GGXRD-R/Axl Low/Combos: Difference between revisions

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:{| class="wikitable" border="1"
:{| class="wikitable" border="1"
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| 7 {{7}}
| 7 {{Ni|7}}
| 8 {{8}}
| 8 {{Ni|8}}
| 9 {{9}}
| 9 {{Ni|9}}
|-
|-
| 4 {{4}}
| 4 {{Ni|4}}
| 5 {{5}}
| 5 {{Ni|5}}
| 6 {{6}}
| 6 {{Ni|6}}
|-
|-
| 1 {{1}}
| 1 {{Ni|1}}
| 2 {{2}}
| 2 {{Ni|2}}
| 3 {{3}}
| 3 {{Ni|3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}{{D}} becomes 236{{D}}.
: Numbers represent direction on a keyboard numpad. For example {{Ni|2}}{{Ni|3}}{{Ni|6}}{{D}} becomes 236{{D}}.
:'''>''' = Proceed from the previous move to the following move.
:'''>''' = Proceed from the previous move to the following move.
:''',''' = Link the previous move into the following move.
:''',''' = Link the previous move into the following move.
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:'''(YRC)''' = [[GGXRD-R/Movement#Roman Cancel|Yellow Roman Cancel]]
:'''(YRC)''' = [[GGXRD-R/Movement#Roman Cancel|Yellow Roman Cancel]]
:'''(PRC)''' = [[GGXRD-R/Movement#Roman Cancel|Purple Roman Cancel]]
:'''(PRC)''' = [[GGXRD-R/Movement#Roman Cancel|Purple Roman Cancel]]
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|[4]6S]]
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|63214S]]
:'''TKB''' = [[GGXRD-R/Axl_Low/Combos#TK_Axl_Bomber_Loops|TK Bomber]]
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|j.623H]]
:'''[ ]''' = Hold input.
:'''[ ]''' = Hold input.
:'''(X)''' = X is optional.
:'''(X)''' = X is optional.
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:'''[???] xN''' = Repeat ??? N amount of times.
:'''[???] xN''' = Repeat ??? N amount of times.
:'''[X] or [Y]''' = Perform series of actions X or Y.
:'''[X] or [Y]''' = Perform series of actions X or Y.
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
:<br/>
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|[4]6S]]
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|63214S]]
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|41236H]]
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|j.623H]]
|}
|}
<br clear=all/>
<br clear=all/>
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*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.
*All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
*Multi-hit normals that use their maximum amount of hits in the combo do not require specfication with brackets (eg. ''6K > 2S (HJC) j.S'' is equal to ''6K(2) > 2S(2) (HJC) j.S(2)'').
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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|}


==Antiair Combos==  
==Ground Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| _
| 5K > c.S > 2D > [4]6S || Any || 102 || All || <span style="color:lightblue">[1] Very Easy </span> || Axl's most stable ground BnB combo. Gives a knockdown from Rensen. <br/> Start charging Rensen before 2D, preferably the whole time.
|-
| _
| 2K > c.S > 2D > [4]6S || Any || 68 || All || <span style="color:lightblue">[1] Very Easy </span> || 2K version of ground BnB, but worse damage because of 70% proration. <br/> Hits low, so use as a reminder for opponent to block crouching.
|-
| _
| 6P > c.S > 5H > 2D > [4]6S || Any || 147 || All || <span style="color:lightblue">[1] Very Easy </span> || Most damaging version of ground BnB for pointblank range. <br/> Not very useful outside guaranteed ground punishes (because of 6P).
|-
| _
| 5K > 2D > [4]6S || Any || 85 || All || <span style="color:blue">[2] Easy </span> || Compact version of ground BnB for ranges where c.S and 5H can not connect. <br/> Less time for Rensen charge than in longer BnBs, try starting with [4]K.
|-
| _
| 2K > 2D > [4]6S || Any || 55 || All || <span style="color:blue">[2] Easy </span> || Compact 2K combo for literally "low" damage.
|-
| _
| 5K > c.S > 5H > 2D > [4]6S || Any || 131 || All || <span style="color:lightblue">[1] Very Easy </span> || The full BnB from 5K for pointblank range, knocks down.
|-
| _
| 2K > c.S > 5H > 2D > [4]6S || Any || 87 || All || <span style="color:lightblue">[1] Very Easy </span> || Heavily prorated (ie. bad damage) version of the "full" BnB.
|-
| _
| 5K > 3P > 2D > [4]6S || Any || 98 || All || <span style="color:green">[3] Medium </span> || Compact 3P route confirm with decent range. <br/> Start charging Rensen immediately after inputting 3P.
|-
| _
| 3P > f.S > [4]6S || Any || 96 || All || <span style="color:green">[3] Medium </span> ||  A hitconfirm for normal hit 3P. <br/> Doesn't work on counterhit 3P; continue with f.S > 2S instead.
|-
| _
| 5K > c.S > 3P > 2D > [4]6S || Any || 116 || All || <span style="color:green">[3] Medium </span> || Full 3P route for pointblank range, not very practical (low damage).
|-
| _
| 2P > [4]6S || Any || 70 || All || <span style="color:blue">[2] Easy || Combos on much longer range with counterhit 2P. <br/> Normal hit 2P requires slightly closer than round start distance to combo.
|-
| _
| 2P > f.S > [4]6S || Any || 96 || All || <span style="color:green">[3] Medium || 2P confirm for distance where 2P isn't an optimal poke to do. <br/> 2P > f.S doesn't input in c.S distance; mashing S during 2P's pushback is recommendable.
 
|}
 
==Anti-Air Combos==  
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
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|-
|-
| _  
| _  
| 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 166 || All || <span style="color:blue">[2] Easy</span> || The BnB antiair combo from 5P that doesn't knock down. <br/> j.D and Bomber can whiff if the opponent is too high in the air.
| (5P) > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 166 || All || <span style="color:blue">[2] Easy</span> || The BnB anti-air combo from 5P or 6K that doesn't knock down. <br/> j.D and Bomber can whiff if the opponent is too high in the air.
|-
|-
| _  
| _  
| 5P > 6K (HJC) j.6P > j.S(1) > j.6P || Midscreen || 107 || All || <span style="color:green">[3] Normal</span> || When you are too far to connect 6K into 2S. <br/> j.S can whiff depending on the character, height and distance.
| (5P) > 6K (HJC) j.6P > j.S(1) > j.6P || Midscreen || 107 || All || <span style="color:green">[3] Normal</span> || When you are too far to connect 6K into 2S. <br/> j.S can whiff depending on the character, height and distance.
|-
|-
| _
| _
| 2S (JC) j.K (JC) j.H > j.D > Bomber || Midscreen || 140 || Medium || <span style="color:blue">[2] Easy</span> || Good choice for a lower altitude 2S confirm. <br/> Jump canceling away from the opponent makes your recovery slightly safer.  
| 2S (JC) j.K (JC) j.H > j.D > Bomber || Midscreen || 140 || All || <span style="color:blue">[2] Easy</span> || Good choice for a lower altitude 2S confirm.  
|-
|-
| _
| _
| 2S > TK Bomber || Midscreen || 82 || Medium || <span style="color:green">[3] Normal</span> || Less damage, but secures a knockdown. <br/> Knockdown may require delaying the Bomber.
| 2S > TK Bomber || Midscreen || 82 || All || <span style="color:green">[3] Normal</span> || Less damage, but secures an easy knockdown. <br/> Knockdown may require delaying the Bomber.
|-
| _
| 2S (HJC) delay j.D, j6P > Bomber || Midscreen || 126 || Medium || <span style="color:green">[3] Normal </span> || Basic "AMR" AA-combo (ie. j.D, j.6P link) for good damage. <br/> Hit j.D when Axl's about same height as opponent for knockdown.  
|-
|-
| _
| _
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|-
|-
| _
| _
| 6P > c.S > 2S > TKB, 5P > Rensen || Midscreen || 161 || Medium || <span style="color:green">[3] Normal || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive jump-in normals than 2S.
| 6P > c.S > 2S > TKB, 5P > [4]6S || Midscreen || 161 || Medium || <span style="color:green">[3] Normal || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than 2S, but doesn't reach nearly as high.
|}
|}


==Ground Combos==
==Air to Ground/Air Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
|-
| _  
| _
| 5K > c.S > 5H > 2D > Rensen || Any || 131 || All || <span style="color:lightblue">[1] Very Easy </span> || The BnB ground combo for close range. <br/> Start charging Rensen before 2D, preferably the whole time.  
| IAD j.S > j.H, 5K > 2D > [4]6S || Any || 122 || All || <span style="color:blue">[2] Easy </span> || Connects a succesful IAD j.S into compact ground BnB. <br/> You must be high enough to allow j.H become active before landing.
|-
| _
| IAD j.S > j.H, c.S > 5H > 2D > [4]6S || Any || 156 || All || <span style="color:green">[3] Normal </span> || IAD j.S into full ground BnB. <br/> You must be very close after landing to connect all hits. 
|-
| _
| IAD j.S > (j.P), 5K > 2D > [4]6S || Any || 98 || All || <span style="color:blue">[2] Easy </span> || For when you are too close to ground for j.S > j.H to work. <br/> j.P reduces damage, use only when j.S hitstun isn't enough.
|-
| _
| IAD j.S > (j.P), c.S > 5H > 2D > [4]6S || Any || 136 || All || <span style="color:green">[3] Normal </span> || Low-altitude IAD j.S into full ground BnB <br/> Linking c.S is hard without being really close to ground on j.S(2) or j.P.
|-
| _
| IAD j.H > j.D, (66) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 198 || All || <span style="color:green">[3] Normal </span> || Launches the opponent for huge damage, but is risky on block because of j.D. <br/> Great for punishing stuff, eg. IADing over Gunflame or Slidehead on reaction.  
|-
|}
 
==Counterhit Starter Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
|-
| _  
| _
| 2K > c.S > 5H > 2D > Rensen || Any || 87 || All || <span style="color:lightblue">[1] Very Easy </span> || Heavily prorated version of the BnB. <br/>  
| CH Raiei, 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 184 || All || <span style="color:blue">[2] Easy </span> || Basic throw combo, but without the damage proration. <br/> 6K can whiff depending on range/character (use 66, 5K > 5P instead).
|-
|-
| _  
| _
| 5K > 2D > Rensen || Any || 85 || All || <span style="color:blue">[2] Easy </span> || Compact version for ranges where c.S and 5H can't connect.
| CH Raiei, 66, 6P > c.S > 2S (HJC) j.H > j.D > Bomber || Midscreen || 195 || All || <span style="color:green">[3] Normal </span> || Quite universal route for good damage. <br/> 6P can whiff or cancel into f.S if you hitconfirm too late or lack run momentum.  
|-
|-
| _
| _
| 2P > Rensen || Any || 70 || All || <span style="color:blue">[2] Easy || Doesn't combo without a counterhit 2P unless done in point-blank range.  
| CH Raiei, 5P > 6K > 2S > TKB, 5P > [4]6S || Midscreen || 194 || Medium || <span style="color:green">[3] Normal </span> || Knocks down. Use run 5K > 5P to connect easier on some characters.  
|-
|-
| 50%
| _
| c.S > 5H > 2D > 2363214H || Midscreen || 216 || All || <span style="color:blue">[2] Easy </span> || Damaging close range punish, especially with the Burst version. <br/> Getting all 7 hits of the super can be finicky (more distance is better).  
| CH 5H > 5D~8, j.D > j.D > j.K (JC) j.H > j.D > Bomber || Midscreen || 173 || All || <span style="color:red">[4] Hard </span> || CH 5H > 5D cancel for ones with quick reflexes. <br> Cancel window of 5H is really short, so actually confirming into 5D is hard.
|-
|-
| 50%
| _
| c.S > 5H > 2D > Rensen-up (RC) <br/> delay, IAD, delay, j.D, 6K > 2S > TKB || Midscreen || 195 || Medium || <span style="color:green">[3] Normal </span> || Basic RC combo from Rensen. Knocks down. <br> Whiff a 5H after RC for the delay timing and do j.D late for more untech time.
| CH 5H > 5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber || Midscreen || 177 || All || <span style="color:red">[4] Hard </span> || CH 5H into Dust for slightly more damage.
|-
|-
| 50%
| _
| 2P > 214214S, 66, 5K > c.S > 5H > 2D > Rensen || Any || 158 || All || <span style="color:green">[3] Normal || Long-range convertion with Kairagi, much easier with a CH 2P. <br/> Input 214214 after 2P and hit S after a visual confirm of ground hit (or block, it's +11).  
| CH 6P > Raiei, c.S > 5P > 2S(1) > TKB, <br/> 5K > 2S > TKB, 5K > 2S > TKB || Corner || 218 || Medium || <span style="color:red">[4] Hard</span> || Huge damage with a knockdown if you can predict the CH. <br/> CH 6P at almost middle of stage is enough to carry the opponent to corner.  
|-
|-
| 50%
| _
| c.S > 5H > 2D > 214214S, <br/> IAD j.H > j.D, c.S > 2S > TKB, c.S > 2S > TKB || Corner || 212 || Medium || <span style="color:red">[4] Hard </span> || Knocks down and builds about 25% meter with Kairagi. <br/> Use 5K > 2S > TKB as a more secure ender (eg. Ky, Venom).
| CH 5H > 5D~6, j.D > j.D > j.D, 6P > c.S > TKB, 5K > 2S > TKB || Corner || 197 || Medium || <span style="color:red">[4] Hard </span> || CH 5H into Dust in corner for big damage and knockdown.  
|-
|-
| 50%
|}
| c.S > 5H > 2D > 214214S, 66, c.S > TKB, <br/> 5K > 2S(1) > TKB, 5K > 5P > Rensen-2 || Corner || 205 <br/> (Elph) || Light || <span style="color:red">[4] Hard </span> || Kairagi route for light characters, knocks down. <br/> Rensen doesn't work on everyone, try TKB from 5K > c.S (I-No) or 5K > 2S (Millia).


==Roman Cancel Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
| _
| c.S > 5H > 2D > [4]6S-8 (RC) <br/> delay IAD, delay j.D, delay 6K > 2S > TKB || Midscreen || 195 || Medium || <span style="color:green">[3] Normal </span> || RC combo from Rensen which works really universally. Knocks down when timed right. <br> Whiff a 5H after RC for the delay timing and do j.D late for more untech time.
|-
| _
| Raiei (RC) 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 154 || All || <span style="color:blue">[2] Easy </span> || Throw-like combo with RRC proration. <br/> 6K can whiff depending on range/character (use 66, 5K > 5P instead).
|-
| _
| Raiei, delay (RC) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber, || Midscreen || 157 || All|| <span style="color:green">[3] Normal </span> || Raiei RRC route that is easy to hitconfirm for normal hit only. <br/> Delay prevents wasting meter in case of counterhit by RC'ing late.
|-
| _
| Raiei, delay (RC) 5K > 5P > 6K > 2S > TKB, 5P > [4]6S || Midscreen || 155 || Medium|| <span style="color:green">[3] Normal </span> || Raiei RRC into knockdown with time for normal hit confirm.
|-
|}
|}


==CH/RC Starter Combos==
==Overdrive Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
|-
|-
| CH
| _
| CH Raiei, 66, 6P > c.S > 2S (HJC) j.H > j.D > Bomber || Midscreen || 195 || All || <span style="color:green">[3] Normal </span> || Quite universal route for good damage. <br/> 6P can whiff or cancel into f.S if you hitconfirm too late or lack run momentum.  
| c.S > 5H > 2D > 2363214H || Midscreen || 216 || All || <span style="color:blue">[2] Easy </span> || Damaging close range punish. <br/> Getting all 7 hits of the super can be finicky on some characters.  
|-
|-
| CH
| _
| CH Raiei, 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 184 || All || <span style="color:blue">[2] Easy </span> || Basic throw combo, but without the damage proration. <br/> 6K can whiff depending on the post-Raiei distance and hurtbox type.  
| 2P > 214214S, 66, 6K > c.S > 5H > 2D > [4]6S || Any || 158 || All || <span style="color:green">[3] Normal || Long-range convertion with Kairagi, much easier with CH 2P but isn't mandatory. <br/> Buffer 214214 after 2P and hit S after a visual confirm of ground hit (or block, it's +11).  
|-
|-
| CH
| _
| CH Raiei, 5P > 6K > 2S > TKB, 5P > Rensen || Midscreen || 194 || Medium || <span style="color:green">[3] Normal </span> || Knocks down. <br/> Use run 5K > 5P to connect easier on some characters.
| c.S > 5H > 2D > 214214S, <br/> IAD j.H > j.D, c.S > 2S > TKB, c.S > 2S > TKB || Corner || 212 || Medium || <span style="color:red">[4] Hard </span> || Knocks down and builds about 25% meter with Kairagi. <br/> Use 5K > 2S > TKB as a more secure ender (eg. Ky, Venom).
|-
|-
| CH
| _
| CH 6P > Raiei, c.S > 5P > 2S(1) > TKB, <br/> 5K > 2S > TKB, 5K > 2S > TKB || Midscreen || 218 || Medium || <span style="color:red">[4] Hard</span> || Huge damage with a knockdown if you can predict the CH. <br/> CH 6P at almost middle of stage is enough to carry the opponent to corner.  
| c.S > 5H > 2D > 214214S, 66, c.S > TKB, <br/> 5K > 2S(1) > TKB, 5K > 5P > [4]6S-2 || Corner || 205 <br/> (Elph) || Light || <span style="color:red">[4] Hard </span> || Kairagi route for light characters, knocks down. <br/> Rensen doesn't connect on everyone, try delayed Bomber from 5K > c.S (I-No) or 5K > 2S (Millia).  
|-
|-
|}
|}
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|-
|-
| _
| _
| 5D, 8, j.D > j.D > j.K (JC) j.H > j.D > Bomber || Midscreen || 121 || All || <span style="color:blue">[2] Easy || The basic Homing Jump combo. <br/> Can be finished at last j.D for corner wallstick (safer recovery).
| 5D, 8, j.D > j.D > j.K (JC) j.H > j.D > Bomber || Midscreen || 121 || All || <span style="color:blue">[2] Easy || The basic Homing Jump combo. <br/> Can be stopped at last j.D for corner wallstick.
|-
|-
| _
| _
| 5D, 8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber || Midscreen || 125 || All || <span style="color:green">[3] Normal || Tiny additional damage with much stricter cancel timing.  
| 5D, 8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber || Midscreen || 125 || All || <span style="color:green">[3] Normal || Tiny additional damage with slightly stricter cancel timing.  
|-
|-
| _
| _
| 5D, 6, c.S > 5H > Rensen-2 || Midscreen || 84 || All || <span style="color:blue">[2] Easy || Homing Dash into midscreen knockdown.  
| 5D, 6, c.S > 5H > [4]6S-2 || Midscreen || 84 || All || <span style="color:blue">[2] Easy || Homing Dash into midscreen knockdown.  
|-
|-
| _
| _
| 5D, 6, j.D > jD > j.D, 6P > 2S > TKB, 5K > 2S > TKB || Corner || 144 || Medium || <span style="color:green">[3] Normal || Corner Dust into damage and knockdown.  
| 5D, 6, j.D > jD > j.D, 6P > 2S > TKB, 5K > 2S > TKB || Corner || 144 || Medium || <span style="color:green">[3] Normal || Corner Dust into damage and knockdown.  
|-  
|-  
| _
| 5D, 6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 6P > 2S TKB || Corner || 134 (Pot)|| Heavy || <span style="color:green">[3] Normal || Damage & knockdown for Potemkin, Haehyun and Bedman.
|-
| _
| 5D, 6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 2S TKB || Corner || 148 || Leo, Johnny || <span style="color:green">[3] Normal || Slightly heavies only, good damage & knockdown.
|-
| _
| 5D, 6, j.D > j.H > j.D, c.S TKB > 5K > c.S > TKB || Corner || 138 (Elph) || Light || <span style="color:green">[3] Normal || Light version, gives knockdown but timing can be harder depending on the character.
|}
|}


==Ground Throw Combos==
==Throw Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
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|-
|-
| _
| _
| Throw, Rensen || Midscreen || 69 || All || <span style="color:lightblue">[1] Very Easy</span> || Puny damage, but burst safe and universally knocks down.  
| Throw, [4]6S || Midscreen || 69 || All || <span style="color:lightblue">[1] Very Easy</span> || Puny damage, but burst safe and universally knocks down.  
|-
|-
| _
| _
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|-
|-
| _
| _
| Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 116 || Most || <span style="color:blue">[2] Easy</span> || Alternate throw starter for different hurtboxes and gravities. <br/> Works well on Venom, Zato, Ky, etc.
| Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 116 || Most || <span style="color:blue">[2] Easy</span> || Alternate throw starter for different hurtboxes and gravities. <br/> Works well on Ky, Zato, Venom, Jam, Jack-O, etc.
|-
| _
| Throw, 6K > 2S > TK Bomber ||  Midscreen || 93 || Most || <span style="color:green">[3] Normal</span> || Basic TKB combo for knockdown. <br/> Knockdown on lights (notably Elph) requires a very strict delay.
|-
| _
| Throw, 6K > 2S > TKB, 5P > [4]6S ||  Midscreen || 113 || Medium || <span style="color:green">[3] Normal</span> || More damage and a far knockdown for IAD j.S safejumps.
|-
|-
| _
| _
| Throw, 6K > 2S > TK Bomber ||  Midscreen || 93 || Most || <span style="color:green">[3] Normal</span> || Knocks down, which may need delaying the Bomber.
| Throw, (66) 6K > 2S (vertical JC) delay j.S > Bomber ||  Midscreen || 99 || Light || <span style="color:red">[4] Hard</span> || Midscreen route for knockdown on lights. <br/> Use microdash on Jam and Jack-O.
|-
|-
| _
| _
| Throw, 6K > 2S > TKB, 5P > Rensen ||  Midscreen || 113 || Medium || <span style="color:green">[3] Normal</span> || More damage and a far knockdown for IAD j.S safejumps.
| Throw, 66, 5K > 5P > 2S (JC) delay j.S > Bomber ||  Midscreen || 99 || Elph || <span style="color:red">[4] Hard</span> || Most stable knockdown route for Elphelt.
|-
|-
| _
| _
| Throw, 66, 2H, 5K > 5P > 2S, delay j.S(2) > j.H > j.D,<br/> 2S, j.H > j.D > Bomber || Midscreen || ??? || Millia || <span style="color:red">[4] Hard ???</span> || Stylish Millia-specific combo.
| Throw, 66, 2H, 5K > 5P > 2S (HJC) delay j.S > j.H > j.D,<br/> 2S (HJC) j.H > j.D > Bomber || Midscreen || 144 || Millia || <span style="color:red">[4] Hard</span> || Stylish Millia-specific 2H route.  
|-
|-
| _
| _
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|-
|-
| _
| _
| Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > 5P > Rensen-2 ||  Corner || 139 || Medium || <span style="color:green">[3] Normal</span> || Alternative ender for the Bomber loops.  
| Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > 5P > [4]6S-2 ||  Corner || 139 || Medium || <span style="color:green">[3] Normal</span> || Alternative ender for the Bomber loops.
|-
| _
| Throw, 6P > TKB, c.S (JC) j.D, j.6P, 2S > TKB, 5K > 2S > TKB ||  Corner || 143 || Medium || <span style="color:red">[4] Hard</span> || Flashy AMR route for knocksdown + damage. <br> 6P is replaceable with c.S, but makes jD whiff on Ky, Zato, Venom.
|-
| _
| Throw, c.S > TKB, c.S > TKB, c.S > TKB ||  Corner || 128 <br/> (Elph) || Light || <span style="color:green">[3] Normal </span> || Simple 3-rep loop for lights. Knocks down.
|-
|-
| _
| _
| Throw, c.S > TKB, c.S > TKB, c.S > TKB ||  Corner || 128 <br/> (Elph) || Light || <span style="color:green">[3] Normal </span> || Simple 3-rep loop for females. Knocks down.
| Throw, c.S > TKB, c.S > TKB, <br> c.S > TKB, 5K > 2S(2) (JC) Bomber ||  Corner || 146 <br/> (Elph) || Light || <span style="color:red">[4] Hard </span> || 4-rep loop knockdown for any light. <br> Requires strict timing to connect everything, finish with delayed Bomber.
|-
|-
| _
| _
| Throw, c.S > TKB, c.S > TKB, <br> 5K > 2S(1) > TKB, 5K > 2S(2) > TKB ||  Corner || 145 <br/> (Elph) || Light || <span style="color:red">[4] Hard </span> || Harder 4-rep loop for females. Knocks down. <br> Adjust height with late relaunches, finish with delayed Bomber.
| Throw, delay c.S > TKB, c.S > TKB, <br> 5K > 2S(1) > TKB, 5K > 2S(2) (JC) Bomber ||  Corner || 145 <br/> (Elph) || Light || <span style="color:red">[4] Hard </span> || 4-rep loop knockdown with slightly more leeway. <br> Delayed c.S lowers height for knockdown. Doesn't work on I-No, May.
|-
|-
| _
| _
| Throw, 5P > 6K(1) > 2S > TKB, <br/> 5P > 6K(1) > 2S > TKB, c.S > Rensen-2 || Corner || 126 <br/> (Pot) || Heavy || <span style="color:green">[3] Normal</span> || Delay first 5P on some characters to connect Bomber easier.
| Throw, 66 c.S > TKB, c.S > TKB, <br> 5K > 2S > TKB, 5K > c.S > TKB || Corner || 144 <br/> (Elph) || Light || <span style="color:green">[3] Normal </span> || Easier 4-rep variation for slightly less damage, works on all females.
|-
| _
| Throw, 5P > 6K(1) > 2S > TKB, <br/> 5P > 6K(1) > 2S > TKB, c.S > [4]6S-2 || Corner || 126 <br/> (Pot) || Heavy || <span style="color:green">[3] Normal</span> || Delay first 5P on some characters to connect Bomber easier.
|}
|}
==Air Throw Starter==
==Benten Gari Starter==
==Heaven Can Wait Starter==
==Thunder Shadow Chain Starter==
==Rashousen Starter==


==Instant Kill Combos==
==Instant Kill Combos==
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|-
|-
| 100%
| 100%
| (***) > Rensen-up, (RC) 66, Activate, IK || Any || All || <span style="color:blue">[2] Easy || Easiest way to IK with 100%. <br/> IK attack has great range, so the dash can be left quite short.  
| (X) > [4]6S~8, (RC) 66, Activate, IK || Any || All || <span style="color:blue">[2] Easy || Easiest way to IK with 100%, though vulnerable to bursts. <br/> IK attack has great range, so the dash can be left quite short.  
|-
|-
| 100%
| 100%
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|-  
|-  
| 100%
| 100%
| (***) > Kairagi, 66, Activate, Throw, IK || Corner || All || <span style="color:green">[3] Normal || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin May, Slayer, Axl, Leo, Johnny.  
| (X) > Kairagi, 66, Activate, Throw, IK || Corner || All || <span style="color:green">[3] Normal || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny.  
|-  
|-  
| 100%
| 100%
| (***) > 2H (RC) 66, Activate, Throw, IK || Corner || All || <span style="color:green">[3] Normal || Same as above but without the burst safety before throw.
| (X) > 2H (RC) 66, Activate, Throw, IK || Corner || All || <span style="color:green">[3] Normal || Same as above but without the burst safety before throw.
|-
|-
| 50%
| 50%
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|-
|-
| CH, 50%
| CH, 50%
| CH 6H, Activate, IK || Any || All || <span style="color:red">[4] Hard || Activate after the 6H recovery (not resulting in RC) but before it's too late.
| CH 6H, Activate, IK || Any || All || <span style="color:red">[4] Hard || Activate quickly after the 6H recovery (avoiding 6H RRC).
|-
|-
| CH, 50%
| CH, 50%
| CH Rensen-8, Activate, IK || Any || All || <span style="color:darkred">[5] Very Hard || The CH Kyokusa must be quite meaty to leave enough time.   
| CH [4]6S-8, Activate, IK || Any || All || <span style="color:darkred">[5] Very Hard || The CH Kyokusa must be quite meaty to leave enough time.   
|-
|-
|}
|}


==Combo Theory==
==Combo Theory==
====TK Axl Bomber Loops====
===TK Axl Bomber Loops===
Bomber loops are done near the corner on aerial opponents (from throw, counterhit Raiei/6H/6P, antiair confirm, Rensen-up/Benten RC, j.D etc.) with short normal strings canceled into '''[[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bombers]]''' and linked into a relaunch (another normal string into Bomber) for big damage, tension gain and most importantly a knockdown. In most cases loops have 2-3 Bombers, lighter character getting more reps with less normals and heavier characters getting less reps with more normals to compensate for the untech time and gravity scalings. <br/>
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br>
Relaunches are usually done with (5K, 5P or c.S) > 2S > TKB; (5K or 6P) > c.S > TKB; or 5P > 6K(1) > TKB, depending on the character weight and the number of repetitions; 2S is the most recommended choice since it cancels from 5K (the fastest post-Bomber link option at 6F), it has a big hitbox with a second-hit vacuum, and additional untech time to connect even a delayed Bomber which makes a knockdown easier (though if you allow the opponent to tech or you're not in the range, the Bomber will whiff and leave you extremely punishable). The balance between lifting the opponent high enough for more reps and hits (ie. damage), and finishing low enough for a knockdown from a final TK Bomber or an alternative ender (most commonly Rensen-down) is something you have to learn by practice, especially from random antiair starters where the pickup height and amount of hits isn't identical each time (unlike throw starters).
The basic structure can be divided into three parts:
*'''Starter''': the move that initially launches the opponent in the air, eg. ground throw, counterhit Raiei/6H/6P/3P, antiair confirms, Rensen-up/Benten RRC, 2D > Kairagi, Rensen YRC, and j.D.
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.
*'''Ender''': the final string that secures a knockdown (or something else like damage or positioning when prefered).
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 Bombers, 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/>
====Relaunch====
Relaunches are most commonly done with:
*(5K, c.S, 5P, or 6P) > '''2S''' or '''2S(1)''' > TKB
*(5K or 6P) > '''c.S''' > TKB  
5K and c.S are the most stable normals in relauch strings, former because it has fastest startup, great hitbox, and latter because it has good damage, good hitbox, and decent startup. Normals like 5P and 6P have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. 2S is the best normal for going into TK Bomber since it cancels from all relevant relaunch normals, has a great hitbox with a second-hit vacuum, and both of its hits have additional untech time (making delayed Bombers possible). Unfortunately 2S(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means 5K > c.S > TKB is a more stable finisher, though getting a knockdown with it can be harder. While relaunches are most commonly finished in Bombers for the loop to work (ie. to link into another relaunch or ender), there are also other options; filler parts such as c.S (JC) j.S > j.H > j.D or c.S (JC) jD, j6P can also give enough untech time to link into the next part while doing better damage than more common TKB strings, but they are very weight/hurtbox specific.
 
====Ender====
There are many different ways for finishing a Bomber loop:
*'''Final TK Bomber''' - This is by far the most universal and stable ender for the knockdown, though it still requires controlling the combo height properly.
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD j.H/j.D), but is much more character specific because of all the different hurtbox types.
*'''Sickle Storm''' - By far the best damage, but outside guaranteed kills (which usually requires a Burst OD) not worth the meter because it's hard to get more than 3-5 (out fo 7) hits to connect for full damage potential.
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and j6P, it is possible to push yourself to the opposite corner for a Haitaka setup.
*'''Damage''' - When finishing the opponent, going for something like 5P > 6K > 2S (HJC) j.H > j.D > Bomber can be a good choice, especially if you don't want to mess up with TKB execution.
 
====Height Control====
The balance between lifting the opponent high enough for more reps and hits (ie. damage), and finishing low enough for a knockdown from the ender is something you have to learn by practice and experience, especially from random antiair starters where the pickup height and amount of hits isn't identical each time (unlike from throw starters). <br/>
Ways to control the combo height for a knockdown and optimal damage:
*Extend the relaunch by adding normals for higher height and more damage, eg. 5K > c.S > 5P > 2S > TKB (5 hits before Bomber)
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. 5K > 2S(1) > TKB (2 hits before Bomber)
*Delay the relaunch for lower height: very useful on high altitude antiair starters after the first rep when there is still plenty of untech time.
*Delay the last Bomber after the second hit of 2S (aka "delayed Bomber"): important method for securing the knockdown, especially with light characters.
*Choose between different relaunch string normals:
**5K, 5P, and 6P hit aerial opponents on their first startup frame, so they tend to increase combo height.
**cS and 2S have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.


====j.D Combos====
===j.D Combos===
j.D has properties that make it special as an air normal: big damage, big untech time and wallsplat. These features allow air combos to be extended in spectacular ways. If you hit with a low altitude j.D, you may recover fast enough to link into 5P, 2S, or even a microdash j.S. Great example of this is the corner-to-corner carry throw combo on Potemkin (j.S > j.H > j.D loops are very dependent on hurtbox and gravity) while a more common usage is converting random j.H > j.D hits into a simple TK Bomber knockdowns. Other j.D usages are the j.D, j.6P link (respectively at the very beginning and at the very end of a running jump) which can be used as Benten/Rensen-up RRC combo filler, and j.P > j.H > j.D and its variations as corner combo filler.
j.D has properties that make it special as an air normal: big damage, big untech time and wallsplat. These features allow air combos to be extended in spectacular ways. If you hit with a low altitude j.D, you may recover fast enough to link into 5P, c.S, 2S, or even a microdash j.S. <br>
Examples of j.D usage:
*'''IAD j.H > j.D''' which continues into BnB antiair combos for huge damage.
*'''j.D, 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 midscreen, eg. antiair 2S combos or Benten/Rensen-up RRC combo filler.
*'''j.P > j.H > j.D''' and its variations as air combo filler, especially in corner.
*'''j.S > j.H > j.D''' dustloops; these are very dependent on hurtbox and gravity, eg. Potemkin-only corner-to-corner throw combo.


==Video Examples==
==Video Examples==
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{{Navbar-GGXRD-R}}
{{Navbar-GGXRD-R}}
[[Category:Guilty Gear]]
[[Category:Guilty Gear Characters]]

Latest revision as of 02:03, 18 July 2020

Combo Notation Guide
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 236GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.

Rensen = [4]6S
Raiei = 63214S
Rashousen = 41236H
TKB = TK Bomber
Bomber = j.623H


Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Multi-hit normals that use their maximum amount of hits in the combo do not require specfication with brackets (eg. 6K > 2S (HJC) j.S is equal to 6K(2) > 2S(2) (HJC) j.S(2)).
# Combo Position Damage Works on: Difficulty Notes
_ *** *** *** *** *** ***

Ground Combos

# Combo Position Damage Works on: Difficulty Notes
_ 5K > c.S > 2D > [4]6S Any 102 All [1] Very Easy Axl's most stable ground BnB combo. Gives a knockdown from Rensen.
Start charging Rensen before 2D, preferably the whole time.
_ 2K > c.S > 2D > [4]6S Any 68 All [1] Very Easy 2K version of ground BnB, but worse damage because of 70% proration.
Hits low, so use as a reminder for opponent to block crouching.
_ 6P > c.S > 5H > 2D > [4]6S Any 147 All [1] Very Easy Most damaging version of ground BnB for pointblank range.
Not very useful outside guaranteed ground punishes (because of 6P).
_ 5K > 2D > [4]6S Any 85 All [2] Easy Compact version of ground BnB for ranges where c.S and 5H can not connect.
Less time for Rensen charge than in longer BnBs, try starting with [4]K.
_ 2K > 2D > [4]6S Any 55 All [2] Easy Compact 2K combo for literally "low" damage.
_ 5K > c.S > 5H > 2D > [4]6S Any 131 All [1] Very Easy The full BnB from 5K for pointblank range, knocks down.
_ 2K > c.S > 5H > 2D > [4]6S Any 87 All [1] Very Easy Heavily prorated (ie. bad damage) version of the "full" BnB.
_ 5K > 3P > 2D > [4]6S Any 98 All [3] Medium Compact 3P route confirm with decent range.
Start charging Rensen immediately after inputting 3P.
_ 3P > f.S > [4]6S Any 96 All [3] Medium A hitconfirm for normal hit 3P.
Doesn't work on counterhit 3P; continue with f.S > 2S instead.
_ 5K > c.S > 3P > 2D > [4]6S Any 116 All [3] Medium Full 3P route for pointblank range, not very practical (low damage).
_ 2P > [4]6S Any 70 All [2] Easy Combos on much longer range with counterhit 2P.
Normal hit 2P requires slightly closer than round start distance to combo.
_ 2P > f.S > [4]6S Any 96 All [3] Medium 2P confirm for distance where 2P isn't an optimal poke to do.
2P > f.S doesn't input in c.S distance; mashing S during 2P's pushback is recommendable.

Anti-Air Combos

# Combo Position Damage Works on: Difficulty Notes
_ (5P) > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 166 All [2] Easy The BnB anti-air combo from 5P or 6K that doesn't knock down.
j.D and Bomber can whiff if the opponent is too high in the air.
_ (5P) > 6K (HJC) j.6P > j.S(1) > j.6P Midscreen 107 All [3] Normal When you are too far to connect 6K into 2S.
j.S can whiff depending on the character, height and distance.
_ 2S (JC) j.K (JC) j.H > j.D > Bomber Midscreen 140 All [2] Easy Good choice for a lower altitude 2S confirm.
_ 2S > TK Bomber Midscreen 82 All [3] Normal Less damage, but secures an easy knockdown.
Knockdown may require delaying the Bomber.
_ 2S (HJC) delay j.D, j6P > Bomber Midscreen 126 Medium [3] Normal Basic "AMR" AA-combo (ie. j.D, j.6P link) for good damage.
Hit j.D when Axl's about same height as opponent for knockdown.
_ 2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 210
(I-No)
Light [3] Normal Light characters' float can trade the knockdown for extra damage.
_ 6P > c.S > 2S > TKB, 5P > [4]6S Midscreen 161 Medium [3] Normal Good for horizontal approaches (IADs), knocks down.
Trades less against pre-emptive attacks than 2S, but doesn't reach nearly as high.

Air to Ground/Air Combos

# Combo Position Damage Works on: Difficulty Notes
_ IAD j.S > j.H, 5K > 2D > [4]6S Any 122 All [2] Easy Connects a succesful IAD j.S into compact ground BnB.
You must be high enough to allow j.H become active before landing.
_ IAD j.S > j.H, c.S > 5H > 2D > [4]6S Any 156 All [3] Normal IAD j.S into full ground BnB.
You must be very close after landing to connect all hits.
_ IAD j.S > (j.P), 5K > 2D > [4]6S Any 98 All [2] Easy For when you are too close to ground for j.S > j.H to work.
j.P reduces damage, use only when j.S hitstun isn't enough.
_ IAD j.S > (j.P), c.S > 5H > 2D > [4]6S Any 136 All [3] Normal Low-altitude IAD j.S into full ground BnB
Linking c.S is hard without being really close to ground on j.S(2) or j.P.
_ IAD j.H > j.D, (66) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 198 All [3] Normal Launches the opponent for huge damage, but is risky on block because of j.D.
Great for punishing stuff, eg. IADing over Gunflame or Slidehead on reaction.

Counterhit Starter Combos

# Combo Position Damage Works on: Difficulty Notes
_ CH Raiei, 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 184 All [2] Easy Basic throw combo, but without the damage proration.
6K can whiff depending on range/character (use 66, 5K > 5P instead).
_ CH Raiei, 66, 6P > c.S > 2S (HJC) j.H > j.D > Bomber Midscreen 195 All [3] Normal Quite universal route for good damage.
6P can whiff or cancel into f.S if you hitconfirm too late or lack run momentum.
_ CH Raiei, 5P > 6K > 2S > TKB, 5P > [4]6S Midscreen 194 Medium [3] Normal Knocks down. Use run 5K > 5P to connect easier on some characters.
_ CH 5H > 5D~8, j.D > j.D > j.K (JC) j.H > j.D > Bomber Midscreen 173 All [4] Hard CH 5H > 5D cancel for ones with quick reflexes.
Cancel window of 5H is really short, so actually confirming into 5D is hard.
_ CH 5H > 5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber Midscreen 177 All [4] Hard CH 5H into Dust for slightly more damage.
_ CH 6P > Raiei, c.S > 5P > 2S(1) > TKB,
5K > 2S > TKB, 5K > 2S > TKB
Corner 218 Medium [4] Hard Huge damage with a knockdown if you can predict the CH.
CH 6P at almost middle of stage is enough to carry the opponent to corner.
_ CH 5H > 5D~6, j.D > j.D > j.D, 6P > c.S > TKB, 5K > 2S > TKB Corner 197 Medium [4] Hard CH 5H into Dust in corner for big damage and knockdown.

Roman Cancel Combos

# Combo Position Damage Works on: Difficulty Notes
_ c.S > 5H > 2D > [4]6S-8 (RC)
delay IAD, delay j.D, delay 6K > 2S > TKB
Midscreen 195 Medium [3] Normal RC combo from Rensen which works really universally. Knocks down when timed right.
Whiff a 5H after RC for the delay timing and do j.D late for more untech time.
_ Raiei (RC) 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 154 All [2] Easy Throw-like combo with RRC proration.
6K can whiff depending on range/character (use 66, 5K > 5P instead).
_ Raiei, delay (RC) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber, Midscreen 157 All [3] Normal Raiei RRC route that is easy to hitconfirm for normal hit only.
Delay prevents wasting meter in case of counterhit by RC'ing late.
_ Raiei, delay (RC) 5K > 5P > 6K > 2S > TKB, 5P > [4]6S Midscreen 155 Medium [3] Normal Raiei RRC into knockdown with time for normal hit confirm.

Overdrive Combos

# Combo Position Damage Works on: Difficulty Notes
_ c.S > 5H > 2D > 2363214H Midscreen 216 All [2] Easy Damaging close range punish.
Getting all 7 hits of the super can be finicky on some characters.
_ 2P > 214214S, 66, 6K > c.S > 5H > 2D > [4]6S Any 158 All [3] Normal Long-range convertion with Kairagi, much easier with CH 2P but isn't mandatory.
Buffer 214214 after 2P and hit S after a visual confirm of ground hit (or block, it's +11).
_ c.S > 5H > 2D > 214214S,
IAD j.H > j.D, c.S > 2S > TKB, c.S > 2S > TKB
Corner 212 Medium [4] Hard Knocks down and builds about 25% meter with Kairagi.
Use 5K > 2S > TKB as a more secure ender (eg. Ky, Venom).
_ c.S > 5H > 2D > 214214S, 66, c.S > TKB,
5K > 2S(1) > TKB, 5K > 5P > [4]6S-2
Corner 205
(Elph)
Light [4] Hard Kairagi route for light characters, knocks down.
Rensen doesn't connect on everyone, try delayed Bomber from 5K > c.S (I-No) or 5K > 2S (Millia).

Dust Combos

# Combo Position Damage Works on: Difficulty Notes
_ 5D, 8, j.D > j.D > j.K (JC) j.H > j.D > Bomber Midscreen 121 All [2] Easy The basic Homing Jump combo.
Can be stopped at last j.D for corner wallstick.
_ 5D, 8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber Midscreen 125 All [3] Normal Tiny additional damage with slightly stricter cancel timing.
_ 5D, 6, c.S > 5H > [4]6S-2 Midscreen 84 All [2] Easy Homing Dash into midscreen knockdown.
_ 5D, 6, j.D > jD > j.D, 6P > 2S > TKB, 5K > 2S > TKB Corner 144 Medium [3] Normal Corner Dust into damage and knockdown.
_ 5D, 6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 6P > 2S TKB Corner 134 (Pot) Heavy [3] Normal Damage & knockdown for Potemkin, Haehyun and Bedman.
_ 5D, 6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 2S TKB Corner 148 Leo, Johnny [3] Normal Slightly heavies only, good damage & knockdown.
_ 5D, 6, j.D > j.H > j.D, c.S TKB > 5K > c.S > TKB Corner 138 (Elph) Light [3] Normal Light version, gives knockdown but timing can be harder depending on the character.

Throw Combos

# Combo Position Damage Works on: Difficulty Notes
_ Throw, [4]6S Midscreen 69 All [1] Very Easy Puny damage, but burst safe and universally knocks down.
_ Throw, 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 113 Most [2] Easy The BnB throw combo, doesn't knock down.
6K > 2S whiffs on some characters.
_ Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 116 Most [2] Easy Alternate throw starter for different hurtboxes and gravities.
Works well on Ky, Zato, Venom, Jam, Jack-O, etc.
_ Throw, 6K > 2S > TK Bomber Midscreen 93 Most [3] Normal Basic TKB combo for knockdown.
Knockdown on lights (notably Elph) requires a very strict delay.
_ Throw, 6K > 2S > TKB, 5P > [4]6S Midscreen 113 Medium [3] Normal More damage and a far knockdown for IAD j.S safejumps.
_ Throw, (66) 6K > 2S (vertical JC) delay j.S > Bomber Midscreen 99 Light [4] Hard Midscreen route for knockdown on lights.
Use microdash on Jam and Jack-O.
_ Throw, 66, 5K > 5P > 2S (JC) delay j.S > Bomber Midscreen 99 Elph [4] Hard Most stable knockdown route for Elphelt.
_ Throw, 66, 2H, 5K > 5P > 2S (HJC) delay j.S > j.H > j.D,
2S (HJC) j.H > j.D > Bomber
Midscreen 144 Millia [4] Hard Stylish Millia-specific 2H route.
_ Throw, 66, 5K > 2S (JC) j.S > j.H > j.D, microdash, jump j.S > j.H > j.D,
jump j.S > j.H > j.D, jump j.S > j.H > j.D, 2S > TKB
Midscreen 115 Potemkin [5] Very Hard Fullscreen-carry Dustloop with a knockdown.
The first 5K must be hit as low as possible.
_ Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > c.S > TKB Corner 136 Medium [3] Normal Basic 3-rep Bomber loop. Knocks down.
Mind the link timing after landing recovery of Bomber.
_ Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > 5P > [4]6S-2 Corner 139 Medium [3] Normal Alternative ender for the Bomber loops.
_ Throw, 6P > TKB, c.S (JC) j.D, j.6P, 2S > TKB, 5K > 2S > TKB Corner 143 Medium [4] Hard Flashy AMR route for knocksdown + damage.
6P is replaceable with c.S, but makes jD whiff on Ky, Zato, Venom.
_ Throw, c.S > TKB, c.S > TKB, c.S > TKB Corner 128
(Elph)
Light [3] Normal Simple 3-rep loop for lights. Knocks down.
_ Throw, c.S > TKB, c.S > TKB,
c.S > TKB, 5K > 2S(2) (JC) Bomber
Corner 146
(Elph)
Light [4] Hard 4-rep loop knockdown for any light.
Requires strict timing to connect everything, finish with delayed Bomber.
_ Throw, delay c.S > TKB, c.S > TKB,
5K > 2S(1) > TKB, 5K > 2S(2) (JC) Bomber
Corner 145
(Elph)
Light [4] Hard 4-rep loop knockdown with slightly more leeway.
Delayed c.S lowers height for knockdown. Doesn't work on I-No, May.
_ Throw, 66 c.S > TKB, c.S > TKB,
5K > 2S > TKB, 5K > c.S > TKB
Corner 144
(Elph)
Light [3] Normal Easier 4-rep variation for slightly less damage, works on all females.
_ Throw, 5P > 6K(1) > 2S > TKB,
5P > 6K(1) > 2S > TKB, c.S > [4]6S-2
Corner 126
(Pot)
Heavy [3] Normal Delay first 5P on some characters to connect Bomber easier.

Instant Kill Combos

# Combo Position Works on: Difficulty Notes
100% (X) > [4]6S~8, (RC) 66, Activate, IK Any All [2] Easy Easiest way to IK with 100%, though vulnerable to bursts.
IK attack has great range, so the dash can be left quite short.
100% Throw, 6K > 2S > TK Bomber (RC) airdash, land, 66, Activate, IK Any Light [3] Normal The pre-RC part builds lot of meter, so you don't have to be quite 100%.
Be prepared to block their burst during/after Bomber RC part.
100% (X) > Kairagi, 66, Activate, Throw, IK Corner All [3] Normal Safe from bursts once you connect the Kairagi.
Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny.
100% (X) > 2H (RC) 66, Activate, Throw, IK Corner All [3] Normal Same as above but without the burst safety before throw.
50% 5D, 6, Activate, IK Corner All [2] Easy If you land a corner Dust, this is an easy confirm.
Vulnerable to bursts since you have to be close.
CH, 50% CH 5H > 5D, 6, Activate, IK Corner All [4] Hard A great use for the CH 5H confirm if you have mastered it.
CH, 50% CH 6H, Activate, IK Any All [4] Hard Activate quickly after the 6H recovery (avoiding 6H RRC).
CH, 50% CH [4]6S-8, Activate, IK Any All [5] Very Hard The CH Kyokusa must be quite meaty to leave enough time.

Combo Theory

TK Axl Bomber Loops

Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents.
The basic structure can be divided into three parts:

  • Starter: the move that initially launches the opponent in the air, eg. ground throw, counterhit Raiei/6H/6P/3P, antiair confirms, Rensen-up/Benten RRC, 2D > Kairagi, Rensen YRC, and j.D.
  • Relaunch: a string of normals eventually canceled into a TK Bomber that links into another relaunch (hence "loop") or the ender.
  • Ender: the final string that secures a knockdown (or something else like damage or positioning when prefered).

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 Bombers, light characters getting more reps with less normals and heavy characters getting less reps with more normals to compensate for the untech time, gravity, and pushback scalings.

Relaunch

Relaunches are most commonly done with:

  • (5K, c.S, 5P, or 6P) > 2S or 2S(1) > TKB
  • (5K or 6P) > c.S > TKB

5K and c.S are the most stable normals in relauch strings, former because it has fastest startup, great hitbox, and latter because it has good damage, good hitbox, and decent startup. Normals like 5P and 6P have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. 2S is the best normal for going into TK Bomber since it cancels from all relevant relaunch normals, has a great hitbox with a second-hit vacuum, and both of its hits have additional untech time (making delayed Bombers possible). Unfortunately 2S(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means 5K > c.S > TKB is a more stable finisher, though getting a knockdown with it can be harder. While relaunches are most commonly finished in Bombers for the loop to work (ie. to link into another relaunch or ender), there are also other options; filler parts such as c.S (JC) j.S > j.H > j.D or c.S (JC) jD, j6P can also give enough untech time to link into the next part while doing better damage than more common TKB strings, but they are very weight/hurtbox specific.

Ender

There are many different ways for finishing a Bomber loop:

  • Final TK Bomber - This is by far the most universal and stable ender for the knockdown, though it still requires controlling the combo height properly.
  • Rensen-down - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD j.H/j.D), but is much more character specific because of all the different hurtbox types.
  • Sickle Storm - By far the best damage, but outside guaranteed kills (which usually requires a Burst OD) not worth the meter because it's hard to get more than 3-5 (out fo 7) hits to connect for full damage potential.
  • Fullscreen pushback - By utilizing an aerial string with back-jump cancel and j6P, it is possible to push yourself to the opposite corner for a Haitaka setup.
  • Damage - When finishing the opponent, going for something like 5P > 6K > 2S (HJC) j.H > j.D > Bomber can be a good choice, especially if you don't want to mess up with TKB execution.

Height Control

The balance between lifting the opponent high enough for more reps and hits (ie. damage), and finishing low enough for a knockdown from the ender is something you have to learn by practice and experience, especially from random antiair starters where the pickup height and amount of hits isn't identical each time (unlike from throw starters).
Ways to control the combo height for a knockdown and optimal damage:

  • Extend the relaunch by adding normals for higher height and more damage, eg. 5K > c.S > 5P > 2S > TKB (5 hits before Bomber)
  • Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. 5K > 2S(1) > TKB (2 hits before Bomber)
  • Delay the relaunch for lower height: very useful on high altitude antiair starters after the first rep when there is still plenty of untech time.
  • Delay the last Bomber after the second hit of 2S (aka "delayed Bomber"): important method for securing the knockdown, especially with light characters.
  • Choose between different relaunch string normals:
    • 5K, 5P, and 6P hit aerial opponents on their first startup frame, so they tend to increase combo height.
    • cS and 2S have 7F and 8F startups but can take few frames longer to reach aerial opponents, so they tend to lower the height.

j.D Combos

j.D has properties that make it special as an air normal: big damage, big untech time and wallsplat. These features allow air combos to be extended in spectacular ways. If you hit with a low altitude j.D, you may recover fast enough to link into 5P, c.S, 2S, or even a microdash j.S.
Examples of j.D usage:

  • IAD j.H > j.D which continues into BnB antiair combos for huge damage.
  • j.D, j.6P link (now also known as "Axl Makes Revolution" thanks to Kaon) which can be used really diversely in midscreen, eg. antiair 2S combos or Benten/Rensen-up RRC combo filler.
  • j.P > j.H > j.D and its variations as air combo filler, especially in corner.
  • j.S > j.H > j.D dustloops; these are very dependent on hurtbox and gravity, eg. Potemkin-only corner-to-corner throw combo.

Video Examples


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

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