GGACR/Axl Low/Combos: Difference between revisions

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< GGACR‎ | Axl Low
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!  Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes
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| (Ground Gatlings) > 2D > [4]6S > FRC > Dash > c.S > 2S > Jump Cancel >  j.H > j.D > j.63214S || Anywhere || Net Gain || Anyone || ||
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > jc {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Anywhere || -25 || Anyone || {{clr|2|Easy}} || Easy once you get the Rensen FRC timing down.
|-
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| (Ground Gatlings) > 2D > [4]6S > FRC > Dash > c.S > 2S > Jump Cancel > j.H > j.D > j.623D > Air Dash > j.D > j.623H > 623H > 623H  || Near Corner || Net Gain || non-Lightweights || ||
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|4|623H}} > {{clr|4|623H}} || Near Corner || -50 || non-Lightweights || {{clr|3|Medium}} || Opponent can slip out if scaling is too high.
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| 6K > 2S > Jump Cancel > j.H > j.D > j.623D > Air Dash > j.D > j.623H > 2S > Jump Cancel > j.D > j.623H > [4]6S > 2  || Near Corner, Anti-Air || Net Gain || non-Lightweights || ||
| {{clr|2|6K}} > {{clr|3|2S}} > jc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|3|2S}} > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|3|[4]6S}} -> 2/3 || Near Corner || -25 || non-Lightweights || {{clr|3|Medium}} || High damage combo off of anti-air {{clr|2|6K}}.
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| 5P > 6K > Jump Cancel > j.6P > j.623D > Air Dash > j.D > j.623H > 2S > Jump Cancel > j.D > j.623H > [4]6S > 2  || Near Corner, Anti-Air || Net Gain || non-Lightweights || ||
| {{clr|1|5P}} > {{clr|2|6K}} > jc > {{clr|1|j.6P}} > {{clr|5|j.623D}} > j.66 > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ 2S > jc > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ [4]6S -> 2/3 || Near Corner || -25 || non-Lightweights || {{clr|3|Medium}} || Anti-air {{clr|1|5P}}.
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| (Ground Gatlings) > 2D > [4]6S > FRC > Dash > 5HS > 6HS > 5K > 2S > High Jump Cancel > j.H > j.D > 63214S || Mid-screen || Net Gain || who || {{clr|5|Very Hard}} ||
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|4|5H}} > {{clr|4|6H}} > {{clr|2|5K}} > {{clr|3|2S}} > sjc > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.63214S}} || Midscreen || -25 || who || {{clr|5|Very Hard}} ||
|-
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| (Ground Gatlings) > 2D > [4]6S > FRC > Dash > 5HS > 6HS > 5K > 2S > High Jump Cancel > j.D > j.623H > [4]6S > 2 || Corner || Net Gain || who || {{clr|5|Very Hard}} ||
| (Ground Gatlings) > {{clr|5|2D}} > {{clr|3|[4]6S}} > FRC > 66 > {{clr|4|5H}} > {{clr|4|6H}} > {{clr|2|5K}} > {{clr|2|2S}} > sjc > {{clr|5|j.D}} > {{clr|4|j.623H}} ▷ {{clr|3|[4]6S}} -> 2/3 || Corner || -25 || who || {{clr|5|Very Hard}} ||
|}
|}



Revision as of 23:13, 25 March 2021

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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
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa


Template

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

  • Entries listed in DarkKhaki are either optional or situational.

Meterless Combos

Combo Position Tension Gain Works on: Difficulty Notes
5K > 2D > [4]6S Anywhere Net Gain Everyone Very Easy Basic confirm into Rensen ender. The backwards direction should be held before 5K is input.
5K > 3P > 2H > 2D > [4]6S Anywhere Net Gain Everyone Very Easy More extensive version of Axl's standard Rensen combo. The charge should be input after the 3P, and 2H should be input as 1H.
5K > c.S > 5H > 2D > [4]6S Anywhere Net Gain Everyone Very Easy
2P > f.S > [4]6S Anywhere Net Gain Everyone Easy Combo off of 2P poke. 2P should be input as 1P, and then the stick should be moved to 4 to get f.S and not 2S before unleashing Rensen. Will not work from farther ranges.
(AA)5P > 6K > 2S > sjc > j.Hj.Dj.63214S Anywhere Net Gain Everyone Very Easy Good damage air combo off of anti-air 5P.
(Throw or 214P/K) > 5P6K > 2S > sjc > j.Hj.Dj.63214S Midscreen Net Gain Everyone Easy The link from Throw to 5P can be a bit tricky to get down.
(Throw) > 2S > jc > j.Dj.623H2S > jc > j.Dj.623H[4]6S -> 2/3   Corner Net Gain Everyone Easy Can be a bit tricky to get all the hits from Rensen's 2 follow-up.

Metered Combos

Combo Position Tension Gain Works on: Difficulty Notes
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > c.S > 2S > jc > j.H > j.D > j.63214S Anywhere -25 Anyone Easy Easy once you get the Rensen FRC timing down.
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > c.S > 2S > jc > j.H > j.D > j.623D > j.66 > j.D > j.623H623H > 623H Near Corner -50 non-Lightweights Medium Opponent can slip out if scaling is too high.
6K > 2S > jc > j.H > j.D > j.623D > j.66 > j.D > j.623H2S > jc > j.D > j.623H[4]6S -> 2/3 Near Corner -25 non-Lightweights Medium High damage combo off of anti-air 6K.
5P > 6K > jc > j.6P > j.623D > j.66 > j.D > j.623H ▷ 2S > jc > j.D > j.623H ▷ [4]6S -> 2/3 Near Corner -25 non-Lightweights Medium Anti-air 5P.
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > 5H > 6H > 5K > 2S > sjc > j.H > j.D > j.63214S Midscreen -25 who Very Hard
(Ground Gatlings) > 2D > [4]6S > FRC > 66 > 5H > 6H > 5K > 2S > sjc > j.D > j.623H[4]6S -> 2/3 Corner -25 who Very Hard

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Hard

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D > j.D > j.D > j.S(1) > j.H > j.D > Kokuu Geki where Net Gain who
5D > j.D > j.D, low j.D > Axl Bomber > 2S(2) > j.D > Axl Bomber > Rensengeki > 旋鎖撃 where Net Gain who
5D > j.D > j.D, j.D > 6K(2) > 2S(2) > j.D > Axl Bomber > Rensengeki > 旋鎖撃 where Net Gain who

Instant Kill Combos

Combo Position Tension Required Works on: Difficulty Notes
combo transcript where tension required who Very Hard

Combo Theory

Video Examples

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