GGXRD-R/Axl Low/Combos

From Dustloop Wiki
Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6GGD.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
Rensen = [4]6S
Raiei = 63214S
TKB = TK Bomber
Bomber = j.623H
[ ] = 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.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


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.
# Combo Position Damage Works on: Difficulty Notes
_ *** *** *** *** *** ***

Antiair Combos

# Combo Position Damage Works on: Difficulty Notes
_ 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 166 All [2] Easy The BnB antiair combo from 5P 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 Medium [2] Easy Good choice for a lower altitude 2S confirm.
Jump canceling away from the opponent makes your recovery slightly safer.
_ 2S > TK Bomber Midscreen 82 Medium [3] Normal Less damage, but secures a knockdown.
Knockdown may require delaying the Bomber.
_ 2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 210
(I-No)
Light [3] Normal Light characters' float trades the knockdown for extra damage.
_ 6P > c.S > 2S > TKB, 5P > Rensen Midscreen 161 Medium [3] Normal Good for horizontal approaches (IADs), knocks down.
Trades less against pre-emptive jump-in normals than 2S.

Ground Combos

# Combo Position Damage Works on: Difficulty Notes
_ 5K > c.S > 5H > 2D > Rensen Any 131 All [1] Very Easy The BnB ground combo for close range.
Start charging Rensen before 2D, preferably the whole time.
_ 2K > c.S > 5H > 2D > Rensen Any 87 All [1] Very Easy Heavily prorated version of the BnB.
_ 5K > 2D > Rensen Any 85 All [2] Easy Compact version for ranges where c.S and 5H can't connect.
_ 2P > Rensen Any 70 All [2] Easy Doesn't combo without a counterhit 2P unless done in point-blank range.
50% c.S > 5H > 2D > 2363214H Midscreen 216 All [2] Easy Damaging close range punish, especially with the Burst version.
Getting all 7 hits of the super can be finicky (more distance is better).
50% c.S > 5H > 2D > Rensen-up (RC)
delay, IAD, delay, j.D, 6K > 2S > TKB
Midscreen 195 Medium [3] Normal Basic RC combo from Rensen. Knocks down.
Whiff a 5H after RC for the delay timing and do j.D late for more untech time.
50% 2P > 214214S, 66, 5K > c.S > 5H > 2D > Rensen Any 158 All [3] Normal Long-range convertion with Kairagi, much easier with a CH 2P.
Input 214214 after 2P and hit S after a visual confirm of ground hit (or block, it's +11).
50% 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).
50% c.S > 5H > 2D > 214214S, 66, c.S > TKB,
5K > 2S(1) > TKB, 5K > 5P > Rensen-2
Corner 205
(Elph)
Light [4] Hard Kairagi route for light characters, knocks down.
Rensen doesn't work on everyone, try TKB from 5K > c.S (I-No) or 5K > 2S (Millia).

CH/RC Starter Combos

# Combo Position Damage Works on: Difficulty Notes
CH 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 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 the post-Raiei distance and hurtbox type.
CH CH Raiei, 5P > 6K > 2S > TKB, 5P > Rensen Midscreen 194 Medium [3] Normal Knocks down.
Use run 5K > 5P to connect easier on some characters.
CH CH 6P > Raiei, c.S > 5P > 2S(1) > TKB,
5K > 2S > TKB, 5K > 2S > TKB
Midscreen 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.

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 finished at last j.D for corner wallstick (safer recovery).
_ 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 much stricter cancel timing.
_ 5D, 6, c.S > 5H > Rensen-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.

Ground Throw Combos

# Combo Position Damage Works on: Difficulty Notes
_ Throw, Rensen 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.
Venom, Zato, Ky etc.
_ Throw, 6K > 2S > TK Bomber Midscreen 93 Most [3] Normal Knocks down, which may need delaying the Bomber.
_ Throw, 6K > 2S > TKB, 5P > Rensen Midscreen 113 Medium [3] Normal More damage and a far knockdown for IAD j.S safejumps.
_ Throw, 66, 2H, 5K > 5P > 2S, delay j.S(2) > j.H > j.D,
2S, j.H > j.D > Bomber
Midscreen ??? Millia [4] Hard ??? Stylish Millia-specific combo.
_ 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 > Rensen-2 Corner 139 Medium [3] Normal Alternative ender for the Bomber loops.
_ Throw, c.S > TKB, c.S > TKB, c.S > TKB Corner 128
(Elph)
Light [3] Normal Simple 3-rep loop for females. Knocks down.
_ Throw, c.S > TKB, c.S > TKB,
5K > 2S(1) > TKB, 5K > 2S(2) > TKB
Corner 145
(Elph)
Light [4] Hard Harder 4-rep loop for females. Knocks down.
Adjust height with late relaunches, finish with delayed Bomber.
_ Throw, 5P > 6K(1) > 2S > TKB,
5P > 6K(1) > 2S > TKB, c.S > Rensen-2
Corner 126
(Pot)
Heavy [3] Normal 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

# Combo Position Works on: Difficulty Notes
100% (***) > Rensen-up, (RC) 66, Activate, IK Any All [2] Easy Easiest way to IK with 100%.
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% (***) > 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% (***) > 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 after the 6H recovery (not resulting in RC) but before it's too late.
CH, 50% CH Rensen-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 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 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.
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).

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.

Video Examples


Guilty Gear Xrd -REVELATOR-e
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System Explanations

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