen With Rensen FRC, this is your max damage ground-to-ground punish starter link

All routes can be extended into Rensen-2 in the corner, sometimes midscreen. Versus lighter characters, Rensen-8 can lead into tech trap setups.

Every time you end in Rensen, you can FRC it. This will launch the opponent, and you can choose to pick up in a variety of ground-to-air ways. If following up with close-range stuff, this will require you to input a dash right out of your FRC. In some cases, 6FRC6 can be a way to guarantee dashing out of it fast enough.

Ground-to-air Sequences - Close Range

These sequences all have one very important quality: They gatling or link into Axl’s long range jump cancelable normals, 2S and 6K. As a rule of thumb, 5P is used for the situations where a 2S will not reach. If 5P > 2S does not reach, you can generally go into 6K from 5P in most situations.

As always, as long as the opponent is airborne, there is no reason why your combo can't start on one of these sequences.

Sequence Meter cost Notes
5K > 5P > 2S
5K > 2S Simplest guaranteed pickup after Rensen FRC launch
cS > 2S If picking up from a Rensen FRC launch, this requires you to dash right under them to avoid getting fS, which doesn't gatling into 2S
5H > 6H, (5K >) 2S Whether you have enough time to link 2S or have to link 5K first is character, spacing and preceding combo length dependent. This is the optimal Rensen FRC followup for damage
S Benten FRC, 5P > 6K or 2S 25 5P will link at most ranges, 2S will link in the corner. Near the corner, 5P > 2S will work as well.
S Benten trade, 5P > 6K or 2S Obviously depends on what you traded with, but the situation where a trade allows you to link into at least 5P comes up more often than you’d think

Ground-to-air Sequences - Far Range

These are your staple ground-to-air. You will be very happy to have landed a hit with any of them, and all of them can lead into big damage and knockdown with the right conditions (meter, opponent’s spacing, distance to the corner). Generally, these can also be seen as an extension of the close range starters mentioned above.

Sequence Meter cost Notes
2S Big, juicy jump cancelable starter. One of your ideal AA starters, if not the best link
2S > 6K(1) > 2S This starter sequence out of 2S is important in situations where you get a 2S hit that is very close to you, since it can make it difficult to link into a rising normal when jump canceling. The 6K(1) > 2S extension pushes them away and tacks on not-insignificant damage as well, and can also help make your route burst safe. Some characters’ jump arcs, like Order-Sol’s, are such that having this confirm down is crucial in order to get proper damage out of 2S link
5P > 2S General go-to confirm when reacting to an IAD link
(5P) > 6K > 2S For 2S to hit off a raw 6K you have to be rather close. At that range, 5P covers a similar area, and is faster and safer to whiff in most situations, but raw 6K will still hit certain positions that 5P will not. The full 5P > 6K > 2S sequence is prone to being very finnicky when trying to pick it up off a jump cancel, and the last 2S hit will tend to whiff on certain hurtboxes, like Ky's link
(5P) > 6K > hjc, j6P Requires 25 for extension In situations where the above 2S will whiff, hjc into j6P will connect, though it's a tight link. It can be hard for the opponent to tech out of it, though. This route only has FB Bomber as an extension, so requires meter to do so link

Throw Starter Sequences

These also apply to the 214P and 214K catch counters. When going for throw combo extensions, remember that throws are prorated by 50% (65% for the counters). Mind your meter usage.

Sequence Works on: Position Notes
(Throw), microdash, 5K > (5P) > 2S Everyone except Jam, Kliff Midscreen This is the only sequence that works on Johnny. You can skip the 5P vs some hurtboxes link
(Throw), Rensen Everyone Midscreen link
(Throw), 5P > 6K > 2S Some characters Midscreen Very tight when trying to pick up in the air with an extension, only works on some characters link
(Throw), 5P > 2S Some characters Midscreen link
(Throw), 5P > 2S Everyone Corner Good for burst safe routes link
(Throw), microwalk, 2S Everyone Corner Main pickup for meterless bomber loop extension in the corner link
(Throw), 6K > 2S Many characters. Will not work on: Testament, Ky, Robo-Ky, Johnny Midscreen 6K link timing is character dependent link
(Throw), 5P > 6K > hjc, j6P Everyone except Johnny Midscreen 5P helps give 6K a lot more stability. Only metered routes will work out of j6P link

Niche Launcher Sequences

These starters will launch the opponent but are a lesser common occurrence in games, but they still have very relevant uses and should be kept in mind.

Sequence Meter cost Notes
Counterhit 5H Massive hitstun and ground bounce on counterhit, can do pretty much whatever you want off of this. Opponents will want to burst this a lot
H Bomber 5P links midscreen, 2S links in the corner
Counterhit FB Rensen 25 Normally techable before you can link 2S, counterhit allows you to pick it up
Counterhit Rensen-8 Same as FB Rensen. If hit meaty enough, non counterhit rensen-8 can link into 5P or 2S, but this is very unusual
H Raieisageki RC 50 Gimmicky but always fun. On RC you teleport to the ground so your distance to the opponent will vary
S Benten FRC 25 Axl’s fastest attack that will link from a 6H hit. Will only fail to link on a crouching opponent if 6H hits on the first 2 active frames. His next fastest option, 5K, is 2f slower. On hit, 5P will connect midscreen, 2S will connect in the corner
S Benten trade Similar to S Benten FRC, but depends on what normal you traded with in the first place. Linking with 5P after an S Benten trade is fairly common, though.

Air Extensions

These are your main way to add real damage and knockdowns to stray anti air hits, and make the most out of late-blockstring frametrap and stray Rensen FRC hits. They’re also the most finnicky part of Axl’s combo theory, and will require a lot of trial and error before you can confidently convert a random 5P midscreen into bomber loops in the corner.

When going for these, you should establish your main goal before you start the combo:

  • Did your combo start on a ground string? How long is it before transitioning into an air extension? The longer the combo is, the faster the opponents will fall, and the shorter the untech time becomes. Some routes become infeasible on either very long or very short combo routes.
  • If your combo has had a relatively short string before the launch, you're close to the corner and have 25 meter for FB Bomber, then going for the main FB Bomber into 2x H Bomber loop is one of the most straightforward ways to add a lot of damage, so you should actively aim to go for that in situations that allow it. This is especially true when your starter was an AA hit, since it gives you a lot of unprorated damage and a knockdown for modest meter spend.
  • If you’re in the corner already, your route is rather long, you are not sitting on a ton of meter and/or going for a safe knockdown would be better than spending meter on an FB Bomber loop that will not kill, consider going for a basic H Bomber loop instead, which is generally also a lot less finicky. This is also a more efficient use (or lack thereof) of meter in highly prorated throw combos.

Some notes about FB Bomber extensions:

  • Connecting the airdash jD > H Bomber is the trickiest part. You have no buffer to input the airdash after FB Bomber, but there is more time than you’d think to do it.
  • The other tricky part about this is that in order to connect with H Bomber out of jD, the opponent needs to be slightly below you. This means that, often, you will need to manually delay your jD in order to let the opponent fall slightly more. The good news is that you have more time to do this than you’d think -- plenty of situations are salvageable by delaying your jD ever so slightly more.
  • The situations where this manual delay happens and how long it needs to be are all contextual, as usual: combo length, character weight and hurtbox, and what was your string preceding FB Bomber like. As a general rule, the more hits you tack on prior to FB Bomber, the higher the character will be launched and the more they will need to fall for H Bomber to connect. This is counterbalanced by a higher combo length making characters fall faster, so there’s a lot of eyeballing involved.
Sequence Meter Cost Position Notes
(Starter sequence ending in 2S) > hjc, jH > jD > Kokuugeki 0 Midscreen, Near Corner Good meterless damage that works on everyone
(Starter sequence, preferably close range ground-to-air) > H Benten > H Benten Followup 0 Midscreen Meterless knockdown. Will sometimes not work depending on opponent's position and preceding starter length
(Starter sequence ending in 2S) > jc or hjc, jD > H Bomber2S > jD > H Bomber ▷ Rensen > Rensen-2 0 Corner Meterless Bomber loop
(Starter sequence ending in 2S) > jc or hjc, jD > H Bomber2S > H Benten > H Benten Followup 0 Corner Meterless alternative to Bomber loop
(Starter sequence ending in 2S) > jc or hjc, jD > FB Bomber, airdash, jD > H Bomber2S > H Bomber ▷ Rensen > Rensen-2 25 Corner or Near Corner For lightweights lower to the ground. Lightweight characters with small hurtboxes tend to float too high when your pre-FB Bomber string is too long.
(Starter sequence ending in 2S) > jc or hjc, TK FB Bomber, airdash, jD > H Bomber2S > H Bomber ▷ Rensen > Rensen-2 25 Corner or Near Corner For lightweights higher up. If you’re too far away from them, sometimes you are forced to go directly into TK FB Bomber.
(Starter sequence ending in 2S) > jc or hjc, jK > jD > FB Bomber, airdash, jD > H Bomber2S > H Bomber ▷ Rensen > Rensen-2 25 Corner or Near Corner For heavyweights lower to the ground. Rising jK hits early enough that it pushes the heavyweights further up, giving you more launch off FB Bomber (which you want for them)
(Starter sequence ending in 2S) > jc or hjc, jH > jD > FB Bomber, airdash, jD > H Bomber2S > H Bomber ▷ Rensen > Rensen-2 25 Corner or Near Corner For middleweights and heavyweights higher off the ground. This will work pretty often and does good damage, but as usual, your mileage might vary depending on the situation.
(Starter sequence ending in 2S) > jc or hjc, (any of the above pre-FB Bomber strings) > FB Bomber, H Bomber2S > H Bomber ▷ Rensen > Rensen-2 25 Corner or Near Corner On heavy characters, and in longer combos, you will sometimes not get the chance to connect with airdash jD. This does less damage, but is more stable even when airdash jD would connect (though it will generally not connect in lightweight characters or if your pre-bomber string floated them too high).

Video Examples