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

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| Throw, Rensen || Midscreen || 69 || All || <span style="color:lightblue">[1] Very Easy</span> || Puny damage, but knocks down.  
| Throw, Rensen || Midscreen || ??? || All || <span style="color:lightblue">[1] Very Easy</span> || Puny damage, but knocks down.  
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| Throw, 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 113 || Most || <span style="color:blue">[2] Easy</span> || The BnB throw combo, doesn't knock down. <br/> 2S > 6K whiffs on some characters.
| Throw, 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || ??? || Most || <span style="color:blue">[2] Easy</span> || The BnB throw combo, doesn't knock down. <br/> 2S > 6K whiffs on some characters.
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| Throw, dash 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || ??? || Most || <span style="color:blue">[2] Easy</span> || Alternate BnB starter for different hurtboxes.  
| Throw, dash 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || ??? || Most || <span style="color:blue">[2] Easy</span> || Alternate throw starter for different hurtboxes.  
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| Throw, 6K > 2S > TK Bomber ||  Midscreen || ??? || Most || <span style="color:green">[3] Medium</span> || Knocks down. <br/> Delay the Bomber for an easier knockdown.
| Throw, 6K > 2S > TK Bomber ||  Midscreen || ??? || Most || <span style="color:green">[3] Medium</span> || Knocks down, which may need delaying the Bomber.
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| Throw, 66, 2H(2), 5K > 5P> 2S, delay j.S(2) > j.H > j.D,<br/> land, 2S, j.H > j.D > Bomber || Midscreen || ??? || Millia || <span style="color:red">[4] Hard</span> ??? ||  
| 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> ??? ||  
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| "''insert the full screen carry j.D loop''" || Midscreen || ??? || Potemkin || <span style="color:darkred">[5] Very Hard</span> || Only for masters of delaying.
| "''insert the full screen carry j.D loop''" || Midscreen || ??? || Potemkin || <span style="color:darkred">[5] Very Hard</span> || Only for masters of delaying.
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| Throw, 5P > 6K(1) > 2S > TK Bomber, <br> 5P > 6K(1) > 2S > TK Bomber, c.S > Rensen-down || Corner || ??? || Pot, Bed || <span style="color:green">[3] Medium</span> ||
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Revision as of 04:29, 6 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

  • Most 2P combos work with 5P as well, but 5P is usually used as an antiair because it whiffs on many running and crouching characters.
  • If the opponent is too high in the air during an antiair combo and/or the character has a smaller hitbox, Bomber and especially j.D can easily whiff so pay attention.
# Combo Position Damage Works on: Difficulty Notes
_ 5P > 6K > 2S (HJC) j.H > j.D > Bomber Any ??? All [2] Easy The BnB antiair combo.
_ 5P > 6K (HJC) j.6P > j.S > j.6P Any ??? All [2] Easy When you are too far to connect 6K into 2S.
_ CH 2P > Rensen Any ??? All [2] Easy Doesn't combo without the counterhit unless very close.
_ 2P > 236236S, 66, 6K > c.S > 5H > 2D > Rensen Any ??? All [4] Hard 6K might not hit some characters because of their stagger hurtbox.
Input 236236 after 2P and hit S after visually confirming a ground hit (or block, it's still safe).

5K/2K Starter

6H CH Starter

5D Starter

Ground Throw Starter

# Combo Position Damage Works on: Difficulty Notes
_ Throw, Rensen Midscreen ??? All [1] Very Easy Puny damage, but knocks down.
_ Throw, 6K > 2S (HJC) j.H > j.D > Bomber Midscreen ??? Most [2] Easy The BnB throw combo, doesn't knock down.
2S > 6K whiffs on some characters.
_ Throw, dash 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen ??? Most [2] Easy Alternate throw starter for different hurtboxes.
_ Throw, 6K > 2S > TK Bomber Midscreen ??? Most [3] Medium Knocks down, which may need delaying the Bomber.
_ Throw, 66, 2H, 5K > 5P > 2S, delay j.S(2) > j.H > j.D,
2S, j.H > j.D > Bomber
Midscreen ??? Millia [4] Hard ???
_ "insert the full screen carry j.D loop" Midscreen ??? Potemkin [5] Very Hard Only for masters of delaying.
_ Throw, 5P > 6K(1) > 2S > TK Bomber,
5P > 6K(1) > 2S > TK Bomber, c.S > Rensen-down
Corner ??? Pot, Bed [3] Medium
_ *** *** *** *** *** ***

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