GGXRD-R2/Axl Low/Combos: Difference between revisions

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{{CharNav |charMainPage=GGXRD-R2/Axl Low
<center>{{Character Label|GGXRD-R2|Axl Low|size=42px}}</center>
|image=GGXRD-R_Axl_Icon.png
{{GGXRD-R2/CharacterLinks}}
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low
}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
{| class="wikitable"
{{Combo Notation
| game=GGXRD-R2
| additional=
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|{{clr|3|[4]6S}}]]
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|{{clr|2|623K}}]]
:'''Rashousen''' = [[GGXRD-R/Axl_Low#Spindle_Spinner|{{clr|4|41236H}}]]
:'''TKB''' = [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]
:'''Bomber''' = [[GGXRD-R/Axl_Low#Axl_Bomber|{{clr|4|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 specification (eg. ''{{clr|2|6K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}}'' is the same as ''{{clr|2|6K(2)}} > {{clr|3|2S(2)}} (JC) {{clr|3|j.S(2)}}'').
 
===Ground Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| {{clr|K|2K}} or {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 70 / 106 || All || {{clr|1|Very Easy}} || Axl's most stable bread-and-butter combo. {{clr|2|2K}} starter has 70% damage scaling. || [https://youtu.be/O8P185w_F6k Video Example]
|-
|-
! Combo Notation Guide
| {{clr|2|2K}} or {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 55 / 85 || All || {{clr|1| Very Easy}} || Compact combo for outside {{clr|3|c.S}} proximity range. || [https://youtu.be/IC7Rv6r2LgU Video Example]
|-
|-
|
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 131 || All || {{clr|1|Very Easy}} || Big close range combo for midscreen. || [https://youtu.be/Xp_I7CEdqM8 Video Example]
:{| class="wikitable" border="1"
|-
|-
| 7 {{7}}
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen~8 || Any || 161 || All || {{clr|1|Very Easy}} || Huge point-blank combo that prioritizes damage. <br> {{clr|5|2D}} whiffs on standing KY, MI, BA. {{clr|1|6P}} whiffs on crouching MI.  || [https://youtu.be/I-7Y26q56aY Video Example]
| 8 {{8}}
| 9 {{9}}
|-
|-
| 4 {{4}}
| {{clr|1|3P}} > {{clr|5|2D}} > Rensen || Any || 93 || All || {{clr|2|Easy}} ||  Doesn't connect on counterhit ({{clr|5|2D}} whiffs). <br/> Works well in short range ({{clr|1|3P}} has longer reach than {{clr|5|2D}}). || [https://youtu.be/1hImzIAp85A Video Example]
| 5 {{5}}
|-
| 6 {{6}}
| {{clr|1|3P}} > {{clr|4|2H}} > Rensen || Any || 97 || All || {{clr|1|Very Easy}} ||  Doesn't connect on counterhit (second hit of {{clr|4|2H}} whiffs). <br/> On crouching, connects even in max {{clr|1|3P}} range. || [https://youtu.be/Bz_cQ49A6OE Video Example]
|-
| {{clr|1|2P}} > {{clr|3|f.S}} > Rensen || Any || 96 || All || {{clr|1|Very Easy}} || {{clr|3|f.S}} > Rensen connects only in close range or on crouching. || [https://youtu.be/P1yMEHmUJwo7 Video Example]
|-
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > Rensen || Any || 125 || Standing || {{clr|1|Very Easy}} || Hitconfirm for the occasional grounded {{clr|2|6K}}. || [https://youtu.be/EgTACzbBEVU Video Example]
|-
| {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 148 || Standing || {{clr|1|Very Easy}} || Close range hitconfirm for grounded {{clr|2|6K}}. ||
|-
| {{clr|4|6H}}, {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 106 || All || {{clr|3| Medium}} || Linking {{clr|4|6H}} to {{clr|2|5K}} requires {{clr|4|6H}} to hit on late active frames (eg. meaty on wakeup). <br> {{clr|4|6H}} DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV. || [https://youtu.be/_y36M1ofqX0 Video Example]
|-
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > Rensen~2 || Corner || 144 || All || {{clr|1|Very Easy}} || Basic corner combo for Rensen-2 power. <br> Full hits may require delaying the followup (beware of OTG). || [https://youtu.be/gcUtefJD2lk Video Example]
|-
| {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Corner || 175 || All || {{clr|1|Very Easy}} || Hefty combo that gives you a strong knockdown. || [https://youtu.be/pyulcOgp7JE Video Example]
|-
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}{{D}} becomes 236{{D}}.
 
:'''>''' = Proceed from the previous move to the following move.
===Anti-Air Combos===  
:''',''' = Link the previous move into the following move.
:'''->''' = Cancel the previous special into a follow-up special.
:'''|> or ▷''' = After landing.
:'''j''' = [[GGXRD-R2/Movement#Air Movement|Jump]]
:'''hj''' = [[GGXRD-R2/Movement#Air Movement|High Jump]]
:'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]]
:'''CH''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Counter Hit]]
:'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]]
:'''(JC)''' = [[GGXRD-R2/Movement#Cancels|Jump Cancel]]
:'''(HJC)''' = [[GGXRD-R2/Movement#Cancels|High Jump Cancel]]
:'''(JI)''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]]
:'''(RC)''' = [[GGXRD-R2/Movement#Roman Cancel|(Red) Roman Cancel]]
:'''(YRC)''' = [[GGXRD-R2/Movement#Roman Cancel|Yellow Roman Cancel]]
:'''(PRC)''' = [[GGXRD-R2/Movement#Roman Cancel|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.
:<br/>
:'''Rensen''' = [[GGXRD-R/Axl_Low#Sickle_Flash|[4]6S]]
:'''Raiei''' = [[GGXRD-R/Axl_Low#Thunder_Shadow_Chain|623K]]
:'''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/>
|}
<br clear=all/>
==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 specification (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"
|-
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| AA ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 166 || All || {{clr|2|Easy}} || Bread-and-butter anti-air combo from {{clr|1|5P}} and {{clr|2|6K}}, no knockdown. <br/> {{clr|5|j.D}} and Bomber can whiff if the opponent is too high in the air. || [https://youtu.be/l5r9A4o4DUA Video Example]
|-
| AA {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Any || 121 || All || {{clr|2|Easy}} || {{clr|2|6K}} route when you're too far for connecting into {{clr|3|2S}}. <br/> Use (HJC) at high altitudes, notably on light characters. || [https://youtu.be/PPW5fZ9EKZU Video Example]
|-
| AA ({{clr|1|5P}}) > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Any || 107 || All || {{clr|2|Easy}} || Outdated route for long-range {{clr|2|6K}}, usable in rare cases where {{clr|2|j.6K}} would whiff. <br/> {{clr|3|j.S}}(1) and last {{clr|1|j.6P}} can whiff depending on opponent's hurtbox. || [https://youtu.be/6W80Fip5mMQ Video Example]
|-
| AA {{clr|3|2S}} (JC) {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 140 || All || {{clr|2|Easy}} || Easy and stable choice for a lower altitude {{clr|3|2S}} confirm. <br/> Can OS throw bursts by inputting {{clr|H|j.4H}} after jump cancelling {{clr|K|j.K}}. || [https://youtu.be/h3YH4NHws4w Video Example]
|-
| Low AA {{clr|3|2S}} > TKB || Any || 82 || All || {{clr|3|Medium}} || Basic low altitude [[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]] combo for knockdown. <br/> May require [[GGXRD-R2/Axl_Low/Combos#TK_Axl_Bomber_Loops|delaying the Bomber]]. || [https://youtu.be/bR6tN8l9ZK0 Video Example]
|-
| High AA {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any ||  202 || Most || {{clr|3|Medium}} || Basic high altitude TKB combo for big damage. || [https://youtu.be/IbG95PrndLU Video Example]
|-
| AA {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 161 || Medium || {{clr|3|Medium}} || Good for horizontal approaches (IADs), knocks down. <br/> Trades less against pre-emptive attacks than {{clr|3|2S}}, but doesn't reach nearly as high. || [https://youtu.be/TtIRXdkIGWs Video Example]
|-
|-
| _
| AA {{clr|3|2S}} (HJC) delay {{clr|5|j.D}}, {{clr|1|j.6P}} > Bomber || Midscreen || 126 || Medium || {{clr|4|Hard}} || High altitude {{clr|3|2S}} into decent damage, can knockdown at lower heights. <br/> Connecting {{clr|1|j.6P}} requires hitting {{clr|5|j.D}} around the same height as opponent. || [https://youtu.be/z2kdP3kulEc Video Example]
| *** || *** || *** || *** || *** || ***
|-
|-  
| AA {{clr|3|2S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 180 || Most || {{clr|4|Hard}} || Low altitude {{clr|3|2S}} into great damage and corner carry. <br/> Quite character specific. || [https://youtu.be/2RVdMJ5Q9dk Video Example]
|-
| High AA {{clr|3|2S}} > (Delay) TKB, (Delay) {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 191 || Medium || {{clr|3|Medium}} || TKB loop that reduces height for the knockdown.  <br> Extreme altitudes may require delaying initial TKB. || -
|-
| Low AA {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 199 || Medium || {{clr|3|Medium}} || TKB loop that increases height for more damage and knockdown.  || -  
|}
|}


==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 !! Video
|-
|-
| _
| Airdash {{clr|3|j.S}} (> {{clr|1|j.P}}/{{clr|4|j.H}}), {{clr|2|5K}} > {{clr|5|2D}} > Rensen || Any || 97-122 || All || {{clr|2|Easy}} || Connects a successful air dash {{clr|3|j.S}} into compact ground combo. <br/> At IAD height {{clr|4|j.H}} is usually possible, but {{clr|1|j.P}} may be needed instead if {{clr|3|j.S}}  hits too late. <br/> At lower air dash heights just {{clr|3|j.S}}  will suffice. || [https://youtu.be/BWv8Mjdwvko Video Example]
| 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.  
|-
|-
| _
| IAD {{clr|4|j.H}} > {{clr|5|j.D}}, (66) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 198 || All || {{clr|3|Medium}} || Launches the opponent for huge damage, but is risky on block because of {{clr|5|j.D}}. <br/> Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction. || [https://youtu.be/BKKu_TDj8p4Video Video Example]
| 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.
|-
|-
| _
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > delay Rensen~2 || Corner || 230 || Medium || {{clr|3|Medium}} || High damage TKB loop with a knockdown on actual medium weights (not LE, JO). <br> Practical choice for stun and {{clr|H|41236H}}(0) RRC combos. || [https://youtu.be/deq32sNhtWQ Video Example]
| 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).  
|-
|-
| _
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S(1)}} >  TKB, <br> delay {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|c.S}} > {{clr|3|2S}} (JC) delay TKB || Corner || 243 (EL) || Light || {{clr|4|Hard}} || High damage TKB loop with a knockdown on all light weights . <br> Replacing last {{clr|3|c.S}} with delay {{clr|K|5K}} makes the combo much easier for 4 less damage. || [https://youtu.be/49SEhcQKqwo Video Example]
| 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.
|-
|-
| _
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|3|2S(1)}} >  TKB, <br> {{clr|3|c.S}} > TKB, {{clr|1|5K}} > {{clr|3|2S}} > delay TKB || Corner || 250 (EL) || Light || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. || - 
| 2K > 2D > [4]6S || Any || 55 || All || <span style="color:blue">[2] Easy </span> || Compact 2K combo for literally "low" damage.
|-
|-
| _
| Late AD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} >TKB, <br> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > Bomber || Corner || 216 (BE) || Super-Heavy || {{clr|3|Medium}} || High damage TKB loop with a knockdown on all super-heavies. <br> On Bedman, delay the final {{clr|3|c.S}} and/or Bomber for the knockdown. || -
| 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.  
|-
|-
| _
| Very late AD {{clr|4|j.H}} > {{clr|5|j.D}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Corner || 237 (BE) || Super-Heavy || {{clr|4|Hard}} || First airdash {{clr|4|j.H}} > {{clr|5|j.D}} must be very low altitude in order to link into IAD {{clr|4|j.H}}. <br> On Kum, leave last {{clr|5|j.D}} out and go {{clr|4|j.H}} > Bomber || -
| 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.  
|-
|-
| _
| AA {{clr|3|j.S}} > {{clr|1|j.6P}} or {{clr|4|j.H}} > Bomber || Midscreen || 87-99 || All || {{clr|2|Easy}} || Basic air-to-air hitconfirm from {{clr|3|j.S}}. || -
| 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.
|-
|-
| _
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC)  {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 168 || All || {{clr|2|Easy}} || Connects a close range, low altitude airhit {{clr|3|j.S}} into BnB antiair combo. || -
| 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.
|-
|-
| _
| Low AA {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|2|6K}} (HJC)  {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 147 || All || {{clr|2|Easy}} || Connects a far range range, low altitude airhit {{clr|3|j.S}} into long range antiair combo. || -
| 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).  
|-
|-
| _
| Low AA {{clr|2|j.6K}} > Bomber, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 190 || All || {{clr|3|Medium}} || Connects a low altitude airhit {{clr|2|j.6K}} into Bomber loops. || -
| 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==  
===Counterhit Starter 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 !! Video
|-
| AA CH {{clr|1|5P}} or CH {{clr|2|6K(1)}} > {{clr|4|214H}}~PKPKPK || Any || 155 || All || {{clr|3|Medium}} || Air counterhit {{clr|1|5P}}/{{clr|2|6K(1)}} confirm into Haitaka, easy to buffer in long range. <br/> Adjust height with different follow-ups for knockdown. || -
|-
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 162 || All || {{clr|2|Easy}} || {{clr|3|2S}} whiffs if the opponent is too far. || -
|-
|-
| _
| CH {{clr|1|3P}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 166 || All || {{clr|3|Medium}} || {{clr|1|3P}} to {{clr|2|5K}} link is a bit tight, but has more range than {{clr|1|3P}} to {{clr|3|f.S}} gatling. || -
| (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, no knockdown. <br/> j.D and Bomber can whiff if the opponent is too high in the air.
|-
|-
| _
| CH {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, <br> {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 209 || Medium || {{clr|3|Medium}} || Against Axl, replace finisher with {{clr|2|5K}} > {{clr|3|2S}} > (Delay) Rensen~2. || -
| 6K (JC) j.6P > j.6K > Bomber || Midscreen || 121 || All || <span style="color:green">[3] Normal</span> || 6K route when you're too far for connecting into 2S. <br/> Use (HJC) at high altitudes, notably on light characters.
|-
|-
| _
| CH {{clr|1|6P}} > {{clr|2|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S(1)}} > TKB, <br/> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 218 || Medium || {{clr|4|Hard}} || Huge damage with a knockdown if you can confirm the CH. <br/> Lots of corner carry as well. || [https://youtu.be/-PcaymHGTjg Video Example]
| (5P) > 6K (HJC) j.6P > j.S(1) > j.6P || Midscreen || 107 || All || <span style="color:green">[3] Normal</span> || Old route for long-range 6K. <br/> jS(1) and last j.6P can whiff depending on opponent's hurtbox type.
|-
|-
| _
| CH {{clr|2|623K}}, {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 184 || All || {{clr|2|Easy}} || Similar to throw BnB, but lacks the damage proration. <br/> {{clr|2|6K}} can whiff depending on range/character (use 66, {{clr|2|5K}} > {{clr|1|5P}} instead). || [https://youtu.be/M0HXvRvBHkA Video Example]
| 2S (JC) j.K (JC) j.H > j.D > Bomber || Midscreen || 140 || All || <span style="color:blue">[2] Easy</span> || Easy and stable choice for a lower altitude 2S confirm.  
|-
|-
| _
| CH {{clr|2|623K}}, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 194 || Medium || {{clr|3|Medium}} || Dash before {{clr|1|5P}} to connect easier on some characters. || [https://youtu.be/2qEhJ5UcdP46 Video Example]
| 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.
|-
|-
| _
| CH {{clr|4|5H}}, {{clr|2|5K}}, {{clr|5|2D}} > Rensen || Any || 117 || All || {{clr|2|Easy}} || Simple counterhit {{clr|4|5H}} confirm for close range. || [https://youtu.be/WlWSkz8Q1p8 Video Example]
| 2S (HJC) delay j.D, j.6P > Bomber || Midscreen || 126 || Medium || <span style="color:red">[4] Hard </span> || High altitude 2S into good damage and knockdown. <br/> Connecting j.6P requires hitting j.D at  around same height as opponent.
|-
|-
| _
| CH {{clr|4|5H}} > {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 177 || All || {{clr|4|Hard}} || While easy execution wise, the actual CH {{clr|5|5D}} hitconfirm is hard. || [https://youtu.be/3IL0rsTR_cA Video Example]
| 2S (JC) j.D, j.6P, 5P > 6K (HJC) j.6P > j.6K > Bomber || Midscreen || 180 || Most || <span style="color:red">[4] Hard </span> || Low altitude 2S into great damage and corner carry. <br/> Less stable route after 6K for more damage: (JC) j.6K > j.H > Bomber (186)
|-
|-
| _
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 197 || Medium || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for medium weights with a knockdown. || [https://youtu.be/UNiOmed6CVg Video Example]
| 2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 210 <br/> (I-No) || Light || <span style="color:green">[3] Normal || Light characters' float can trade the knockdown for extra damage.  
|-
|-
| _
| CH {{clr|4|5H}} > {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 193 (EL) || Light || {{clr|4|Hard}} || Counterhit {{clr|4|5H}} corner combo for light weights with a knockdown. || -
| 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.
|-
| CH {{clr|4|2H(2)}}, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 167 || Most || {{clr|2|Easy}} || Hitconfirm for the rare close range CH {{clr|4|2H(2)}}.  || -
|-
| CH {{clr|4|2H(2)}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, delay {{clr|1|5P}} > Rensen || Midscreen || 180 || Medium || {{clr|3|Medium}} || Hitconfirm for CH {{clr|4|2H(2)}} on certain medium weights.  || -
|-
| CH {{clr|4|2H(2)}} > Rensen-2 || Any || 117 || Pot || {{clr|1|Very Easy}} || Useful for when Hammerfall absorbs the first hit of {{clr|4|2H(2)}}.  || -
|-
| CH {{clr|4|6H}}, {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber  || Midscreen || 165 || All || {{clr|2|Easy}} || Similar to throw BnB for simple damage. || -
|-
| CH {{clr|4|6H}}, {{clr|3|623K}}, {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 195 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters. Beware of Raiei sideswitch. || -
|-
| CH {{clr|4|6H}}, IAD {{clr|4|j.H}} > {{clr|5|j.D}}, 66, {{clr|3|c.S}} > TKB, <br> (delay) {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 205 (EL) || Light || {{clr|3|Medium}} || CH 6H route on light characters with a knockdown. <br> Corner carries even from round start distance.  || -
|-
| AA CH {{clr|5|5D}}, (66), {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 99 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for long range {{clr|5|5D}}. ||
|-
| AA CH {{clr|5|5D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}} (JC) {{clr|1|j.6P}} > {{clr|2|j.6K}} > Bomber || Midscreen || 129 || All || {{clr|2|Easy}} || Antiair CH hitconfirm for close range {{clr|5|5D}}. ||
|-
| AA CH {{clr|5|5D}}, (66), {{clr|3|2S}} > TKB, (delay) {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 139 || Medium || {{clr|3|Medium}} || Example of AA CH {{clr|5|5D~6}} into Bomber loops on medium weights.  ||
|-
| AA CH {{clr|2|j.K}}, (66), ({{clr|1|5P}}) > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 164 || All || {{clr|2|Easy}} || Falling counterhit {{clr|2|j.K}} into BnB antiair combo. ||
|}
|}


==Air to Ground/Air Combos==
===Roman Cancel 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 !! Video
|-
|-
| _
| Rensen (YRC) (66), {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 122 || All || {{clr|2|Easy}} || Easy throw-like Rensen YRC combo for close range. ||
| 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.  
|-
|-
| _
| (X) > Rensen~8 (RRC) delay {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 129 || All || {{clr|2|Easy}} || Easy throw-like Rensen-8 RRC combo. <br> Delay {{clr|K|6K}} until RRC proration fades for full damage. || [https://youtu.be/AlLXd8Cj79g Video Example]
| 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. 
|-
|-
| _
| (X) > Rensen~8 (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 136 || All || {{clr|2|Easy}} || Easy Rensen-8 RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || [https://youtu.be/CtzYEDJ7Ae0 Video Example] 
| 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.  
|-
|-
| _
| (X) > Rensen~8 (RRC) delay IAD, delay {{clr|5|j.D}}, {{clr|2|6K}} > {{clr|3|2S}} > TKB || Midscreen || 123 || Medium || {{clr|3|Medium}} || Knockdown by itself, in corner links into {{clr|K|5K}} or {{clr|P|5P}} > {{clr|3|2S}} > TKB. <br> Whiff {{clr|4|5H}} after RC for IAD timing and delay {{clr|5|j.D}} for more untech time. || [https://youtu.be/_xEMq_Cat_c Video Example]
| 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.
|-
|-
| _
| {{clr|2|623K}} (RRC) {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 160 || All || {{clr|2|Easy}} || Easy throw-like Raiei RRC combo. || [https://youtu.be/uGtlT--IGbM Video Example] 
| 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.
|-
|-
|}
| {{clr|2|623K}} (RRC) {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 155 || Medium || {{clr|3|Medium}} || Raiei RRC into {{clr|P|5P}} > Rensen knockdown for mediums. || [https://youtu.be/39FIfmfAOCE Video Example]
 
==Counterhit Starter Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
| {{clr|3|623S}} (RRC) (66), {{clr|K|6K}} > {{clr|S|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} > Bomber || Any || 141 || All || {{clr|2|Easy}} || Easy throw-like Benten RRC combo. || -
|-
|-
| _
| {{clr|3|623S}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 140 || All || {{clr|2|Easy}} || Easy Benten RRC combo with a fullscreen knockdown. <br> Knockdown requires delaying Haitaka hits properly. || - 
| 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).  
|-
|-
| _
| {{clr|4|6H}} (RRC) 66, {{clr|1|6P}} > {{clr|S|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 127 || All || {{clr|2|Easy}} || Easy non-counterhit {{clr|4|6H}} RRC combo. || -
| 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.  
|-
|-
| _
| {{clr|4|6H}} (RRC) {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|3|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 152 || All || {{clr|2|Easy}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || -
| 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.  
|-
|-
| _
| {{clr|4|6H}} (RRC) {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, <br> {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 168 || Medium || {{clr|3|Medium}} || Link to {{clr|5|5D}} after landing is harder on standing opponents. || -
| 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.
|-
|-
| _
| {{clr|4|41236H}} (RRC) {{clr|H|214H}}~{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} || Any || 169 || All || {{clr|2|Easy}} || Do {{clr|1|P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}}{{clr|3|S}}{{clr|2|K}} for knockdown on lights. <br> Delay Haitaka until RRC proration fades for full damage. || -
| 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.
|-
|-
| _
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> {{clr|K|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|H|j.H}} > {{clr|D|j.D}} Bomber || Any || 199 || All || {{clr|2|Easy}} || Universal "0-hit" Rashousen RRC combo for big damage. <br> RRC after the chain grabs the opponent and before Axl scoops them. || -
| 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.  
|-
|-
| _
| {{clr|4|41236H(0)}} (RRC) (66), late AD {{clr|H|j.H}} > {{clr|D|j.D}}, <br> 66, {{clr|1|6P}} > {{clr|3|c.S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > {{clr|3|2S}} > TKB, {{clr|K|5K}} > {{clr|1|5P}} > Rensen~2 || Corner || 231 || Medium || {{clr|3|Medium}} || "0-hit" Rashousen RRC combo on mediums with knockdown. <br> During RRC, opponent can be pushed into corner. || -
| 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.  
|-
|-
|}
|}


==Roman Cancel 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 !! Video
|-
|-
| _
| {{clr|2|5K}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Any || 180 || All || {{clr|1|Very Easy}} || Useful outside {{clr|3|c.S}} range, but being too far may cause OTG hits. ||
| c.S > 5H > 2D > [4]6S-8 (RC) <br/> delay, IAD, delay, j.D, 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.
|-
|-
| _
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 188 || All || {{clr|1|Very Easy}} || Quick yet damaging 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). ||
| 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).  
|-
|-
| _
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} || Midscreen || 216 || All || {{clr|1|Very Easy}} || Easy yet powerful 50% combo with a decent knockdown. <br/> Against corner, pushback causes OTG hits (low damage + opponent can tech out). || [https://youtu.be/TwX5gg99K_0 Video Example]
| 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.  
|-
|-
| _
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 157 / 166 || All except <br> KY, MI, BA,  || {{clr|2|Easy}} || While difficult, {{clr|1|2P}} can be hitconfirmed even in max range. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works).  ||
| 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.  
|-
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, (66), {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 158 / 167 || All except <br> MA, MI, CH, BA || {{clr|2|Easy}} || Point-blank {{clr|2|6K}} whiffs on FA, SL, JC; space carefully or use {{clr|1|6P}} instead.  || [https://youtu.be/NnNNoSDV4kQ Video Example]
|-
| {{clr|1|2P}} or {{clr|1|3P}} or {{clr|3|f.S}} > {{clr|3|214214S}}, 66, {{clr|4|5H}} > {{clr|5|2D}} > Rensen~2 || Any || 161 / 170 || All except RA  || {{clr|3|Medium}} || Make sure to press {{clr|4|5H}} in neutral to avoid throwing ({{clr|4|4H}} / {{clr|4|6H}}). <br/> {{clr|4|5H}} needs to hit point-blank to connect {{clr|5|2D}} > [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 on certain characers]].  ||
|-
| {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> (66), {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Any || 174 || All || {{clr|2|Easy}} || Universal {{clr|5|2D}} > Kairagi combo. <br> Post-Kairagi part builds ~18% meter. || -
|-
| {{clr|3|j.S}} > {{clr|1|j.6P}}, {{clr|1|5P}} > {{clr|3|214214S}}, 66, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen || Any || 162 || Standing || {{clr|2|Easy}} || Standing hitconfirm for post-jump range where only {{clr|1|5P}} reaches. <br/> On Ky, Millia, and Baiken, {{clr|5|2D}} whiffs ({{clr|4|5H}} > Rensen still works).  ||
|-
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br/> {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|2|6K(1)}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB || Corner || 212 || Medium || {{clr|3|Medium}} || Corner Kairagi confirm for great damage and tension build. <br/> Use {{clr|2|5K}} > {{clr|3|c.S}} > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc). || [https://youtu.be/MQGonV6qBsc Video Example]
|-
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|1|3P}} > {{clr|3|f.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 204 <br> (Elph) || Light || {{clr|3|Medium}} || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down. || [https://youtu.be/leN0ckfMghc9 Video Example]
|-
| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|214214S}}, <br> {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} (JD) jS > jH > jD, {{clr|3|2S}} > TKB || Corner || 200 <br> (Bed) || Super-Heavy || {{clr|3|Medium}} || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). || [https://youtu.be/3tILGk7fCag Video Example]
|-
|-
| {{clr|2|623K}}, {{clr|3|214214S}}, 66, {{clr|1|5P}} > {{clr|2|6K}} > delay {{clr|3|2S}} > TKB, <br> {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > delay TKB || Midscreen || 202 || All except <br/> FA, RV, AN || {{clr|5|Very Hard}} || Raiei link into Kairagi, knockdown on medium weights. <br> Dash should be generally long, but short on Zato to avoid whiffing {{clr|1|5P}}.  || [https://twitter.com/HeavyPanP/status/980306326034067456 Video Example]
|}
|}


==Overdrive Combos==
===Dust 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 !! Video
|-
|-
| _
| {{clr|5|5D~8}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|1|j.6P}} > {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 125 || All || {{clr|2|Easy}} || Basic Dust combo for midscreen. || [https://youtu.be/atOi-5E88Z0 Video Example]
| c.S > 5H > 2D > 2363214H || Midscreen || 216 || All || <span style="color:blue">[2] Easy </span> || Easy and damaging close range punish with decent knockdown. <br/> Good against low health (OD minimum damage, 7 hits).  
|-
|-
| _
| {{clr|5|5D~6}}, {{clr|3|c.S}} > {{clr|4|5H}} > Rensen~2 || Midscreen || 84 || All || {{clr|2|Easy}} || Midscreen Dust (Homing Dash) combo for a knockdown. || [https://youtu.be/J7teg08CAaQ Video Example]
| 2P > 214214S, 66, 6K > c.S > 5H > 2D > [4]6S || Any || 158 || Most || <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).  
|-
|-
| _
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 144 || Medium || {{clr|3|Medium}} || Corner Dust into big damage and knockdown. || [https://youtu.be/DmPLgljRoDI Video Example] 
| c.S > 5H > 2D > 214214S, <br/> c.S > 5P > 6K(1) > 2S > TKB, cS > 2S > TKB || Corner || 212 || Medium || <span style="color:green">[3] Normal </span> || Corner Kairagi confirm for great damage and tension build. <br/> Use 5K > cS > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc).
|-
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|2S}} TKB || Corner || 134 (Pot)|| Super-Heavy || {{clr|3|Medium}} || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. || [https://youtu.be/Z9i5Dl9IHuA Video Example]
|-
|-
| _
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}, {{clr|1|6P}} > {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} TKB || Corner || 148 || Heavy || {{clr|3|Medium}} || Corner Dust route for Leo & Johnny with knockdown. || [https://youtu.be/n-tn4HzUv2Y Video Example]
| c.S > 5H > 2D > 214214S, <br> 3P > fS > 2S > TKB, 5K > 2S > TKB || Corner || 204 <br> (Elph) || Light || <span style="color:green">[3] Normal </span> || Corner Kairagi confirm for light characters. <br> Use delayed Bomber to knock down.
|-
| _
| cS > 5H > 2D > 214214S, <br> c.S > 6P > cS > 2S > TKB, 5K > 2S (JD) jS > jH > jD, 2S > TKB || Corner || 200 <br> (Bed) || Super-Heavy || <span style="color:green">[3] Normal </span> || Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed).
|-
|-
| {{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|c.S}} TKB, delay {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 138 (Elph) || Light || {{clr|3|Medium}} || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first {{clr|5|j.D}} ASAP, and delay {{clr|2|5K}}. || [https://youtu.be/_F2ibMuaVsI Video Example]
|}
|}


==Dust 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"
|-
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Video
|-
| Throw, Rensen || Midscreen || 69 || All || {{clr|1|Very Easy}} || Puny damage, but burst safe and universally knocks down. || [https://youtu.be/FzXhn1ZHVAA Video Example]
|-
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 113 || All || {{clr|2|Easy}} || Bread-and-butter throw combo, doesn't give a knockdown. <br/> Microdash for Jam, dash for Jack-O.  || [https://youtu.be/ED8D2GXJfK8 Video Example]
|-
|-
| _
| Throw, 66, ({{clr|2|5K}}) > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 116 || All || {{clr|2|Easy}} || Alternative version of throw BnB. <br/> Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc. || [https://youtu.be/ED8D2GXJfK8 Video Example]
| 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.
|-
|-
| _
| Throw, (66), {{clr|2|6K}} > {{clr|3|2S}} > (delay) TKB || Midscreen || 93 || All || {{clr|3|Medium}} || Basic TK Bomber combo for a knockdown. <br/> Dash required for JA & JC. Delay TKB on light characters for knockdown. || [https://youtu.be/VGaxufuoRbk Video Example]
| 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.  
|-
|-
| _
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 113 || Medium || {{clr|3|Medium}} || More damage and a far knockdown for IAD {{clr|3|j.S}} safejumps. || [https://youtu.be/VGaxufuoRbk Video Example]
| 5D, 6, c.S > 5H > [4]6S-2 || Midscreen || 84 || All || <span style="color:blue">[2] Easy || Homing Dash into midscreen knockdown.  
|-
|-
| _
| Throw, (66,) {{clr|2|6K}} > {{clr|3|2S}} (vertical JC) delay {{clr|3|j.S}} > Bomber ||  Midscreen || 99 || Light || {{clr|4|Hard}} || Midscreen route for knockdown on lights. <br/> On Jam and Jack-O, microdash after the throw. || [https://youtu.be/fi4diYPKft08 Video Example]
| 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)|| Super-Heavy || <span style="color:green">[3] Normal || Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown.
|-
|-
| _
| Throw, 66, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|3|2S}} (JC) delay {{clr|3|j.S}} > Bomber ||  Midscreen || 99 || Elph || {{clr|4|Hard}} || Most stable knockdown route for Elphelt. || [https://youtu.be/JMxhZZG1tSA Video Example]
| 5D, 6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 2S TKB || Corner || 148 || Heavy || <span style="color:green">[3] Normal || Corner Dust route for Leo & Johnny with knockdown.
|-
|-
| _
| Throw, 66, {{clr|2|5K}} or {{clr|1|5P}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, microdash {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Midscreen || 115 / 121 || Potemkin ||{{clr|4|Hard}} || Full corner-carry Dustloop with a knockdown. <br/> The first {{clr|2|5K}} or {{clr|1|5P}} must be hit as low as possible. || [https://youtu.be/dhYLdFlp9zQ Video Example]
| 5D, 6, j.D > j.H > j.D, c.S TKB, delay 5K > c.S > TKB || Corner || 138 (Elph) || Light || <span style="color:green">[3] Normal || Corner Dust route for light characters. <br/> To reduce height for knockdown, do first j.D ASAP, and delay 5K.
|}
 
==Throw Combos==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! # !! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB ||  Corner || 136 || Medium || {{clr|3|Medium}} || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber. || -
|-
|-
| _
| Throw, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|1|5P}} > Rensen-2 ||  Corner || 139 || Medium || {{clr|3|Medium}} || Alternative ender for the Bomber loops. || -
| Throw, [4]6S || Midscreen || 69 || All || <span style="color:lightblue">[1] Very Easy</span> || Puny damage, but burst safe and universally knocks down.  
|-
|-
| _
| Throw, {{clr|1|6P}} > TKB, {{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|j.6P}}, {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > TKB || Corner || 143 || Medium || {{clr|4|Hard}} || Flashy AMR route for knocksdown + damage. <br> {{clr|1|6P}} is replaceable with {{clr|3|c.S}}, but makes jD whiff on Ky, Zato, Venom. || -
| 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(2) either easily or completely whiffs on some characters.
|-
|-
| _
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB || Corner || 128 <br/> (Elph) || Light || {{clr|3|Medium}} || Simple 3-rep loop for lights. Knocks down. || -
| Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber || Midscreen || 116 || Most || <span style="color:blue">[2] Easy</span> || Alternate version of throw BnB for different hurtboxes. <br/> Works well on Ky, Zato, Venom, Jam, Jack-O, etc.
|-
|-
| _
| Throw, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|3|c.S}} > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB || Corner || 146 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown for all light characters. <br> Requires strict timing to connect everything, finish with delayed Bomber. || -
| 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, delay {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}}(1) > TKB, {{clr|2|5K}} > {{clr|3|2S}} > delay TKB ||  Corner || 145 <br/> (Elph) || Light || {{clr|4|Hard}} || 4-rep loop knockdown with slightly more leeway. <br> Delayed {{clr|3|c.S}} lowers height for knockdown. Doesn't work on I-No, May. || -
| 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, 66, {{clr|3|c.S}} > TKB, {{clr|3|c.S}} > TKB, <br> {{clr|2|5K}} > {{clr|3|2S}} > TKB, {{clr|2|5K}} > {{clr|3|c.S}} > TKB || Corner || 144 <br/> (Elph) || Light || {{clr|3|Medium}} || Easier variation for slightly less damage, works on all lights. || -
| 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, (66,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|3|c.S}} > Rensen~2 || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier. || -
| 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,) {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, {{clr|1|5P}} > {{clr|2|6K}}(1) > {{clr|3|2S}} > TKB, <br> {{clr|3|c.S}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, {{clr|3|2S}} > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || {{clr|4|Hard}} || 3x TKB + {{clr|3|j.S}}HD filler = almost 50% meter gain. <br> On Bedman, ...{{clr|2|5K}} > {{clr|3|2S}} > (JC) {{clr|3|j.S}}... is more consistent. || -
| 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.
|}
 
===Parry ({{clr|P|214P}}/{{clr|K|K}}) Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
| _
! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes
| Throw, 66, 5K > 2S (JC) j.S > j.H > j.D, microdash, jump j.S > j.H > j.D, <br/> jump j.S > j.H > j.D, jump j.S > j.H > j.D, 2S > TKB || Midscreen || 115 || Potemkin || <span style="color:darkred">[5] Very Hard</span> || Full corner-carry Dustloop with a knockdown. <br/> The first 5K must be hit as low as possible.
|-
|-
| _
| Parry, {{clr|2|5K}} > {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 155 || All || {{clr|2|Easy}} || Basic, easy to execute parry route without a knockdown.  
| Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > c.S > TKB || Corner || 136 || Medium || <span style="color:green">[3] Normal</span> || Basic 3-rep Bomber loop. Knocks down. <br/> Mind the link timing after landing recovery of Bomber.
|-
|-
| _
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > TKB || Midscreen || 130 || All || {{clr|3|Medium}} || Guaranteed knockdown for reduced damage.  
| 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.  
|-
|-
| _
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, {{clr|1|5P}} > Rensen || Midscreen || 156 || Medium || {{clr|3|Medium}} || {{clr|P|5P}} > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN. <br/> Sin and Johnny require delaying {{clr|S|2S}}.  
| 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.  
|-
|-
| _
| Parry, {{clr|1|5P}} > {{clr|2|6K}} > {{clr|3|2S}} > TKB, <br/> {{clr|1|5P}} > {{clr|2|6K}} (HJC) {{clr|1|j.6P}} > {{clr|3|j.S(1)}} > {{clr|1|j.6P}} || Midscreen || 169 || IN || {{clr|3|Medium}} || I-no only route, mostly useful to get that slight <br/> extra damage to close a round.
| 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.
|-
|-
| _
| Parry, {{clr|3|2S}} (JC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> ({{clr|2|6K}}) > {{clr|3|2S}} > TKB || Midscreen || 148 (BE) || BE, KU || {{clr|4|Hard}} || Bedman and Kum specific route that gives knockdown and more damage. <br/> {{clr|2|6K}} addition still gives knockdown on Kum.  
| 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.
|-
|-
| _
| Parry, {{clr|2|5K}} > {{clr|3|2S}} (HJC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > <br/> {{clr|3|2S}} > TKB || Midscreen || 155 || SO, AX, SL, <br> SI, FA || {{clr|4|Hard}} || Knockdown route for a few midweight with decent damage. <br/> You can use {{clr|1|5P}} instead of {{clr|2|5K}} on Faust.
| 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.
|-
|-
| _
| Parry, {{clr|3|2S}}(1) (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br> {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 149 || PO ||{{clr|5|Very Hard}} || Stylish combo that gives great damage and Knockdown on Potemkin only. <br/> Look at the [http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Axl_Low/Combos&action=edit#Video_Examples Video Examples] category for a demo.
| 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 variation for slightly less damage, works on all females.
|-
|-
| _
| Parry, {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 179 || RA ||{{clr|5|Very Hard}} || Ramlethal Only, probably the hardest in that list <br/> because of how hard it is to consistently land {{clr|3|2S}} after parry.
| Throw, (66,) 5P > 6K(1) > 2S > TKB, <br/> 5P > 6K(1) > 2S > TKB, c.S > [4]6S-2 || Corner || 126 <br/> (Pot) || Super-Heavy || <span style="color:red">[4] Hard</span> || Reliable 2-rep loop on super-heavies. <br/> Microdash on Kum, dash longer on Bed to connect TKB easier.
|-
|-
| _
| Parry, {{clr|1|5P}} > {{clr|3|2S}} (HJC) {{clr|3|j.2S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, <br/> {{clr|2|6K}} > {{clr|3|2S}} (HJC) {{clr|4|j.H}} > {{clr|5|j.D}} > Bomber || Midscreen || 207 || MI ||{{clr|5|Very Hard}} || Millia only route, {{clr|1|5P}} has to be done ASAP so you can combo into {{clr|3|2S}}. <br/> The first {{clr|5|j.D}} has to be delayed so you can relaunch with {{clr|2|6K}}.
| Throw, (66,) 5P > 6K(1) > 2S > TKB, 5P > 6K(1) > 2S > TKB, <br> c.S > 2S (JC) j.S > j.H > j.D, 2S > TKB || Corner || 126 <br/> (Pot) || Super-Heavy || <span style="color:red">[4] Hard</span> || 3x TKB + j.SHD filler = almost 50% meter gain. <br> On Bedman, ...5K > 2S > (JC) j.S... is more consistent.
|}
|}


==Instant Kill Combos==
===Instant Kill 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 !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Works on: !! Meter: !! Difficulty !! Notes !! Video
|-
|-
| 100%
| {{clr|4|41236H}} (0), (RRC) Activate, IK || Any || All || 100% || {{clr|1|Very Easy}} || Burst safe due to the throw state of 0-hit Rashousen. <br/> Holds the opponent long enough to even taunt before the IK. || [https://youtu.be/Z5imtLZQ3Kc Video Example]
| (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%
| Ground string > Rensen~8 (RRC) (66), Activate, IK || Any || All || 100% || {{clr|2|Easy}} || Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing. <br/> IK attack has great range, so the dash can be left quite short. || [https://youtu.be/JjHryANmKUw Video Example]
| Throw, 6K > 2S > TK Bomber (RC) airdash, land, 66, Activate, IK || Any || Light || <span style="color:green">[3] Normal || The pre-RC part builds lot of meter, so you don't have to be quite 100%. <br/> Be prepared to block their burst during/after Bomber RC part.
|-
|-
| Throw, {{clr|2|6K}} > {{clr|3|2S}} > TKB (RRC) airdash, land, (66), Activate, IK || Any || Light || 100% || {{clr|3|Medium}} || The pre-RC part builds some meter, so you don't have to start with 100%. <br/> Be prepared to block their burst during/after Bomber RC part. || [https://youtu.be/E4vIqi-jy6Y Video Example]
| 100%
| (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%
| Ground string > {{clr|3|214214S}}, 66, Activate, Throw, IK || Corner || All || 100% || {{clr|3|Medium}} || Safe from bursts once you connect the Kairagi. <br/> Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny. || [https://youtu.be/2OqzXGWrH9g Video Example]
| (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%
| 5D, 6, Activate, IK || Corner || All || <span style="color:blue">[2] Easy || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close.
|-
|-
| CH, 50%
| {{clr|5|5D~6}}, Activate, IK || Corner || All || 50% || {{clr|2|Easy}} || If you land a corner Dust, this is an easy confirm. <br/> Vulnerable to bursts since you have to be close. || [https://youtu.be/ywsE7aGC5q8 Video Example]
| CH 5H > 5D, 6, Activate, IK || Corner || All || <span style="color:red">[4] Hard || A great use for the CH 5H confirm if you have mastered it.
|-
|-
| CH, 50%
| CH {{clr|4|6H}}, Activate, IK || Any || All || 50% || {{clr|4|Hard}} || Activate immediately after the {{clr|4|6H}} recovery (avoiding {{clr|4|6H}} RRC). || [https://youtu.be/WL1WfhA0mbA Video Example]
| CH 6H, Activate, IK || Any || All || <span style="color:red">[4] Hard || Activate quickly after the 6H recovery (avoiding 6H RRC).
|-
| CH, 50%
| 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. 
|-
|-
| Throw, Activate, {{clr|2|5K}} > {{clr|3|2S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}, IK || Corner || Pot || 50% || {{clr|3|Medium}} || Pot specific route from corner throw.  || 
|}
|}


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Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br>  
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents. <br>  
The basic structure can be divided into three parts:
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.
*'''Starter''': the move that initially launches the opponent in the air with enough hitstun for a link to something else:  
**Ground throw, Air throw RRC
**Counterhit {{clr|4|6H}} / {{clr|1|6P}} / {{clr|1|3P}}, CH Raiei, CH Rensen~8
**Antiair / air-to-air hitconfirms ({{clr|3|2S}}, {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|j.S}}, {{clr|2|j.6K}} etc.)
**Rensen~8 / Benten / Rashousen {{clr|4|RRC}}
**{{clr|5|2D}} > Kairagi
**Rensen {{clr|yellow|YRC}}
**Parries (both {{clr|1|214P}} and {{clr|2|214K}})
**Antiair Blitz
**{{clr|5|5D~6}} and {{clr|5|j.D}}
**Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH {{clr|4|2H(2)}} (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|TK Bomber]]''' that links into another relaunch (hence "loop") or the ender.
*'''Relaunch''': a string of normals eventually canceled into a '''[[GGXRD-R2/Axl_Low/Strategy#TK_Axl_Bomber|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).
*'''Ender''': the final part that secures a knockdown or something else like damage or positioning when preferred.
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. <br/>
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. <br/>


====Relaunch====
====Relaunch====
Relaunches are most commonly done with:  
Relaunches are most commonly done with:  
*(5K, c.S, 6P, 5P, or 6K) > '''2S''' or '''2S(1)''' > TKB
*({{clr|2|5K}}, {{clr|3|c.S}}, {{clr|1|6P}}, {{clr|1|5P}}, or {{clr|2|6K}}) > '''{{clr|3|2S}}''' or '''{{clr|3|2S}}(1)''' > TKB
*(5K or 6P) > '''c.S''' > TKB  
*({{clr|2|5K}} or {{clr|1|6P}}) > '''{{clr|3|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. <br> 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.
'''{{clr|2|5K}}''' and '''{{clr|3|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 '''{{clr|1|5P}}''' and '''{{clr|1|6P}}''' (and even '''{{clr|2|6K}}''') have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. '''{{clr|3|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 {{clr|3|2S}}(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means '''{{clr|2|5K}} > {{clr|3|c.S}} > TKB''' is a more stable finisher, though getting a knockdown with it can be harder depending on the situation. <br> 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 '''{{clr|3|c.S}} (JC) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}''' and '''{{clr|3|c.S}} (JC) {{clr|5|j.D}}, {{clr|1|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.


====Ender====
====Ender====
There are several different ways for finishing a Bomber loop:
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).  
*'''Final TK Bomber''' - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (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.  
*'''Rensen-down''' - Does slightly more damage and gives a knockdown with crossup potential (eg. Raiei, IAD {{clr|4|j.H}}/{{clr|5|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.
*'''Sickle Storm''' - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).
*'''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.
*'''Fullscreen pushback''' - By utilizing an aerial string with back-jump cancel and {{clr|1|j.6P}}, 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).
*'''Damage''' - When finishing the opponent, going for an easy {{clr|2|j.K}} (JC) {{clr|4|j.H}} > {{clr|5|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).


====Height Control====
====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/>  
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:
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)
*Extend the relaunch by adding normals for higher height and more damage, eg. {{clr|2|5K}} > {{clr|3|c.S}} > {{clr|1|5P}} > {{clr|3|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)
*Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. {{clr|3|c.S}} > TKB (1 hit 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 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.
*Delay the last Bomber after the second hit of {{clr|3|2S}} (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.
*Choose between different relaunch string normals:
*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.
**{{clr|2|5K}}, {{clr|1|5P}}, and {{clr|1|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.
**{{clr|3|c.S}} and {{clr|3|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===
==={{clr|5|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. <br>  
{{clr|5|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 {{clr|5|j.D}}, you may recover fast enough to link into {{clr|1|5P}}, {{clr|3|c.S}}, {{clr|3|2S}}, or even a microdash {{clr|3|j.S}}. <br>  
Examples of j.D usage:
Examples of {{clr|5|j.D}} usage:
*'''IAD j.H > j.D''' which continues into BnB antiair combos for big damage.
*'''IAD {{clr|4|j.H}} > {{clr|5|j.D}}''' which continues into BnB antiair combos and even links into itself in the corner for the most damaging combos.
*'''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 both corner and midscreen (antiair 2S, Benten/Rensen-up RRC, corner throw, etc).  
*'''{{clr|5|j.D}}, {{clr|1|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 both corner and midscreen (antiair {{clr|3|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).
*'''{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|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.
*'''{{clr|5|5D~6}}, {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}}''' which combines the special properties of {{clr|5|5D~6}} (free cancel window) and {{clr|5|j.D}} (quick startup + high damage + wallsplat) for the most efficient corner Dust combo starter.
 
===Basic Ground Combo Theory===
Axl's ground combos are quite basic since the gatlings are simple and Rensen is the optimal meterless finisher in 99% of cases, but there are still few things that should be taken into consideration depending on the situation. With meter the freedom increases and efficient combo routes aren't always obvious.
*'''Rensen follow-ups:'''
** No follow-up (Rensen) does the least damage, but practically always gives a knockdown, usually with enough time for a j.S safejump which can be extremely valuable in matchups where catching the opponent is hard and/or the neutral game isn't advantagous for Axl (eg. Chipp, Millia, Venom, Johnny).
** Up follow-up (Rensen-8) does a bit more damage, but outside specific cases doesn't knock down or link into a further combo, letting the opponent tech out with invulns (forcing you to guess their timing, direction, and what they actually do after the tech).
** Down follow-up (Rensen-2) does most damage and gives a knockdown, but its effectiveness (the range where it still connects) varies depending on the opposing character's hurtbox (see [[GGXRD-R2/Axl_Low/Combos#Rensen-2_Stability_Table|Rensen-2 Stability Table]]).
*'''5K vs 2K:'''
**{{clr|2|5K}} is generally the optimal choice in combos because it's better than {{clr|2|2K}} in basically all areas (startup, damage, hitstun, range, gatlings, etc).
**{{clr|2|2K}} is useful in the neutral game for all sorts of situations thanks to its low-profile hurtbox, but it's generally weak as a combo starter because of the 70% initial proration and as a combo part because it's otherwise inferior to {{clr|2|5K}}.
*'''2H vs 2D vs 5H before Rensen:'''
**{{clr|4|2H}} connects from {{clr|3|c.S}} and {{clr|1|3P}} really well since it has a big hitbox that covers a lot of range, but on the other hand it is slightly slower (making it harder to connect on standing in longer ranges) and causes lot of additional pusback in the corner.
**{{clr|5|2D}} is not as stable against few characters after {{clr|3|c.S}} and {{clr|1|3P}} (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but thanks to its faster startup it will combo easier on standing opponents after {{clr|1|3P}} when compared to {{clr|4|2H}}. It also doesn't have as much pushback and puts the opponent in aerial state which can be helpful for Rensen-2 combos in the corner.
**{{clr|4|5H}} is also slow and quirky so it may fail to connect after {{clr|3|c.S}} in certain situations (e.g. Chipp, Potemkin in max {{clr|3|c.S}} range), but does a lot more damage than the other normals so it's the best option when you know it will connect.
*'''RRC vs Overdrive:''' <br> The biggest difference between the two is that OD combos won't stop your meter gain, either during the combo itself or few seconds after it (eg. okizeme into another combo or blockstrings), making optimal Kairagi routes quite attractive, while RRC will reduce your meter gain to practically zero.
**RRC routes will give you more opportunities for combos in any kind of situation (making it great for improvising) and generally lets you do more damage, but as a combo extension it may not be worth the 50% unless its kills because of damage scaling; for example, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > Rensen-8 already does 147 damage while extending it with RRC Haitaka K~P~K~P~K~S adds 46 damage + knockdown while a simple Rensen-8 does 64 but extending it with the same RRC Haitaka combo adds 67 + knockdown, so RRCs are more efficient the more you can rack up additional damage. <br> Combos before and after the RRC aren't usually safe against Bursts without specific routes, but the RRC itself gives you a slowdown with some invulnerable frames so reacting to a Burst during that moment allows you to block it and punish with another combo.
**Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range {{clr|1|2P}} > {{clr|3|214214S}}) and in some cases they may do more damage more easily than RRC routes (like {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2363214H}} doing 216, Burst OD version doing 244), but they can't be tacked on literally anything like RRCs and the combo routes need to optimal to do as much damage as equal RRC routes. <br> Opponent can not Burst after your superflash and while being hit with an Overdrive, but if they Burst before the superflash then it comes out and interrupts your combo (wasting your precious 50% meter).
*'''214214S vs 2363214H:'''
**The biggest strengths of Byakue Renshou, a.k.a the flame super ({{clr|4|2363214H}}) are '''high damage''' (minimum OD damage, Hellfire bonus, Burst OD version) and '''simplicity of combos'''. Its major weaknesses are the fact that the first part (hits 1-2, strike) has surprisingly short range, huge pushback in corner, and funky interactions with some hurtbox types which can make it hit OTG, letting the opponent tech and punish your long recovery. It's also weak to bursts during its long startup (before the super flash) and its common to partially whiff the second part (hits 3-7, projectile), connecting only 4-6 hits instead of the full 7 hits.
**The strengths of Kairagi, a.k.a the green super ({{clr|3|214214S}}) is the '''meter built during the combos''' (easy routes give about 12% while optimal routes give over 25%) and its '''quick startup + long range''' makes it very consistent for connecting combo parts in situations where anything else (including RRC options) wouldn't work, but its weaknesses are the low damage from the super itself (only 52) and the following combo being vulnerable to burst. You also need to learn lots different routes depending on the starter, positioning, and weight / hurtbox types for optimal damage and meter gain.
 
===Rensen-2 Stability Table===
While [[GGXRD-R2/Axl_Low#Sickle_Flash|Rensen]] without followups is the safest ground combo ender in midscreen since it gives you a knockdown for a IAD j.S pressure unlike the up follow-up (Rensen-8) which lets the opponent tech towards you, if you are in range for the down follow-up (Rensen-2) to connect then it's the superior choice because it does more damage, gives you a stronger knockdown and builds a lot more tension. The problem is that most characters have hurtboxes which make Rensen-2 whiff partially or completely (reducing the damage and the frame advantage after knockdown) or even hit "[[GGXRD-R2/Attack_Attributes#Off_The_Ground_Attack|Off The Ground]]" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish).
 
This table demonstrates how effective Rensen-2 is against each character by scoring the amount of clean Rensen-2 hits at the end of various point-blank combos. The '''numbers''' indicate how many times the down follow-up actually hits (i.e bigger number means more damage and tension) while a '''blank''' space indicates it whiffs completely. '''Parentheses''' indicate the numbered hit is OTG.
 
The pushback increases the longer the combo is and 2D launches opponent in air while 2H vacuums, so for a high score the hurtbox must be large in all dimensions and states (standing, crouching, aerial). Even though this aggregate might seem to lack practicality (point-blank starters are rare because of 1F throws), the character specific hurtbox still affects all combos that utilize Rensen-2; if the character has a '''low score''', they are relatively '''harder to combo with Rensen-2 in any kind of situation''' (ground corner combos, TK Bomber loop finishers, Kairagi stagger, charge Blitz crumple, etc).
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Rensen-2 Stability Table
|-
! Character
! Score !! 2D !! 5H > 2D !! 5K > 2D !! c.S > 2H !! c.S > 2D !! 5K > c.S > 2H <br/> (on crouching) !! 5K > c.S > 2D
|-
!Answer
| '''12''' || 4 || 4 || 4 ||  ||  ||  ||
|-
!Axl
| '''18'''  || 5 || 5 || 4 || 4 || (3) || 
|-
!Baiken
| '''22''' ||  5 || 5 || 4 || 4 || 4 ||  ||
|-
!Bedman
| '''25''' || 5 || 5 || 5 || 5 || 5 ||  ||
|-
!Chipp
| '''9'''  || 5 || 4 ||  || (2) ||  ||  ||
|-
!Dizzy
| '''20'''  || 4 || 4 || 4 || 4 || 4 || (1) ||
|-
!Elphelt
| '''29''' || 5 || 5 || 5 || 5 || 4 || 5 ||
|-
!Faust
| '''7''' || 4 || 3 || (1) || (1) || (1) || (1)  ||
|-
!Haehyun
| '''8'''  ||  4 || 4 || (1) || (1) || (1) ||  ||
|-
!I-No
| '''12''' || 4 || 4 || (3) || 4 ||  ||  ||
|-
!Jack-O'
| '''16''' || 4 || 4 || 4 || 4 || (3) || (2) ||
|-
!Jam
| '''23''' || 5 || 5 || 4 || 5 || 4 || (2) ||
|-
!Johnny
| '''34''' || 5 || 5 || 5 || 5 || 5 || 5 || 4
|-
!Ky
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 ||
|-
!Leo
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 ||
|-
!May
| '''30''' || 5 || 5 || 5 || 5 || 5 || 5 ||
|-
!Millia
| '''12''' || 4 || 4 ||  || 4 ||  ||  ||
|-
!Potemkin
| '''28''' || 5 || 5 || 5 || 5 || 4 || 4 ||
|-
!Ramlethal
| '''3''' || 3 ||  ||  ||  ||  ||  ||
|-
!Raven
| '''29''' || 5 || 5 || 5 || 5 || 5 || 4 ||
|-
!Sin
| '''10''' || 5 || 5 || (1) || (2) ||  ||  ||
|-
!Slayer
| '''16''' || 4 || 4 || 4 ||  || 4 ||  ||
|-
!Sol
| '''9''' || 5 || 4 ||  ||  ||  ||  ||
|-
!Venom
| '''12''' || 4 || 4 ||  || 4 ||  ||  ||
|-
!Zato
| '''35''' || 5 || 5 || 5 || 5 || 5 || 5 || 5
|}


==Video Examples==
==Video Examples==
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s
*'''4Gamer Wiki Basic Combos''' https://www.youtube.com/watch?v=AkiaEh9Z9_s
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658
*'''Instant Kill Combos & Setups (JP)''' http://www.nicovideo.jp/watch/sm27207658
 
*'''Parry combos'''  https://www.youtube.com/watch?v=_dQ2AARJSoA
----
==Navigation==
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<center>{{Character Label|GGXRD-R2|Axl Low|size=42px}}</center>
|charMainPage=GGXRD-R2/Axl Low
{{GGXRD-R2/CharacterLinks}}
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html
{{GGXRD-R2/Navigation}}
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low
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[[Category:Guilty Gear]]
[[Category:Guilty Gear Characters]]

Latest revision as of 05:29, 13 December 2023

 Axl Low


Combo Notation GuideCharacter Name Abbreviations
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, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Rensen = [4]6S
Raiei = 623K
Rashousen = 41236H
TKB = TK Bomber
Bomber = j.623H
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

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 specification (eg. 6K > 2S (JC) j.S is the same as 6K(2) > 2S(2) (JC) j.S(2)).

Ground Combos

Combo Position Damage Works on: Difficulty Notes Video
2K or 5K > c.S > 2H > Rensen Any 70 / 106 All Very Easy Axl's most stable bread-and-butter combo. 2K starter has 70% damage scaling. Video Example
2K or 5K > 2D > Rensen Any 55 / 85 All Very Easy Compact combo for outside c.S proximity range. Video Example
c.S > 5H > 2D > Rensen Any 131 All Very Easy Big close range combo for midscreen. Video Example
6P > c.S > 5H > 2D > Rensen~8 Any 161 All Very Easy Huge point-blank combo that prioritizes damage.
2D whiffs on standing KY, MI, BA. 6P whiffs on crouching MI.
Video Example
3P > 2D > Rensen Any 93 All Easy Doesn't connect on counterhit (2D whiffs).
Works well in short range (3P has longer reach than 2D).
Video Example
3P > 2H > Rensen Any 97 All Very Easy Doesn't connect on counterhit (second hit of 2H whiffs).
On crouching, connects even in max 3P range.
Video Example
2P > f.S > Rensen Any 96 All Very Easy f.S > Rensen connects only in close range or on crouching. Video Example
6K > c.S > 2H > Rensen Any 125 Standing Very Easy Hitconfirm for the occasional grounded 6K. Video Example
6K > c.S > 5H > 2D > Rensen Any 148 Standing Very Easy Close range hitconfirm for grounded 6K.
6H, 5K > 2D > Rensen Any 106 All Medium Linking 6H to 5K requires 6H to hit on late active frames (eg. meaty on wakeup).
6H DOESN'T hit naturally meaty on crouching SO, KY, PO, BE, RA, LE, JA, HA, RV.
Video Example
5K > c.S > 2D > Rensen~2 Corner 144 All Very Easy Basic corner combo for Rensen-2 power.
Full hits may require delaying the followup (beware of OTG).
Video Example
6P > c.S > 5H > Rensen~2 Corner 175 All Very Easy Hefty combo that gives you a strong knockdown. Video Example

Anti-Air Combos

Combo Position Damage Works on: Difficulty Notes Video
AA (5P) > 6K > 2S (HJC) j.H > j.D > Bomber Any 166 All Easy Bread-and-butter anti-air combo from 5P and 6K, no knockdown.
j.D and Bomber can whiff if the opponent is too high in the air.
Video Example
AA 6K (JC) j.6P > j.6K > Bomber Any 121 All Easy 6K route when you're too far for connecting into 2S.
Use (HJC) at high altitudes, notably on light characters.
Video Example
AA (5P) > 6K (HJC) j.6P > j.S(1) > j.6P Any 107 All Easy Outdated route for long-range 6K, usable in rare cases where j.6K would whiff.
j.S(1) and last j.6P can whiff depending on opponent's hurtbox.
Video Example
AA 2S (JC) j.K (JC) j.H > j.D > Bomber Any 140 All Easy Easy and stable choice for a lower altitude 2S confirm.
Can OS throw bursts by inputting j.4H after jump cancelling j.K.
Video Example
Low AA 2S > TKB Any 82 All Medium Basic low altitude TK Bomber combo for knockdown.
May require delaying the Bomber.
Video Example
High AA 2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber Any 202 Most Medium Basic high altitude TKB combo for big damage. Video Example
AA 6P > c.S > 2S > TKB, 5P > Rensen Midscreen 161 Medium Medium Good for horizontal approaches (IADs), knocks down.
Trades less against pre-emptive attacks than 2S, but doesn't reach nearly as high.
Video Example
AA 2S (HJC) delay j.D, j.6P > Bomber Midscreen 126 Medium Hard High altitude 2S into decent damage, can knockdown at lower heights.
Connecting j.6P requires hitting j.D around the same height as opponent.
Video Example
AA 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.
Quite character specific.
Video Example
High AA 2S > (Delay) TKB, (Delay) c.S > TKB,
5K > 2S > TKB
Corner 191 Medium Medium TKB loop that reduces height for the knockdown.
Extreme altitudes may require delaying initial TKB.
-
Low AA 2S > TKB, 5K > c.S > 2S > TKB,
5K > 2S > TKB
Corner 199 Medium Medium TKB loop that increases height for more damage and knockdown. -

Air to Ground/Air Combos

Combo Position Damage Works on: Difficulty Notes Video
Airdash j.S (> j.P/j.H), 5K > 2D > Rensen Any 97-122 All Easy Connects a successful air dash j.S into compact ground combo.
At IAD height j.H is usually possible, but j.P may be needed instead if j.S hits too late.
At lower air dash heights just j.S will suffice.
Video Example
IAD j.H > j.D, (66) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 198 All Medium Launches the opponent for huge damage, but is risky on block because of j.D.
Great for punishing stuff, e.g. IADing over Gunflame or Slidehead on reaction.
Video Example
Late AD j.H > j.D, 66, 6P > c.S > TKB,
5K > 5P > 2S > TKB, 5K > 5P > delay Rensen~2
Corner 230 Medium Medium High damage TKB loop with a knockdown on actual medium weights (not LE, JO).
Practical choice for stun and 41236H(0) RRC combos.
Video Example
Late AD j.H > j.D, 66, 6P > c.S > 2S(1) > TKB,
delay c.S > 2S > TKB, c.S > 2S (JC) delay TKB
Corner 243 (EL) Light Hard High damage TKB loop with a knockdown on all light weights .
Replacing last c.S with delay 5K makes the combo much easier for 4 less damage.
Video Example
Very late AD j.H > j.D, IAD j.H > j.D, c.S > 2S(1) > TKB,
c.S > TKB, 5K > 2S > delay TKB
Corner 250 (EL) Light Hard First airdash j.H > j.D must be very low altitude in order to link into IAD j.H. -
Late AD j.H > j.D, 66, c.S > 5P > 6K(1) > 2S >TKB,
c.S > 5P > 6K > 2S > Bomber
Corner 216 (BE) Super-Heavy Medium High damage TKB loop with a knockdown on all super-heavies.
On Bedman, delay the final c.S and/or Bomber for the knockdown.
-
Very late AD j.H > j.D, IAD j.H > j.D, 66, 6P > c.S > TKB,
c.S > 2S (JC) j.S > j.H > j.D > Bomber
Corner 237 (BE) Super-Heavy Hard First airdash j.H > j.D must be very low altitude in order to link into IAD j.H.
On Kum, leave last j.D out and go j.H > Bomber
-
AA j.S > j.6P or j.H > Bomber Midscreen 87-99 All Easy Basic air-to-air hitconfirm from j.S. -
Low AA j.S > j.6P, 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 168 All Easy Connects a close range, low altitude airhit j.S into BnB antiair combo. -
Low AA j.S > j.6P, 5P > 6K (HJC) j.6P > j.6K > Bomber Midscreen 147 All Easy Connects a far range range, low altitude airhit j.S into long range antiair combo. -
Low AA j.6K > Bomber, 5K > c.S > 2S > TKB, 5K > 2S > TKB Corner 190 All Medium Connects a low altitude airhit j.6K into Bomber loops. -

Counterhit Starter Combos

Combo Position Damage Works on: Difficulty Notes Video
AA CH 5P or CH 6K(1) > 214H~PKPKPK Any 155 All Medium Air counterhit 5P/6K(1) confirm into Haitaka, easy to buffer in long range.
Adjust height with different follow-ups for knockdown.
-
CH 3P > f.S > 2S (JC) j.H > j.D > Bomber Midscreen 162 All Easy 2S whiffs if the opponent is too far. -
CH 3P, 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 166 All Medium 3P to 5K link is a bit tight, but has more range than 3P to f.S gatling. -
CH 3P > f.S > 2S > TKB, 5K > c.S > 2S > TKB,
5K > 5P > Rensen~2
Corner 209 Medium Medium Against Axl, replace finisher with 5K > 2S > (Delay) Rensen~2. -
CH 6P > 623K, c.S > 5P > 2S(1) > TKB,
5K > 2S > TKB, 5K > 2S > TKB
Corner 218 Medium Hard Huge damage with a knockdown if you can confirm the CH.
Lots of corner carry as well.
Video Example
CH 623K, 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 184 All Easy Similar to throw BnB, but lacks the damage proration.
6K can whiff depending on range/character (use 66, 5K > 5P instead).
Video Example
CH 623K, 5P > 6K > 2S > TKB, 5P > Rensen Midscreen 194 Medium Medium Dash before 5P to connect easier on some characters. Video Example
CH 5H, 5K, 2D > Rensen Any 117 All Easy Simple counterhit 5H confirm for close range. Video Example
CH 5H > 5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber Midscreen 177 All Hard While easy execution wise, the actual CH 5D hitconfirm is hard. Video Example
CH 5H > 5D~6, j.D > j.D > j.D, 6P > c.S > TKB, 5K > 2S > TKB Corner 197 Medium Hard Counterhit 5H corner combo for medium weights with a knockdown. Video Example
CH 5H > 5D~6, j.D > j.H > j.D, 2S > TKB, 5K > 2S > delay TKB Corner 193 (EL) Light Hard Counterhit 5H corner combo for light weights with a knockdown. -
CH 2H(2), 5K > 5P > 6K(1) > 2S (HJC) j.H > j.D > Bomber Any 167 Most Easy Hitconfirm for the rare close range CH 2H(2). -
CH 2H(2), c.S > 5P > 6K(1) > 2S > TKB, delay 5P > Rensen Midscreen 180 Medium Medium Hitconfirm for CH 2H(2) on certain medium weights. -
CH 2H(2) > Rensen-2 Any 117 Pot Very Easy Useful for when Hammerfall absorbs the first hit of 2H(2). -
CH 6H, 6K > c.S > 2S (HJC) j.H > j.D > Bomber Midscreen 165 All Easy Similar to throw BnB for simple damage. -
CH 6H, 623K, c.S > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Any 195 (EL) Light Medium CH 6H route on light characters. Beware of Raiei sideswitch. -
CH 6H, IAD j.H > j.D, 66, c.S > TKB,
(delay) 2S > TKB, 5K > 2S > TKB
Corner 205 (EL) Light Medium CH 6H route on light characters with a knockdown.
Corner carries even from round start distance.
-
AA CH 5D, (66), 5P > 6K (JC) j.6P > j.6K > Bomber Midscreen 99 All Easy Antiair CH hitconfirm for long range 5D.
AA CH 5D, 6K > 2S > TKB, 5P > 6K (JC) j.6P > j.6K > Bomber Midscreen 129 All Easy Antiair CH hitconfirm for close range 5D.
AA CH 5D, (66), 2S > TKB, (delay) c.S > 5P > 2S > TKB, 5K > 5P > Rensen~2 Corner 139 Medium Medium Example of AA CH 5D~6 into Bomber loops on medium weights.
AA CH j.K, (66), (5P) > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 164 All Easy Falling counterhit j.K into BnB antiair combo.

Roman Cancel Combos

Combo Position Damage Works on: Difficulty Notes Video
Rensen (YRC) (66), 5K > 5P > 6K > 2S (HJC) j.H > j.D Bomber Any 122 All Easy Easy throw-like Rensen YRC combo for close range.
(X) > Rensen~8 (RRC) delay 6K > 2S (HJC) j.H > j.D > Bomber Any 129 All Easy Easy throw-like Rensen-8 RRC combo.
Delay 6K until RRC proration fades for full damage.
Video Example
(X) > Rensen~8 (RRC) 214H~PKPKPK Any 136 All Easy Easy Rensen-8 RRC combo with a fullscreen knockdown.
Knockdown requires delaying Haitaka hits properly.
Video Example
(X) > Rensen~8 (RRC) delay IAD, delay j.D, 6K > 2S > TKB Midscreen 123 Medium Medium Knockdown by itself, in corner links into 5K or 5P > 2S > TKB.
Whiff 5H after RC for IAD timing and delay j.D for more untech time.
Video Example
623K (RRC) 5P > 6K > 2S (HJC) j.H > j.D > Bomber Any 160 All Easy Easy throw-like Raiei RRC combo. Video Example
623K (RRC) 5K > 5P > 6K > 2S > TKB, 5P > Rensen Midscreen 155 Medium Medium Raiei RRC into 5P > Rensen knockdown for mediums. Video Example
623S (RRC) (66), 6K > 2S (HJC) j.H > j.D > Bomber Any 141 All Easy Easy throw-like Benten RRC combo. -
623S (RRC) 214H~PKPKPK Any 140 All Easy Easy Benten RRC combo with a fullscreen knockdown.
Knockdown requires delaying Haitaka hits properly.
-
6H (RRC) 66, 6P > c.S > 5H > 2D > Rensen Any 127 All Easy Easy non-counterhit 6H RRC combo. -
6H (RRC) 5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber Any 152 All Easy Link to 5D after landing is harder on standing opponents. -
6H (RRC) 5D~6, j.D > j.D > j.D,
c.S > 2S > TKB, 5K > 2S > TKB
Corner 168 Medium Medium Link to 5D after landing is harder on standing opponents. -
41236H (RRC) 214H~PKPKPK Any 169 All Easy Do PKPKSK for knockdown on lights.
Delay Haitaka until RRC proration fades for full damage.
-
41236H(0) (RRC) (66), late AD j.H > j.D,
5K > 5P > 6K > 2S (HJC) j.H > j.D Bomber
Any 199 All Easy Universal "0-hit" Rashousen RRC combo for big damage.
RRC after the chain grabs the opponent and before Axl scoops them.
-
41236H(0) (RRC) (66), late AD j.H > j.D,
66, 6P > c.S > TKB, 5K > 5P > 2S > TKB, 5K > 5P > Rensen~2
Corner 231 Medium Medium "0-hit" Rashousen RRC combo on mediums with knockdown.
During RRC, opponent can be pushed into corner.
-

Overdrive Combos

Combo Position Damage Works on: Difficulty Notes Video
5K > 2D > 2363214H Any 180 All Very Easy Useful outside c.S range, but being too far may cause OTG hits.
5K > c.S > 2D > 2363214H Midscreen 188 All Very Easy Quick yet damaging 50% combo with a decent knockdown.
Against corner, pushback causes OTG hits (low damage + opponent can tech out).
c.S > 5H > 2D > 2363214H Midscreen 216 All Very Easy Easy yet powerful 50% combo with a decent knockdown.
Against corner, pushback causes OTG hits (low damage + opponent can tech out).
Video Example
2P or 3P or f.S > 214214S, 66, 6P > c.S > 5H > 2D > Rensen Any 157 / 166 All except
KY, MI, BA,
Easy While difficult, 2P can be hitconfirmed even in max range.
On Ky, Millia, and Baiken, 2D whiffs (5H > Rensen still works).
2P or 3P or f.S > 214214S, (66), 6K > c.S > 5H > 2D > Rensen Any 158 / 167 All except
MA, MI, CH, BA
Easy Point-blank 6K whiffs on FA, SL, JC; space carefully or use 6P instead. Video Example
2P or 3P or f.S > 214214S, 66, 5H > 2D > Rensen~2 Any 161 / 170 All except RA Medium Make sure to press 5H in neutral to avoid throwing (4H / 6H).
5H needs to hit point-blank to connect 2D > Rensen-2 on certain characers.
5K > c.S > 2D > 214214S,
(66), 5K > c.S > 5P > 6K(1) > 2S (HJC) j.H > j.D > Bomber
Any 174 All Easy Universal 2D > Kairagi combo.
Post-Kairagi part builds ~18% meter.
-
j.S > j.6P, 5P > 214214S, 66, 6P > c.S > 5H > 2D > Rensen Any 162 Standing Easy Standing hitconfirm for post-jump range where only 5P reaches.
On Ky, Millia, and Baiken, 2D whiffs (5H > Rensen still works).
c.S > 5H > 2D > 214214S,
c.S > 5P > 6K(1) > 2S > TKB, c.S > 2S > TKB
Corner 212 Medium Medium Corner Kairagi confirm for great damage and tension build.
Use 5K > c.S > TKB as stable finisher on thin hurtboxes (Ky, Venom, Zato etc).
Video Example
c.S > 5H > 2D > 214214S,
3P > f.S > 2S > TKB, 5K > 2S > TKB
Corner 204
(Elph)
Light Medium Corner Kairagi confirm for light characters.
Use delayed Bomber to knock down.
Video Example
c.S > 5H > 2D > 214214S,
c.S > 6P > c.S > 2S > TKB, 5K > 2S (JD) jS > jH > jD, 2S > TKB
Corner 200
(Bed)
Super-Heavy Medium Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed). Video Example
623K, 214214S, 66, 5P > 6K > delay 2S > TKB,
5P > 6K > 2S > delay TKB
Midscreen 202 All except
FA, RV, AN
Very Hard Raiei link into Kairagi, knockdown on medium weights.
Dash should be generally long, but short on Zato to avoid whiffing 5P.
Video Example

Dust Combos

Combo Position Damage Works on: Difficulty Notes Video
5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber Midscreen 125 All Easy Basic Dust combo for midscreen. Video Example
5D~6, c.S > 5H > Rensen~2 Midscreen 84 All Easy Midscreen Dust (Homing Dash) combo for a knockdown. Video Example
5D~6, j.D > j.D > j.D, 6P > 2S > TKB, 5K > 2S > TKB Corner 144 Medium Medium Corner Dust into big damage and knockdown. Video Example
5D~6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 6P > 2S TKB Corner 134 (Pot) Super-Heavy Medium Corner Dust route for Potemkin, Haehyun and Bedman, ends in knockdown. Video Example
5D~6, j.D > j.D > j.D, 6P > c.S > 2S > TKB, c.S > 2S TKB Corner 148 Heavy Medium Corner Dust route for Leo & Johnny with knockdown. Video Example
5D~6, j.D > j.H > j.D, c.S TKB, delay 5K > c.S > TKB Corner 138 (Elph) Light Medium Corner Dust route for light characters.
To reduce height for knockdown, do first j.D ASAP, and delay 5K.
Video Example

Throw Combos

Combo Position Damage Works on: Difficulty Notes Video
Throw, Rensen Midscreen 69 All Very Easy Puny damage, but burst safe and universally knocks down. Video Example
Throw, (66), 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 113 All Easy Bread-and-butter throw combo, doesn't give a knockdown.
Microdash for Jam, dash for Jack-O.
Video Example
Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 116 All Easy Alternative version of throw BnB.
Works well on Jam, Jack-O, Elph, Ky, Zato, Venom, etc.
Video Example
Throw, (66), 6K > 2S > (delay) TKB Midscreen 93 All Medium Basic TK Bomber combo for a knockdown.
Dash required for JA & JC. Delay TKB on light characters for knockdown.
Video Example
Throw, 6K > 2S > TKB, 5P > Rensen Midscreen 113 Medium Medium More damage and a far knockdown for IAD j.S safejumps. Video Example
Throw, (66,) 6K > 2S (vertical JC) delay j.S > Bomber Midscreen 99 Light Hard Midscreen route for knockdown on lights.
On Jam and Jack-O, microdash after the throw.
Video Example
Throw, 66, 5K > 5P > 2S (JC) delay j.S > Bomber Midscreen 99 Elph Hard Most stable knockdown route for Elphelt. Video Example
Throw, 66, 5K or 5P > 2S (JC) j.S > j.H > j.D, microdash j.S > j.H > j.D,
j.S > j.H > j.D, j.S > j.H > j.D, 2S > TKB
Midscreen 115 / 121 Potemkin Hard Full corner-carry Dustloop with a knockdown.
The first 5K or 5P must be hit as low as possible.
Video Example
Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > c.S > TKB Corner 136 Medium Medium 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 Medium 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
(Elph)
Light Medium Simple 3-rep loop for lights. Knocks down. -
Throw, c.S > TKB, c.S > TKB,
c.S > TKB, 5K > 2S > delay TKB
Corner 146
(Elph)
Light Hard 4-rep loop knockdown for all light characters.
Requires strict timing to connect everything, finish with delayed Bomber.
-
Throw, delay c.S > TKB, c.S > TKB,
5K > 2S(1) > TKB, 5K > 2S > delay TKB
Corner 145
(Elph)
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
Corner 144
(Elph)
Light Medium Easier variation for slightly less damage, works on all lights. -
Throw, (66,) 5P > 6K(1) > 2S > TKB,
5P > 6K(1) > 2S > TKB, c.S > Rensen~2
Corner 126
(Pot)
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
Corner 126
(Pot)
Super-Heavy Hard 3x TKB + j.SHD filler = almost 50% meter gain.
On Bedman, ...5K > 2S > (JC) j.S... is more consistent.
-

Parry (214P/K) Combos

Combo Position Damage Works on: Difficulty Notes
Parry, 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 155 All Easy Basic, easy to execute parry route without a knockdown.
Parry, 5P > 6K > TKB Midscreen 130 All Medium Guaranteed knockdown for reduced damage.
Parry, 5P > 6K > 2S > TKB, 5P > Rensen Midscreen 156 Medium Medium 5P > Rensen knockdown route on SO, ZA, CH, AX, SL, SI, JO, AN.
Sin and Johnny require delaying 2S.
Parry, 5P > 6K > 2S > TKB,
5P > 6K (HJC) j.6P > j.S(1) > j.6P
Midscreen 169 IN Medium I-no only route, mostly useful to get that slight
extra damage to close a round.
Parry, 2S (JC) j.2S > j.H > j.D,
(6K) > 2S > TKB
Midscreen 148 (BE) BE, KU Hard Bedman and Kum specific route that gives knockdown and more damage.
6K addition still gives knockdown on Kum.
Parry, 5K > 2S (HJC) j.S > j.H > j.D >
2S > TKB
Midscreen 155 SO, AX, SL,
SI, FA
Hard Knockdown route for a few midweight with decent damage.
You can use 5P instead of 5K on Faust.
Parry, 2S(1) (JC) j.S > j.H > j.D,
j.S > j.H > j.D > Bomber
Midscreen 149 PO Very Hard Stylish combo that gives great damage and Knockdown on Potemkin only.
Look at the Video Examples category for a demo.
Parry, 2S (HJC) j.2S > j.H > j.D,
6K > 2S (HJC) j.H > j.D > Bomber
Midscreen 179 RA Very Hard Ramlethal Only, probably the hardest in that list
because of how hard it is to consistently land 2S after parry.
Parry, 5P > 2S (HJC) j.2S > j.H > j.D,
6K > 2S (HJC) j.H > j.D > Bomber
Midscreen 207 MI Very Hard Millia only route, 5P has to be done ASAP so you can combo into 2S.
The first j.D has to be delayed so you can relaunch with 6K.

Instant Kill Combos

Combo Position Works on: Meter: Difficulty Notes Video
41236H (0), (RRC) Activate, IK Any All 100% Very Easy Burst safe due to the throw state of 0-hit Rashousen.
Holds the opponent long enough to even taunt before the IK.
Video Example
Ground string > Rensen~8 (RRC) (66), Activate, IK Any All 100% Easy Easiest way to IK with 100%, bursts can be avoided with careful spacing/timing.
IK attack has great range, so the dash can be left quite short.
Video Example
Throw, 6K > 2S > TKB (RRC) airdash, land, (66), Activate, IK Any Light 100% Medium The pre-RC part builds some meter, so you don't have to start with 100%.
Be prepared to block their burst during/after Bomber RC part.
Video Example
Ground string > 214214S, 66, Activate, Throw, IK Corner All 100% Medium Safe from bursts once you connect the Kairagi.
Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny.
Video Example
5D~6, Activate, IK Corner All 50% Easy If you land a corner Dust, this is an easy confirm.
Vulnerable to bursts since you have to be close.
Video Example
CH 6H, Activate, IK Any All 50% Hard Activate immediately after the 6H recovery (avoiding 6H RRC). Video Example
Throw, Activate, 5K > 2S (JC) j.S > j.H > j.D, IK Corner Pot 50% Medium Pot specific route from corner throw.

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 with enough hitstun for a link to something else:
    • Ground throw, Air throw RRC
    • Counterhit 6H / 6P / 3P, CH Raiei, CH Rensen~8
    • Antiair / air-to-air hitconfirms (2S, 5P, c.S, j.S, j.6K etc.)
    • Rensen~8 / Benten / Rashousen RRC
    • 2D > Kairagi
    • Rensen YRC
    • Parries (both 214P and 214K)
    • Antiair Blitz
    • 5D~6 and j.D
    • Situational exceptions like air hit Raiei, point-blank Rensen~8 in corner, CH 2H(2) (eg. Eddie absorbs the first hit), Pineberry self-detonation etc.
  • 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 preferred.

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.

Relaunch

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 depending on the situation.
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) j.D, 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.

Ender

There are several different ways for finishing a Bomber loop:

  • Final TK Bomber - This is the universal, stable ender for a knockdown, though it requires proper height control during the combo (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 - The biggest damage and a guaranteed knockdown, but not really worth meter unless you can kill with it (which usually requires the Burst OD version).
  • Fullscreen pushback - By utilizing an aerial string with back-jump cancel and j.6P, 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).

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. c.S > TKB (1 hit 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.
    • c.S 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 and even links into itself in the corner for the most damaging combos.
  • 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~6 (free cancel window) and j.D (quick startup + high damage + wallsplat) for the most efficient corner Dust combo starter.

Basic Ground Combo Theory

Axl's ground combos are quite basic since the gatlings are simple and Rensen is the optimal meterless finisher in 99% of cases, but there are still few things that should be taken into consideration depending on the situation. With meter the freedom increases and efficient combo routes aren't always obvious.

  • Rensen follow-ups:
    • No follow-up (Rensen) does the least damage, but practically always gives a knockdown, usually with enough time for a j.S safejump which can be extremely valuable in matchups where catching the opponent is hard and/or the neutral game isn't advantagous for Axl (eg. Chipp, Millia, Venom, Johnny).
    • Up follow-up (Rensen-8) does a bit more damage, but outside specific cases doesn't knock down or link into a further combo, letting the opponent tech out with invulns (forcing you to guess their timing, direction, and what they actually do after the tech).
    • Down follow-up (Rensen-2) does most damage and gives a knockdown, but its effectiveness (the range where it still connects) varies depending on the opposing character's hurtbox (see Rensen-2 Stability Table).
  • 5K vs 2K:
    • 5K is generally the optimal choice in combos because it's better than 2K in basically all areas (startup, damage, hitstun, range, gatlings, etc).
    • 2K is useful in the neutral game for all sorts of situations thanks to its low-profile hurtbox, but it's generally weak as a combo starter because of the 70% initial proration and as a combo part because it's otherwise inferior to 5K.
  • 2H vs 2D vs 5H before Rensen:
    • 2H connects from c.S and 3P really well since it has a big hitbox that covers a lot of range, but on the other hand it is slightly slower (making it harder to connect on standing in longer ranges) and causes lot of additional pusback in the corner.
    • 2D is not as stable against few characters after c.S and 3P (e.g. Ky, Millia, Baiken who lift their front leg during their standing hitstun animations), but thanks to its faster startup it will combo easier on standing opponents after 3P when compared to 2H. It also doesn't have as much pushback and puts the opponent in aerial state which can be helpful for Rensen-2 combos in the corner.
    • 5H is also slow and quirky so it may fail to connect after c.S in certain situations (e.g. Chipp, Potemkin in max c.S range), but does a lot more damage than the other normals so it's the best option when you know it will connect.
  • RRC vs Overdrive:
    The biggest difference between the two is that OD combos won't stop your meter gain, either during the combo itself or few seconds after it (eg. okizeme into another combo or blockstrings), making optimal Kairagi routes quite attractive, while RRC will reduce your meter gain to practically zero.
    • RRC routes will give you more opportunities for combos in any kind of situation (making it great for improvising) and generally lets you do more damage, but as a combo extension it may not be worth the 50% unless its kills because of damage scaling; for example, c.S > 5H > 2D > Rensen-8 already does 147 damage while extending it with RRC Haitaka K~P~K~P~K~S adds 46 damage + knockdown while a simple Rensen-8 does 64 but extending it with the same RRC Haitaka combo adds 67 + knockdown, so RRCs are more efficient the more you can rack up additional damage.
      Combos before and after the RRC aren't usually safe against Bursts without specific routes, but the RRC itself gives you a slowdown with some invulnerable frames so reacting to a Burst during that moment allows you to block it and punish with another combo.
    • Overdrives are generally much more situational; in some cases they may be the only option to get a significant combo (like max range 2P > 214214S) and in some cases they may do more damage more easily than RRC routes (like c.S > 5H > 2D > 2363214H doing 216, Burst OD version doing 244), but they can't be tacked on literally anything like RRCs and the combo routes need to optimal to do as much damage as equal RRC routes.
      Opponent can not Burst after your superflash and while being hit with an Overdrive, but if they Burst before the superflash then it comes out and interrupts your combo (wasting your precious 50% meter).
  • 214214S vs 2363214H:
    • The biggest strengths of Byakue Renshou, a.k.a the flame super (2363214H) are high damage (minimum OD damage, Hellfire bonus, Burst OD version) and simplicity of combos. Its major weaknesses are the fact that the first part (hits 1-2, strike) has surprisingly short range, huge pushback in corner, and funky interactions with some hurtbox types which can make it hit OTG, letting the opponent tech and punish your long recovery. It's also weak to bursts during its long startup (before the super flash) and its common to partially whiff the second part (hits 3-7, projectile), connecting only 4-6 hits instead of the full 7 hits.
    • The strengths of Kairagi, a.k.a the green super (214214S) is the meter built during the combos (easy routes give about 12% while optimal routes give over 25%) and its quick startup + long range makes it very consistent for connecting combo parts in situations where anything else (including RRC options) wouldn't work, but its weaknesses are the low damage from the super itself (only 52) and the following combo being vulnerable to burst. You also need to learn lots different routes depending on the starter, positioning, and weight / hurtbox types for optimal damage and meter gain.

Rensen-2 Stability Table

While Rensen without followups is the safest ground combo ender in midscreen since it gives you a knockdown for a IAD j.S pressure unlike the up follow-up (Rensen-8) which lets the opponent tech towards you, if you are in range for the down follow-up (Rensen-2) to connect then it's the superior choice because it does more damage, gives you a stronger knockdown and builds a lot more tension. The problem is that most characters have hurtboxes which make Rensen-2 whiff partially or completely (reducing the damage and the frame advantage after knockdown) or even hit "Off The Ground" (letting the opponent tech on your Rensen-2 recovery with strike invulnerable frames for a punish).

This table demonstrates how effective Rensen-2 is against each character by scoring the amount of clean Rensen-2 hits at the end of various point-blank combos. The numbers indicate how many times the down follow-up actually hits (i.e bigger number means more damage and tension) while a blank space indicates it whiffs completely. Parentheses indicate the numbered hit is OTG.

The pushback increases the longer the combo is and 2D launches opponent in air while 2H vacuums, so for a high score the hurtbox must be large in all dimensions and states (standing, crouching, aerial). Even though this aggregate might seem to lack practicality (point-blank starters are rare because of 1F throws), the character specific hurtbox still affects all combos that utilize Rensen-2; if the character has a low score, they are relatively harder to combo with Rensen-2 in any kind of situation (ground corner combos, TK Bomber loop finishers, Kairagi stagger, charge Blitz crumple, etc).

Rensen-2 Stability Table
Character Score 2D 5H > 2D 5K > 2D c.S > 2H c.S > 2D 5K > c.S > 2H
(on crouching)
5K > c.S > 2D
Answer 12 4 4 4
Axl 18 5 5 4 4 (3)
Baiken 22 5 5 4 4 4
Bedman 25 5 5 5 5 5
Chipp 9 5 4 (2)
Dizzy 20 4 4 4 4 4 (1)
Elphelt 29 5 5 5 5 4 5
Faust 7 4 3 (1) (1) (1) (1)
Haehyun 8 4 4 (1) (1) (1)
I-No 12 4 4 (3) 4
Jack-O' 16 4 4 4 4 (3) (2)
Jam 23 5 5 4 5 4 (2)
Johnny 34 5 5 5 5 5 5 4
Ky 30 5 5 5 5 5 5
Leo 29 5 5 5 5 5 4
May 30 5 5 5 5 5 5
Millia 12 4 4 4
Potemkin 28 5 5 5 5 4 4
Ramlethal 3 3
Raven 29 5 5 5 5 5 4
Sin 10 5 5 (1) (2)
Slayer 16 4 4 4 4
Sol 9 5 4
Venom 12 4 4 4
Zato 35 5 5 5 5 5 5 5

Video Examples

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