GGML/Axl/Combos

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< GGML‎ | Axl
 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+D becomes 236D.
> = 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
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 0.87x 0.62x 0.62x 0.5x 0.5x 0.43x 0.43x 0.31x 0.31x 0.31x 0.25x 0.21x 0.18x 0.15x 0.12x

Infinite Combos

"The PKP Infinite"Technically practical
Easy-ish

[(5Por2P) > 5K], xN
This infinite combo technically requires you to cancel 5P/2P into 5K within a 1 frame window, but this is made easier by 12 frames of hitstop. This makes the combo fairly practical assuming the spacing requirement is met.

In order for this combo to be reliable, you should be literally as close as possible to the opponent character. Walking backwards for as few as 3 frames can cause the combo to fail, even in the corner.

Who the infinite works on:⚠️ Conditions
✔️ Potemkin,  Sol1. Must hit crouching and in the corner
⚠️ Chipp1,  Justice2, Ky3,  Testament12. Yes, except for midscreen while crouching
 Axl,  Baiken,  Baldhead,  Kliff,  May,  Millia,  Zato3. Must be in the corner

This is potentially the worst infinite in the game.
It works, but it doesn't hit many characters, has a strict spacing requirement, and takes ages to kill, so it is very likely to drop before killing the opponent.

Finite Combos

Grounded starter
Combo Position Damage Chaos Gain Works on: Difficulty Notes
5K > [4]6S~8H Any ? ? All Very Easy
2K > c.S > f.S > [4]6S~8H Any ? ? All Easy
5K > 214K > 41236K Any ? ? All Easy
2K > c.S > f.S > 214K > 41236K Any ? ? All Medium
Airborne starter
Combo Position Damage Chaos Gain Works on: Difficulty Notes
j.S > 5P/2P > 2K > f.S > [4]6S > 8H Any ? Full All (no air normal but j.H connects on CR  Baldhead) Medium You can replace 2K with 5K to get closer and connect Dototsu instead of Rensen (or route into an infinite on eligible characters), but it's very inconsistent and whiff-prone.

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