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

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| 3P > f.S > Rensen || Any || 96 || All || <span style="color:green">[3] Medium </span> ||  A hitconfirm for normalhit 3P. <br/> Doesn't work on counterhit 3P; continue with f.S > 2S instead.
| 3P > f.S > Rensen || 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.
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Revision as of 09:09, 16 December 2016

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.

Rensen = [4]6S
Raiei = 63214S
Rashousen = 41236H
TKB = TK Bomber
Bomber = 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.
# Combo Position Damage Works on: Difficulty Notes
_ *** *** *** *** *** ***

Ground Combos

# Combo Position Damage Works on: Difficulty Notes
_ 5K > c.S > 2D > Rensen Any 102 All [1] Very Easy Axl's most basic BnB ground combo. Gives a knockdown from Rensen.
Start charging Rensen before 2D, preferably the whole time.
_ 2K > c.S > 2D > Rensen Any 68 All [1] Very Easy 2K version of basic BnB, but worse damage because of 70% proration.
Hits low, so use as a reminder for opponent to block crouching.
_ 6P > c.S > 5H > 2D > Rensen Any 147 All [1] Very Easy Most damaging version of BnB for pointblank range.
Not very useful outside guaranteed ground punishes (because of 6P).
_ 5K > 2D > Rensen Any 85 All [2] Easy Compact version of BnB for ranges where c.S and 5H can not connect.
Less time for Rensen charge than in longer BnBs, try starting with [4]K.
_ 2K > 2D > Rensen Any 55 All [2] Easy Compact 2K combo for pretty low damage.
_ 5K > c.S > 5H > 2D > Rensen Any 131 All [1] Very Easy The full BnB from 5K for pointblank range, knocks down.
_ 2K > c.S > 5H > 2D > Rensen Any 87 All [1] Very Easy Heavily prorated (ie. bad damage) version of the "full" BnB.
_ 5K > 3P > 2D > Rensen Any 98 All [3] Medium Compact 3P confirm with decent range.
Start charging Rensen immediately after inputting 3P.
_ 3P > f.S > Rensen Any 96 All [3] Medium A hitconfirm for normal hit 3P.
Doesn't work on counterhit 3P; continue with f.S > 2S instead.
_ 5K > c.S > 3P > 2D > Rensen Any 116 All [3] Medium Full 3P route for pointblank range, not very practical (low damage).
_ 2P > Rensen Any 70 All [2] Easy Combos on much longer range with counterhit 2P.
Distance for normal hit to combo is slightly closer than round start position.
_ 2P > f.S > Rensen Any 96 All [3] Medium 2P confirm for distance where 2P isn't an optimal poke to do.
2P > f.S doesn't input in c.S distance; mashing S during 2P's pushback is recommendable.
50% c.S > 5H > 2D > 2363214H Midscreen 216 All [2] Easy Damaging close range punish, especially with the Burst version.
Getting all 7 hits of the super can be finicky (more distance is better).
50% c.S > 5H > 2D > Rensen-up (RC)
delay, IAD, delay, j.D, 6K > 2S > TKB
Midscreen 195 Medium [3] Normal Basic RC combo from Rensen. Knocks down.
Whiff a 5H after RC for the delay timing and do j.D late for more untech time.
50% 2P > 214214S, 66, 5K > c.S > 5H > 2D > Rensen Any 158 All [3] Normal Long-range convertion with Kairagi, much easier with CH 2P but isn't mandatory.
Buffer 214214 after 2P and hit S after a visual confirm of ground hit (or block, it's +11).
50% c.S > 5H > 2D > 214214S,
IAD j.H > j.D, c.S > 2S > TKB, c.S > 2S > TKB
Corner 212 Medium [4] Hard Knocks down and builds about 25% meter with Kairagi.
Use 5K > 2S > TKB as a more secure ender (eg. Ky, Venom).
50% c.S > 5H > 2D > 214214S, 66, c.S > TKB,
5K > 2S(1) > TKB, 5K > 5P > Rensen-2
Corner 205
(Elph)
Light [4] Hard Kairagi route for light characters, knocks down.
Rensen doesn't work on everyone, try delayed Bomber from 5K > c.S (I-No) or 5K > 2S (Millia).

Anti-Air Combos

# Combo Position Damage Works on: Difficulty Notes
_ (5P) > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 166 All [2] Easy The BnB anti-air combo from 5P or 6K that doesn't knock down.
j.D and Bomber can whiff if the opponent is too high in the air.
_ (5P) > 6K (HJC) j.6P > j.S(1) > j.6P Midscreen 107 All [3] Normal When you are too far to connect 6K into 2S.
j.S can whiff depending on the character, height and distance.
_ 2S (JC) j.K (JC) j.H > j.D > Bomber Midscreen 140 Medium [2] Easy Good choice for a lower altitude 2S confirm.
Jump canceling away from the opponent makes your recovery slightly safer.
_ 2S > TK Bomber Midscreen 82 Medium [3] Normal Less damage, but secures a knockdown.
Knockdown may require delaying the Bomber.
_ 2S > TKB, 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 210
(I-No)
Light [3] Normal Light characters' float can trade the knockdown for extra damage.
_ 6P > c.S > 2S > TKB, 5P > Rensen Midscreen 161 Medium [3] Normal Good for horizontal approaches (IADs), knocks down.
Trades less against pre-emptive attacks than 2S, but doesn't reach nearly as high.

Air to Ground/Air Combos

# Combo Position Damage Works on: Difficulty Notes
_ IAD j.S > j.H, 5K > 2D > Rensen Any 122 All [2] Easy Connects a succesful IAD j.S into compact ground BnB.
You must be high enough to allow j.H become active before landing.
_ IAD j.S > j.H, c.S > 5H > 2D > Rensen Any 156 All [3] Normal IAD j.S into full ground BnB.
You must be very close after landing to connect all hits.
_ IAD j.S > (j.P), 5K > 2D > Rensen Any 98 All [2] Easy For when you are too close to ground for j.S > j.H to work.
j.P reduces damage, use only when j.S hitstun isn't enough.
_ IAD j.S > (j.P), c.S > 5H > 2D > Rensen Any 136 All [3] Normal Low-altitude IAD j.S into full ground BnB
Linking c.S is hard without being really close to ground on j.S(2) or j.P.
_ IAD j.H > j.D, (66) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 198 All [3] Normal Launches the opponent for huge damage, but is risky on block because of j.D.
Great for punishing stuff, eg. IADing over Gunflame or Slidehead on reaction.

CH/RC Starter Combos

# Combo Position Damage Works on: Difficulty Notes
CH CH Raiei, 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 184 All [2] Easy Basic throw combo, but without the damage proration.
6K can whiff depending on the post-Raiei distance and hurtbox type.
50% Raiei (RC) 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 154 All [2] Easy Throw-like combo with RRC proration.
6K can whiff depending on the post-Raiei distance and hurtbox type.
CH CH Raiei, 66, 6P > c.S > 2S (HJC) j.H > j.D > Bomber Midscreen 195 All [3] Normal Quite universal route for good damage.
6P can whiff or cancel into f.S if you hitconfirm too late or lack run momentum.
50% Raiei, delay (RC) 5K > 5P > 6K > 2S (HJC) j.H > j.D > Bomber, Midscreen 157 All [3] Normal Raiei RRC which is easy to confirm for normal hit only.
Prevents wasting meter in case of counterhit by RC'ing late.
CH CH Raiei, 5P > 6K > 2S > TKB, 5P > Rensen Midscreen 194 Medium [3] Normal Knocks down.
Use run 5K > 5P to connect easier on some characters.
50% Raiei, delay (RC) 5K > 5P > 6K > 2S > TKB, 5P > Rensen Midscreen 155 Medium [3] Normal Raiei RRC into knockdown with time for normal hit confirm.
CH CH 6P > Raiei, c.S > 5P > 2S(1) > TKB,
5K > 2S > TKB, 5K > 2S > TKB
Corner 218 Medium [4] Hard Huge damage with a knockdown if you can predict the CH.
CH 6P at almost middle of stage is enough to carry the opponent to corner.

Dust Combos

# Combo Position Damage Works on: Difficulty Notes
_ 5D, 8, j.D > j.D > j.K (JC) j.H > j.D > Bomber Midscreen 121 All [2] Easy The basic Homing Jump combo.
Can be stopped at last j.D for corner wallstick.
_ 5D, 8, j.D > j.D > j.6P > j.K (JC) j.H > j.D > Bomber Midscreen 125 All [3] Normal Tiny additional damage with much stricter cancel timing.
_ 5D, 6, c.S > 5H > Rensen-2 Midscreen 84 All [2] Easy Homing Dash into midscreen knockdown.
_ 5D, 6, j.D > jD > j.D, 6P > 2S > TKB, 5K > 2S > TKB Corner 144 Medium [3] Normal Corner Dust into damage and knockdown.

Throw Combos

# Combo Position Damage Works on: Difficulty Notes
_ Throw, Rensen Midscreen 69 All [1] Very Easy Puny damage, but burst safe and universally knocks down.
_ Throw, 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 113 Most [2] Easy The BnB throw combo, doesn't knock down.
6K > 2S whiffs on some characters.
_ Throw, 66, (5K) > 5P > 6K > 2S (HJC) j.H > j.D > Bomber Midscreen 116 Most [2] Easy Alternate throw starter for different hurtboxes and gravities.
Works well on Venom, Zato, Ky, etc.
_ Throw, 6K > 2S > TK Bomber Midscreen 93 Most [3] Normal Knocks down, which may need delaying the Bomber.
_ Throw, 6K > 2S > TKB, 5P > Rensen Midscreen 113 Medium [3] Normal More damage and a far knockdown for IAD j.S safejumps.
_ Throw, 66, 2H, 5K > 5P > 2S, delay j.S(2) > j.H > j.D,
2S, j.H > j.D > Bomber
Midscreen ??? Millia [4] Hard ??? Stylish Millia-specific combo.
_ Throw, 66, 5K > 2S (JC) j.S > j.H > j.D, microdash, jump j.S > j.H > j.D,
jump j.S > j.H > j.D, jump j.S > j.H > j.D, 2S > TKB
Midscreen 115 Potemkin [5] Very Hard Fullscreen-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 [3] Normal Basic 3-rep Bomber loop. Knocks down.
Mind the link timing after landing recovery of Bomber.
_ Throw, c.S > 2S > TKB, c.S > 2S > TKB, 5K > 5P > Rensen-2 Corner 139 Medium [3] Normal Alternative ender for the Bomber loops.
_ Throw, c.S > TKB, c.S > TKB, c.S > TKB Corner 128
(Elph)
Light [3] Normal Simple 3-rep loop for females. Knocks down.
_ Throw, delay c.S > TKB, c.S > TKB,
5K > 2S(1) > TKB, 5K > 2S(2) (JC) Bomber
Corner 145
(Elph)
Light [4] Hard 4-rep loop knockdown with slightly more leeway.
Delayed c.S lowers height for knockdown. Doesn't work on I-No (last 2S whiffs).
_ Throw, c.S > TKB, c.S > TKB,
c.S > TKB, 5K > 2S(2) (JC) Bomber
Corner 146
(Elph)
Light [4] Hard A more universal 4-rep loop knockdown for females.
Requires strict timing to connect everything, finish with delayed Bomber.
_ Throw, 5P > 6K(1) > 2S > TKB,
5P > 6K(1) > 2S > TKB, c.S > Rensen-2
Corner 126
(Pot)
Heavy [3] Normal Delay first 5P on some characters to connect Bomber easier.

Instant Kill Combos

# Combo Position Works on: Difficulty Notes
100% (***) > Rensen-up, (RC) 66, Activate, IK Any All [2] Easy Easiest way to IK with 100%, though vulnerable to bursts.
IK attack has great range, so the dash can be left quite short.
100% Throw, 6K > 2S > TK Bomber (RC) airdash, land, 66, Activate, IK Any Light [3] Normal The pre-RC part builds lot of meter, so you don't have to be quite 100%.
Be prepared to block their burst during/after Bomber RC part.
100% (***) > Kairagi, 66, Activate, Throw, IK Corner All [3] Normal Safe from bursts once you connect the Kairagi.
Works midscreen on Sol, Sin, May, Slayer, Axl, Leo, Johnny.
100% (***) > 2H (RC) 66, Activate, Throw, IK Corner All [3] Normal Same as above but without the burst safety before throw.
50% 5D, 6, Activate, IK Corner All [2] Easy If you land a corner Dust, this is an easy confirm.
Vulnerable to bursts since you have to be close.
CH, 50% CH 5H > 5D, 6, Activate, IK Corner All [4] Hard A great use for the CH 5H confirm if you have mastered it.
CH, 50% CH 6H, Activate, IK Any All [4] Hard Activate quickly after the 6H recovery (avoiding 6H RRC).
CH, 50% CH Rensen-8, Activate, IK Any All [5] Very Hard The CH Kyokusa must be quite meaty to leave enough time.

Combo Theory

TK Axl Bomber Loops

Bomber loops are done near the corner on aerial opponents (from throw, counterhit Raiei/6H/6P, antiair confirm, Rensen-up/Benten RC, j.D etc.) with short normal strings canceled into TK Bombers and linked into a relaunch (another normal string into Bomber) for bigger damage, huge tension gain, and most importantly a knockdown. In most cases loops have 2-3 Bombers, 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, 5P, or 6P) > 2S or 2S(1) > TKB
  • (5K or 6P) > c.S > TKB
  • 5P > 6K(1) > TKB

2S is the most recommended choice since it cancels from 5K (the fastest post-Bomber link option at 6F), it has a big hitbox with a second-hit vacuum, and the second hit has additional untech time to connect a delayed Bomber even in longer combos which makes a knockdown easier (though if you allow the opponent to tech or you're not in the range, the Bomber will whiff and leave you extremely punishable). The balance between lifting the opponent high enough for more reps and hits (ie. damage), and finishing low enough for a knockdown from a final TK Bomber (or an alternative ender, most commonly Rensen-down) is something you have to learn by practice, especially from random antiair starters where the pickup height and amount of hits isn't identical each time (unlike 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 > 2S(1) > TKB (2 hits before Bomber)
  • Delay the relaunch for lower height: most practical after the first rep when there is still plenty of untech time, really useful on high antiair starters.
  • Delay the last Bomber after the second hit of 2S: important method for knocking down, especially on light characters.

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, 2S, or even a microdash j.S (or microdash j.P).
Examples of j.D usage:

  • IAD j.H > j.D into BnB antiair combo for almost 200 damage.
  • j.D, j.6P link which can be used as an antiair 2S follow-up or Benten/Rensen-up RRC combo filler.
  • j.P > j.H > j.D and its variations as air combo filler, especially in corner.
  • j.S > j.H > j.D dustloops; these are very dependent on hurtbox and gravity, eg. Potemkin-only corner-to-corner throw combo.

Video Examples


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

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc