|Combo Notation Guide||Character Name Abbreviations|
- 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)).
- This page is NOT meant to be a comprehensive list, only a general guideline.
|2K or 5K > c.S > 2H > Rensen||Any||70 / 106||All||Very Easy||Axl's most stable BnB combo. 2K starter has 70% scaling.|
|2K or 5K > 2D > Rensen||Any||55 / 85||All||Easy||Compact combo for outside c.S proximity range.|
|c.S > 5H > 2D > Rensen||Any||131||All||Very Easy||Big close range combo for midscreen.|
|6P > c.S > 5H > 2D > Rensen~8||Any||161||All but KY, MI, BA||Very Easy||Huge point-blank combo that prioratizes damage.|
|3P > 2H > Rensen||Any||97||All||Easy||Doesn't connect on counterhit (second hit of 2H whiffs). |
2H can drop against standing opponents at longer ranges.
|6K > c.S > 2H > Rensen||Any||125||Standing||Very Easy||Hitconfirm for the rare groundhit 6K.|
|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).
|6P > c.S > 5H > Rensen~2||Corner||175||All||Very Easy||Hefty combo that gives you a strong knockdown.|
|(5P) > 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||166||All||Easy||The BnB anti-air combo from 5P or 6K, no knockdown. |
j.D and Bomber can whiff if the opponent is too high in the air.
|6K (JC) j.6P > j.6K > Bomber||Midscreen||121||All||Easy||6K route when you're too far for connecting into 2S. |
Use (HJC) at high altitudes, notably on light characters.
|(5P) > 6K (HJC) j.6P > j.S(1) > j.6P||Midscreen||107||All||Easy||Outdated route for long-range 6K, usable in rare cases where j.6K would whiff.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.
|2S (JC) j.K (JC) j.H > j.D > Bomber||Midscreen||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.
|2S > TK Bomber||Midscreen||82||All||Medium||Less damage, but secures an easy knockdown. |
Knockdown may require delaying the Bomber.
|2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||202||Most||Medium||Height-dependent combo when anti-airing opponents higher up in the air.|
|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.
|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 at around same height as opponent.
|2S (JC) j.D, j.6P, 5P > 6K (HJC) j.6P > j.6K > Bomber||Midscreen||180||Most||Hard||Low altitude 2S into great damage and corner carry. |
Quite character specific.
Air to Ground/Air Combos
|Air dash j.S (> j.P/j.H), 5K > 2D > Rensen||Any||97-122||All||Easy||Connects a successful air dash j.S into compact ground BnB. |
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.
|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.
Counterhit Starter Combos
|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).
|CH 623K, 5P > 6K > 2S > TKB, 5P > Rensen||Midscreen||194||Medium||Medium||Knocks down. Use run 5K > 5P to connect easier on some characters.|
|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 works from most ranges.|
|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.
|CH 5H > 5K, 2D > Rensen||Any||117||All||Easy||Simple CH confirm|
|CH 5H > 5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber||Midscreen||~177||All||Hard||While actual execution is easy, confirming the counter hit into 5D is hard.|
|CH 5H > 5D~6, j.D > j.D > j.D, 6P > c.S > TKB, 5K > 2S > TKB||Corner||197||Medium||Hard||Same as above|
Roman Cancel Combos
|c.S > 5H > 2D > Rensen~8 (RRC)
delay, IAD, delay, j.D, 6K > 2S > TKB
|Midscreen||195||Medium||Medium||RRC combo from Rensen~8 which works universally. Knocks down when timed right. |
Whiff a 5H after RC for the delay timing and do j.D late for more untech time.
|623K (RRC) 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||154||All||Easy||Throw-like combo with RRC proration. |
6K can whiff depending on range/character (use dash 5K > 5P instead).
|623K, delay (RRC) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber,||Midscreen||157||All||Medium||Raiei RRC route that is easy to hitconfirm for normal hit only. |
Delay prevents wasting meter in case of counterhit by RC'ing late.
|623K, delay (RRC) 5K > 5P > 6K > 2S > TKB, 5P > 6S||Midscreen||155||Medium||Medium||Raiei RRC into knockdown with time for normal hit confirm.|
|c.S > 5H > 2D > 2363214H||Midscreen||216||All||Easy||Easy and damaging close range punish with a decent knockdown. |
Really destructive against low health (OD minimum damage), especially in Hellfire.
|2P > 214214S, 66, 6K > c.S > 5H > 2D > Rensen||Any||158||Most||Medium||Long-range Kairagi hitconfirm, much easier with CH but works even on normal hit. |
Buffer 214214 after 2P and hit S after a visual confirm of ground hit.
|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).
|c.S > 5H > 2D > 214214S,
3P > f.S > 2S > TKB, 5K > 2S > TKB
|Light||Medium||Corner Kairagi confirm for light characters. |
Use delayed Bomber to knock down.
|c.S > 5H > 2D > 214214S,
c.S > 6P > c.S > 2S > TKB, 5K > 2S (JD) jS > jH > jD, 2S > TKB
|Super-Heavy||Medium||Corner Kairagi confirm for super-heavy characters (Pot, Kum, Bed).|
|5D~8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber||Midscreen||125||All||Easy||Tiny additional damage with slightly stricter cancel timing.|
|5D~8, c.S > 5H > Rensen~2||Midscreen||84||All||Easy||Midscreen Dust (Homing Dash) combo for a knockdown.|
|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.|
|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.|
|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.|
|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.
|Throw, Rensen||Midscreen||69||All||Very Easy||Puny damage, but burst safe and universally knocks down.|
|Throw, 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||113||Most||Easy||The BnB throw combo, doesn't knock down. |
2S(2) either easily or completely whiffs on some characters.
|Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber||Midscreen||116||Most||Easy||Alternate version of throw BnB for different hurtboxes. |
Works well on Ky, Zato, Venom, Jam, Jack-O, etc.
|Throw, 6K > 2S > TKB||Midscreen||93||Most||Medium||Basic TK Bomber combo for a knockdown. |
Knockdown on lights (notably Elph) requires a very strict delay.
|Throw, 6K > 2S > TKB, 5P > Rensen||Midscreen||113||Medium||Medium||More damage and a far knockdown for IAD j.S safejumps.|
|Throw, (66,) 6K > 2S (vertical JC) delay j.S > Bomber||Midscreen||99||Light||Hard||Midscreen route for knockdown on lights. |
On Jam and Jack-O, microdash after the throw.
|Throw, 66, 5K > 5P > 2S (JC) delay j.S > Bomber||Midscreen||99||Elph||Hard||Most stable knockdown route for Elphelt.|
|Throw, 66, 2H, 5K > 5P > 2S, delay j.S > j.H > j.D,
2S, j.H > j.D > Bomber
|Midscreen||???||Millia||Hard||Stylish Millia-specific combo.|
|Throw, 66, 5K > 2S (JC) j.S > j.H > j.D, microdash j.S > j.H > j.D,
j.S > j.H > j.D, j.S > j.H > j.D, 2S > TKB
|Midscreen||115||Potemkin||Very Hard||Full corner-carry Dustloop with a knockdown. |
The first 5K must be hit as low as possible.
|Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > c.S > TKB||Corner||136||Medium||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
|Light||Medium||Simple 3-rep loop for lights. Knocks down.|
|Throw, c.S > TKB, c.S > TKB,
c.S > TKB, 5K > 2S > delay TKB
|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
|Light||Hard||4-rep loop knockdown with slightly more leeway. |
Delayed c.S lowers height for knockdown. Doesn't work on I-No, May.
|Throw, 66, c.S > TKB, c.S > TKB,
5K > 2S > TKB, 5K > c.S > TKB
|Light||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
|Super-Heavy||Hard||Reliable 2-rep loop on super-heavies. |
Microdash on Kum, dash longer on Bed to connect TKB easier.
|Throw, (66,) 5P > 6K(1) > 2S > TKB, 5P > 6K(1) > 2S > TKB,
c.S > 2S (JC) j.S > j.H > j.D, 2S > TKB
|Super-Heavy||Hard||3x TKB + j.SHD filler = almost 50% meter gain. |
On Bedman, ...5K > 2S > (JC) j.S... is more consistent.
Parry (214P/K) Combos
|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,
|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
|41236H (0), (RRC) Activate, IK||Any||All||Very Easy||Burst safe due to the throw state of 0-hit Rashousen. |
Holds the opponent long enough to even taunt before the IK.
|Ground string > Rensen~8 (RRC) 66, Activate, IK||Any||All||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.
|Throw, 6K > 2S > TKB (RRC) airdash, land, 66, Activate, IK||Any||Light||Medium||The pre-RC part builds lot of meter, so you don't have to be quite 100%. |
Be prepared to block their burst during/after Bomber RC part.
|Ground string > Kairagi, 66, Activate, Throw, IK||Corner||All||Medium||Safe from bursts once you connect the Kairagi. |
Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny.
|5D~6, Activate, IK||Corner||All||Easy||If you land a corner Dust, this is an easy confirm. |
Vulnerable to bursts since you have to be close.
|CH 6H, Activate, IK||Any||All||Hard||Activate quickly after the 6H recovery (avoiding 6H RRC).|
TK Axl Bomber Loops
Bomber loop is an umbrella term for Axl's combo routes that are done near the corner on aerial opponents.
The basic structure can be divided into three parts:
- Starter: the move that initially launches the opponent in the air: ground throw, counterhit Raiei/6H/6P/3P, antiair confirms, Rensen-up/Benten/Rashousen RRC, 2D > Kairagi, Rensen YRC, and j.D.
- Relaunch: a string of normals eventually canceled into a TK Bomber that links into another relaunch (hence "loop") or the ender.
- Ender: the final part that secures a knockdown (or something else like damage or positioning when prefered).
Bomber loops lead to big damage, huge tension gain, and most importantly a knockdown, so learning them is by far the most the most important step in becoming a better Axl player. In most cases loops have 2-4 relaunches (aka "reps"), light characters getting more reps with less normals and heavy characters getting less reps with more normals to compensate for the untech time, gravity, and pushback scalings.
Relaunches are most commonly done with:
- (5K, c.S, 6P, 5P, or 6K) > 2S or 2S(1) > TKB
- (5K or 6P) > c.S > TKB
5K and c.S are the most stable normals in relaunch strings, former because it has the fastest startup and great hitbox, while latter because it has good damage, good hitbox, and decent startup. Normals like 5P and 6P (and even 6K) have their specific uses, but their hitboxes are much smaller/thinner so they can whiff easily on some characters causing fatal combo drops. 2S is the best normal for going into TK Bomber since it cancels from all relevant relaunch normals, has a great hitbox with a second-hit vacuum, and both of its hits have additional untech time (making delayed Bombers possible). Unfortunately 2S(2) can whiff in longer combos (3 reps or more) on many vertically thin hurtboxes (eg. Ky, Venom, Zato, I-No), which means 5K > c.S > TKB is a more stable finisher, though getting a knockdown with it can be harder 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) jD, j6P can also give enough untech time to link into the next part while doing better damage than common TKB strings, but they are much more weight/hurtbox specific.
There are several different ways for finishing a Bomber loop:
- Final TK Bomber - This is 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).
The balance between lifting the opponent high enough for more reps and hits (ie. damage), and finishing low enough for a knockdown from the ender is something you have to learn by practice and experience, especially from random antiair starters where the pickup height and amount of hits isn't identical each time (unlike from throw starters).
Ways to control the combo height for a knockdown and optimal damage:
- Extend the relaunch by adding normals for higher height and more damage, eg. 5K > c.S > 5P > 2S > TKB (5 hits before Bomber)
- Shorten the relaunch by reducing normals for lower height and better untech time scaling, eg. 5K > c.S > TKB (2 hits before Bomber)
- Delay the relaunch for lower height: very useful on high altitude antiair starters after the first rep when there is still plenty of untech time.
- Delay the last Bomber after the second hit of 2S (aka "delayed Bomber"): important method for securing the knockdown, especially on light characters.
- Choose between different relaunch string normals:
- 5K, 5P, and 6P hit aerial opponents on their first active frame, so they tend to increase combo height.
- 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 has properties that make it special as an air normal: big damage, big untech time, and wallsplat. These features allow air combos to be extended in spectacular ways. If you hit with a low altitude j.D, you may recover fast enough to link into 5P, c.S, 2S, or even a microdash j.S.
Examples of j.D usage:
- IAD j.H > j.D which continues into BnB antiair combos for big damage.
- j.D, j.6P link (now also known as "Axl Makes Revolution" thanks to Kaon) which can be used really diversely in both corner and midscreen (antiair 2S, Benten/Rensen-up RRC, corner throw, etc).
- j.S > j.H > j.D, aka "Ghetto Dustloop". Connecting the whole thing is very hurtbox and weight specific, but it is the most damaging type of combo filler (CH Raiei, midscreen/corner throw, etc).
- 5D, 6, j.D > j.D > j.D which combines the special properties of 5D (free cancel window) and j.D (long untech time + wallsplat) for the most efficient corner Dust combo starter.
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.
- 5K vs 2K: In general, 5K is the optimal choice in combos because it's better in basically all areas (startup, damage, hitstun, range, gatlings) except hitting the area really low to ground. There are very few cases where 5K would whiff while 2K would connect which are mostly related to hitstun animations where the character reels back while crouching (e.g. trying to link 5K after a jump-in j.H may whiff while 2K might connect). 2K is useful in the neutral game for all sorts of situations thanks to its low-profile hurtbox, but it is generally weak as a combo starter because of the 70% initial proration and as a combo part because of its generally 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 and causes lot of additional pusback in the corner. 2D isn't 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 not having much pushback and putting the opponent in aerial state makes Rensen-2 connect much more easily 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 using it when it works is the best option.
- 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 basically to zero.
RRC routes will give you more opportunities for combos in any 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.
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.
- 214214S vs 2363214H: The biggest weakness of the Byakue Renshou, a.k.a the flame super (2363214H) is that the first attack 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 the startup (before the super flash) and its common to whiff some of the second attacks hits (doing 4-6 instead of the full 7 hits). Its major strengths are the high damage (minimum OD damage, Hellfire bonus, Burst OD version) and simplicity of combos.
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 that makes it very consistent for connecting combos 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).
|Character||Score||2D||5H > 2D||5K > 2D||c.S > 2H||c.S > 2D||5K > c.S > 2H
|5K > c.S > 2D|
- 4Gamer Wiki Basic Combos https://www.youtube.com/watch?v=AkiaEh9Z9_s
- Instant Kill Combos & Setups (JP) http://www.nicovideo.jp/watch/sm27207658
- Parry combos https://www.youtube.com/watch?v=_dQ2AARJSoA
- Answer [★]
- Axl Low [★]
- Baiken [★]
- Bedman [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Elphelt Valentine [★]
- Faust [★]
- I-No [★]
- Jack-O' [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Kum Haehyun [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Potemkin [★]
- Ramlethal Valentine [★]
- Raven [★]
- Sin Kiske [★]
- Slayer [★]
- Sol Badguy [★]
- Venom [★]
- Zato-1 [★]
Click [★] for character's full frame data