- 1 Combo List
- 2 Ground Combos
- 3 Anti-Air Combos
- 4 Air to Ground/Air Combos
- 5 Counterhit Starter Combos
- 6 Roman Cancel Combos
- 7 Overdrive Combos
- 8 Dust Combos
- 9 Throw Combos
- 10 Instant Kill Combos
- 11 Combo Theory
- 12 Video Examples
|Combo Notation Guide|
- 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 specification (eg. 6K > 2S (HJC) j.S is equal to 6K(2) > 2S(2) (HJC) j.S(2)).
|_||5K > c.S > 2D > 6S||Any||102||All|| 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 > 6S||Any||68||All|| 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 > 6S||Any||147||All|| Very Easy|| Most damaging version of ground BnB for pointblank range. |
Not very useful outside guaranteed ground punishes (because of 6P).
|_||5K > 2D > 6S||Any||85||All|| 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 K.
|_||2K > 2D > 6S||Any||55||All|| Easy||Compact 2K combo for literally "low" damage.|
|_||5K > c.S > 5H > 2D > 6S||Any||131||All|| Very Easy||The full BnB from 5K for pointblank range, knocks down.|
|_||2K > c.S > 5H > 2D > 6S||Any||87||All|| Very Easy||Heavily prorated (ie. bad damage) version of the "full" BnB.|
|_||5K > 3P > 2D > 6S||Any||98||All|| Medium|| Compact 3P route confirm with decent range. |
Start charging Rensen immediately after inputting 3P.
|_||3P > f.S > 6S||Any||96||All|| Medium|| A hitconfirm for normal hit 3P. |
Doesn't work on counterhit 3P; continue with f.S > 2S instead.
|_||5K > c.S > 3P > 2D > 6S||Any||116||All|| Medium||Full 3P route for pointblank range, not very practical (low damage).|
|_||2P > 6S||Any||70||All|| Easy|| Combos on much longer range with counterhit 2P. |
Normal hit 2P requires slightly closer than round start distance to combo.
|_||2P > f.S > 6S||Any||96||All|| 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.
|_||(5P) > 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||166||All|| Easy|| The BnB anti-air combo from 5P or 6K, no knockdown. |
j.D and Bomber can whiff if the opponent is too high in the air.
|_||6K (JC) j.6P > j.6K > Bomber||Midscreen||121||All|| Normal|| 6K route when you're too far for connecting into 2S. |
Use (HJC) at high altitudes, notably on light characters.
|_||(5P) > 6K (HJC) j.6P > j.S(1) > j.6P||Midscreen||107||All|| Normal|| Old route for long-range 6K. |
jS(1) and last j.6P can whiff depending on opponent's hurtbox type.
|_||2S (JC) j.K (JC) j.H > j.D > Bomber||Midscreen||140||All|| Easy||Easy and stable choice for a lower altitude 2S confirm.|
|_||2S > TK Bomber||Midscreen||82||All|| Normal|| Less damage, but secures an easy knockdown. |
Knockdown may require delaying the Bomber.
|_||2S (HJC) delay j.D, j.6P > Bomber||Midscreen||126||Medium|| Hard|| High altitude 2S into good damage and knockdown. |
Connecting j.6P requires hitting j.D at around same height as opponent.
|_||2S (JC) j.D, j.6P, 5P > 6K (HJC) j.6P > j.6K > Bomber||Midscreen||180||Most|| Hard|| Low altitude 2S into great damage and corner carry. |
Less stable route after 6K for more damage: (JC) j.6K > j.H > Bomber (186)
|_||2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen|| 210
|Light|| Normal||Light characters' float can trade the knockdown for extra damage.|
|_||6P > c.S > 2S > TKB, 5P > 6S||Midscreen||161||Medium|| 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
|_||IAD j.S > j.H, 5K > 2D > 6S||Any||122||All|| 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 > 6S||Any||156||All|| 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 > 6S||Any||98||All|| 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 > 6S||Any||136||All|| 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|| 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
|_||CH Raiei, 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||184||All|| 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|| 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 > 6S||Midscreen||194||Medium|| 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|| 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|| 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|| 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|| Hard||CH 5H into Dust in corner for big damage and knockdown.|
Roman Cancel Combos
|_|| c.S > 5H > 2D > 6S-8 (RC)
delay, IAD, delay, j.D, 6K > 2S > TKB
|Midscreen||195||Medium|| 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|| 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|| 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 > 6S||Midscreen||155||Medium|| Normal||Raiei RRC into knockdown with time for normal hit confirm.|
|_||c.S > 5H > 2D > 2363214H||Midscreen||216||All|| Easy|| Easy and damaging close range punish with decent knockdown. |
Good against low health (OD minimum damage, 7 hits).
|_||2P > 214214S, 66, 6K > c.S > 5H > 2D > 6S||Any||158||Most|| 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,
c.S > 5P > 6K(1) > 2S > TKB, cS > 2S > TKB
|Corner||212||Medium|| Normal|| Corner Kairagi confirm for great damage and tension build. |
Use 5K > cS > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc).
|_|| c.S > 5H > 2D > 214214S,
3P > fS > 2S > TKB, 5K > 2S > TKB
|Light|| Normal|| Corner Kairagi confirm for light characters. |
Use delayed Bomber to knock down.
|_|| cS > 5H > 2D > 214214S,
c.S > 6P > cS > 2S > TKB, 5K > 2S (JD) jS > jH > jD, 2S > TKB
|Super-Heavy|| Normal||Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed).|
|_||5D, 8, j.D > j.D > j.K (JC) j.H > j.D > Bomber||Midscreen||121||All|| 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|| Normal||Tiny additional damage with slightly stricter cancel timing.|
|_||5D, 6, c.S > 5H > 6S-2||Midscreen||84||All|| Easy||Homing Dash into midscreen knockdown.|
|_||5D, 6, j.D > jD > j.D, 6P > 2S > TKB, 5K > 2S > TKB||Corner||144||Medium|| 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)||Super-Heavy|| Normal||Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown.|
|_||5D, 6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 2S TKB||Corner||148||Heavy|| Normal||Corner Dust route for Leo & Johnny with knockdown.|
|_||5D, 6, j.D > j.H > j.D, c.S TKB, delay 5K > c.S > TKB||Corner||138 (Elph)||Light|| Normal|| Corner Dust route for light characters. |
To reduce height for knockdown, do first j.D ASAP, and delay 5K.
|_||Throw, 6S||Midscreen||69||All|| Very Easy||Puny damage, but burst safe and universally knocks down.|
|_||Throw, 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||113||Most|| Easy|| The BnB throw combo, doesn't knock down. |
2S(2) either easily or completely whiffs on some characters.
|_||Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||116||Most|| Easy|| Alternate version of throw BnB for different hurtboxes. |
Works well on Ky, Zato, Venom, Jam, Jack-O, etc.
|_||Throw, 6K > 2S > TK Bomber||Midscreen||93||Most|| Normal|| Basic TKB combo for knockdown. |
Knockdown on lights (notably Elph) requires a very strict delay.
|_||Throw, 6K > 2S > TKB, 5P > 6S||Midscreen||113||Medium|| 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|| 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|| Hard||Most stable knockdown route for Elphelt.|
|_|| Throw, 66, 2H, 5K > 5P > 2S, delay j.S(2) > j.H > j.D,
2S, j.H > j.D > Bomber
|Midscreen||???||Millia|| 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|| Very Hard|| Full corner-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|| 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 > 6S-2||Corner||139||Medium|| 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|| 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
|Light|| Normal||Simple 3-rep loop for lights. Knocks down.|
|_|| Throw, c.S > TKB, c.S > TKB,
c.S > TKB, 5K > 2S(2) (JC) Bomber
|Light|| 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
|Light|| 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
|Light|| Normal||Easier variation for slightly less damage, works on all females.|
|_|| Throw, (66,) 5P > 6K(1) > 2S > TKB,
5P > 6K(1) > 2S > TKB, c.S > 6S-2
|Super-Heavy|| Hard|| Reliable 2-rep loop on super-heavies. |
Microdash on Kum, dash longer on Bed to connect TKB easier.
|_|| Throw, (66,) 5P > 6K(1) > 2S > TKB, 5P > 6K(1) > 2S > TKB,
c.S > 2S (JC) j.S > j.H > j.D, 2S > TKB
|Super-Heavy|| Hard|| 3x TKB + j.SHD filler = almost 50% meter gain. |
On Bedman, ...5K > 2S > (JC) j.S... is more consistent.
Instant Kill Combos
|100%||(X) > 6S~8, (RC) 66, Activate, IK||Any||All|| 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|| 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|| 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|| Normal||Same as above but without the burst safety before throw.|
|50%||5D, 6, Activate, IK||Corner||All|| 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|| Hard||A great use for the CH 5H confirm if you have mastered it.|
|CH, 50%||CH 6H, Activate, IK||Any||All|| Hard||Activate quickly after the 6H recovery (avoiding 6H RRC).|
|CH, 50%||CH 6S-8, Activate, IK||Any||All|| Very Hard||The CH Kyokusa must be quite meaty to leave enough time.|
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: ground throw, counterhit Raiei/6H/6P/3P, antiair confirms, Rensen-up/Benten/Rashousen 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 part 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 relaunches (aka "reps"), 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.
Relaunches are most commonly done with:
- (5K, c.S, 6P, 5P, or 6K) > 2S or 2S(1) > TKB
- (5K or 6P) > c.S > TKB
5K and c.S are the most stable normals in relaunch strings, former because it has the fastest startup and great hitbox, while latter because it has good damage, good hitbox, and decent startup. Normals like 5P and 6P (and even 6K) 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 and c.S (JC) jD, j6P can also give enough untech time to link into the next part while doing better damage than common TKB strings, but they are much more weight/hurtbox specific.
There are several different ways for finishing a Bomber loop:
- Final TK Bomber - This is by far the most universal and stable ender to get the knockdown, though it still requires proper height control (especially on light characters).
- Rensen-down - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD j.H/j.D), but connecting into it is quite character specific with 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 the full 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 an easy j.K (JC) j.H > j.D > Bomber can be a good choice, though high Guts rating can make it pointless (where multiple hits from Rensen-down would be more effective).
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 > c.S > 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 on light characters.
- Choose between different relaunch string normals:
- 5K, 5P, and 6P hit aerial opponents on their first active 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 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 big damage.
- j.D, j.6P link (now also known as "Axl Makes Revolution" thanks to Kaon) which can be used really diversely in both corner and midscreen (antiair 2S, Benten/Rensen-up RRC, corner throw, etc).
- j.S > j.H > j.D, aka "Ghetto Dustloop". Connecting the whole thing is very hurtbox and weight specific, but it is the most damaging type of combo filler (CH Raiei, midscreen/corner throw, etc).
- 5D, 6, j.D > j.D > j.D which combines the special properties of 5D (free cancel window) and j.D (long untech time + wallsplat) for the most efficient corner Dust combo starter.
- 4Gamer Wiki Basic Combos https://www.youtube.com/watch?v=AkiaEh9Z9_s
- Instant Kill Combos & Setups (JP) http://www.nicovideo.jp/watch/sm27207658