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

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==Ground Throw Starter==
==Ground Throw Starter==
* Vs. Millia: throw, dash 2h(2), 5k > 5p > 2s, slight delay j.s(2) > j.h > j.d, land, 2s, j.h > j.d > bomber
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Ground Throw Starter
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|-
! # !! Combo !! Damage !!Works on: !! Difficulty !! Notes
! # !! Combo !! Damage !!Works on: !! Difficulty !! Notes
|-
|-
| _
| _
| Throw, Rensen || ??? || All || <span style="color:#306EFF">[1] Very Easy</span> || Very cheap, but better than nothing
| Throw, Rensen || ??? || All || <span style="color:#00AEFF">[1] Very Easy</span> || Very cheap, but better than nothing
|-
|-
| _
| _

Revision as of 01:45, 4 August 2016

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
[ ] = 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.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_ *** *** *** *** *** ***

5P/2P Starter

5K/2K Starter

6H CH Starter

5D Starter

Ground Throw Starter

# Combo Damage Works on: Difficulty Notes
_ Throw, Rensen ??? All [1] Very Easy Very cheap, but better than nothing
_ Throw, 6K > 2S (HJC) j.H > j.D > Bomber ??? Most [2] Easy 2S whiffs on Zato and Venom (at least in -Sign-)
_ Throw, 66, 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber ??? Most [2] Easy The alternative starter. Works better on irregular hurtboxes.
_ Throw, 6K > 2S > TK Bomber ??? Medium & Heavy [3] Medium Knockdown. Delaying the TK Bomber makes the knockdown easier.
_ Throw, 66, 2H(2), 5K > 5P> 2S, delay j.S(2) > j.H > j.D,
2S, j.H > j.D > Bomber
??? Millia [4] Hard ??? "Yousuke Super Phoenix" ver. Throw
_ "insert the full screen carry j.D loop" *** Potemkin [5] Very Hard Only for masters of delaying.
_ *** *** *** *** ***

Air Throw Starter

Benten Gari Starter

Heaven Can Wait Starter

Thunder Shadow Chain Starter

Rashousen Starter

Combo Theory

TK Axl Bomber Loops

Bomber loops are done in the corner for easy damage and (usually) a knockdown. While there are various methods for performing a TK Bomber, it is most commonly done with a 6923 motion after a jump-cancellable normal. The TK Bomber motion can be practiced easily with a c.S on a grounded training dummy, though the timing varies between "launchers" (eg. 6P has a very short timing).

Relaunches are usually done with (5K 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. The balance between lifting the opponent high enough for more hits and reps (ie. damage), and finishing low enough for a knockdown from final TK Bomber or alternative ender (eg. Spinning Chain Strike (Rensen-down) or Sickle Storm) 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).

Dropped TK Bombers can usually be salvaged by ending the leaked j.H into j.D > Axl Bomber, although it can leave you in a risky position (opponent recovering above you with a frame advantage). Another salvage method is a double jump and airthrow after the leaked j.H which can catch the opponent's air tech.

j.D Loops

Video Examples


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc