GGST/Axl Low/Combos

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< GGST‎ | 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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 (unless specified otherwise).
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • The list is focused on most practical examples, not every single option that exists. It is meant for actual combos, not for frame traps, blockstrings, or mixups (if the combo itself allows to set them up afterwards, it is mention in the "Notes" field).
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

Axl Specific Notation

  • TKB = jc 236H (see TK Bomber Loops) for more details.
  • RRC(0) - for when you do a non-fast roman cancel with the shockwave but the shockwave needs to not connect.


Combo List

Ground Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K/5K > 2D > 2H (OTG) Any 64 All [1] Very Easy A very basic hitconfirm from 2K/5K. At maximum range, the pushback from 5K will cause 2D to whiff. Sets up for a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 hit, which is critical to Axl's okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. strategy at long ranges. 103163
(PC)
1.24
2K/5K > 2D > 214H Any 86 All [1] Very Easy Basic hitconfirm from Axl's quickest normal. More damage than the above, but slightly more space sensitive, and leaves no time to set up meaty Rensen. Link 92753
(PC)
1.24
close 2K/5K > 6P > 214H Any 83 All [2] Easy Point blank 5K/2K hit confirm. Will whiff at any other range. Link 92756
(PC)
1.24
c.S > f.S > 5H/2H > 214H Any 132 All [1] Very Easy Basic close range combo for c.S hit confirm. 5H does slightly more damage, but whiffs at f.S's max range. Link 92754
(PC)
1.24
(c.S >) f.S > 2H > 214H Any 99 All [1] Very Easy Basic mid-range combo for f.S hit confirm, or c.S at further spacing. Link 92755
(PC)
1.24
5K/c.S > TKB, [4]6S OTG Midscreen 133 All [3] Medium Midscreen setup for meaty Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10]. In order to land [4]6SGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9, you must begin holding [4] midair, and finish the 6S input upon landing. Link 92757
(PC)
1.24
5K/c.S > TKB, land 2H OTG Midscreen 136 All [3] Medium Midscreen combo similar to the above, but leads to meaty Rensen rather than meaty Winter Cherry. Link 92758
(PC)
1.24
214S > c.S > 2S > 5H > [4]6S(8), (66)c.S OTG Midscreen 139 Medium and Lightweights [3] Medium Simple midscreen RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 extension made possible after Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage-' on-combo properties. May need a slight microdash at further ranges to land c.S. Link 113607
(PC)
1.24

Jump-in Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.H5K > 6K > 214H Anywhere 105 All [2] Easy j.H needs to hit deep in order to link with 5K. Link 1.24
j.H5K > 2D > 214H Anywhere 102 All [2] Easy j.H needs to hit deep in order to link with 5K. 92760
(PC)
1.24
j.Hc.S > f.S > 214H Anywhere 109 All [2] Easy j.H needs to hit deep in order to link with c.S. 105796
(PC)
1.24
j.D5K > 214H Anywhere 90 All [2] Easy j.D needs to hit deep for 5K to barely connect at its tip. Cancelling into 214H also becomes somewhat tight. In the corner, the combo becomes easier and allows for a 6K follow-up before 214H or Rensen (OTG). Link 92762
(PC)
1.24
close j.Dc.S > 214H Anywhere 97 All [2] Easy Requires point blank range, most practical in the corner. Link 92763
(PC)
1.24
j.H > j.D > j.236H ▷ 66 2H OTG Near Corner 135 All [4] Hard A simple but effective combo from j.H. Needs to land the hit when descending from the peak of the jump arc, meaning landing j.H with an Instant Airdash won't enable this combo. 1.24
j.S > j.214H Anywhere 63 All [2] Easy Decently consistent conversion from j.S. 105797
(PC)
1.24
AD j.K > j.Dc.S > 214H Anywhere 103 All [2] Easy IAD will always hit, but a low airdash works too. Works on tall characters without airdashing, but you'll need to hit j.D low. 1.30
AD j.K > j.Dc.S > 5H > [4]6S(8) > c.S OTG Anywhere 138 All [3] Medium Slightly harder version of prior j.K > j.D combo for more damage. Same disclaimers apply, recommend IADing for consistency. 1.30
j.H > j.D5P > 41236H > 2H OTG Midscreen 129 All [3] Medium Requires landing j.D close to the ground. 1.30

Anti-Air Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P > 214H Close 65 All [1] Very Easy Close range anti-air A grounded attack that hits the opponent out of the air combo. Slightly safer than 2S > 214H, because of 6P's upper body invincibility. Link 1.24
6K > 41236H, OTG 2H Any 104 All [1] Very Easy Longer range 6K hit confirm. Inconsistent at closer ranges. 105802
(PC)
1.24
6K > 214H Any 75 All [1] Very Easy A closer range 6K confirm. Link 105803
(PC)
1.24
5P > [4]6S(8) > c.S (OTG) Midscreen 93 All [2] Easy A go-to meterless anti-air. You should be doing what is essentially 4P so that 5P comes out and you are doing the [4] input for [4]6S (Rensen) at the same time. Link 1.24
5P > 6K > 41236H, OTG 2H Midscreen 108-116 All [3] Medium The other go-to meterless 5P anti-air route, particularly if you wish to utilize Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage-' knockdown properties. Does not always work on heavyweights and requires hitconfirm awareness, as whiffing Winter Mantis is detrimental. 1.24
5P > 6K > 41236H > 632146P (Install) > 214H > 632146P (Activate) > IAD > j.D > j.236H > Run > 5K > 6K > 214S > 5K > TKB WS, TKB Any 194 All [4] Hard Full converting into wallbreak with full corner carry. Combo execution is easier with less screen space (such as midscreen roundstart), but the wall tends to break earlier as well. For full corner carry make sure 632146P (Activate) occurs at the opponent's max launch height and j.D hits from below giving you maximum run duration on landing. Refer to video link for further clarity. Link 1.24
2S > 214H > 5P > 41236H > 2H (OTG) Any 136 All [3] Medium A solid route to hitconfirm on non-counterhit 2S. The link into 5P is a bit challenging, and if done when the opponent is too low, 41236H might whiff. 1.24
2S > 214H, microdash 5K > 6K > 214H Corner 133 [4] Hard While this is the most basic extension of a non-counterhit anti-air 2S, in the corner, it is a very situational and tricky combo, and is not broadly recommended. 1.24
(CH) 2S, 66 c.S > 5H > 41236H, 2H (OTG) Any 148 Everyone [3] Medium This route gives solid damage and an OTG 2H into meaty RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 at range. Link 1.24
(CH) (Close)2S, j.K > j.D > Airdash > j.K > j.D > j.236H5K WS, TKB Midscreen 212 Everyone [4] Hard Combo is rather finnicky depending on Antiair height, but being able to adjust this combo on the fly gives fantastic meterless reward off stray counterhit antiairs. For lower launching opponents use 2K after j.236H for a faster wallsplat. Dash c.S after 2S may also be required depending on jump angles (Check video segment). Link 1.24
(CH) 2S > 66 c.S/5K > TKBc.S > f.S/2S > 5H > 214H WS, 2H Corner 229 [4] Hard Works slightly away from corner. 2S anti-air near the corner is the perfect time to land an TKBGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22. Somewhat easier than the combo below, but less damaging. Link 1.24
(CH) 2S > 66 c.S > TKBc.S/5K > 6K > 214Sc.S > TKB WS, TKB Corner 236 [4] Hard Works slightly away from corner. Use 5K instead of c.S for combo safety after the first TKB. Be careful if the opponent is launched too high (via executing the combo tightly or very close to corner), as 214S may side-switch the opponent. Link 1.24
(CH) 2S > 5P > 6H > 5K > 6K > 214Sc.S > TKB WS, TKB Corner 206 All [3] Medium Works slightly away from the corner. Alternate version of a near-corner 2S counterhit if you don't want to execute a TKB input. 1.24
6P > 214H > 66RRC > 5K > 6K > 214Sc.S > TKB WS, TKB Near Corner 200 All [3] Medium WS combo near the corner. The extra combo decay inherent to 6P starters makes it impossible to carry to the corner from midscreen, so it's almost never worth RCing 6P midscreen unless it will kill. 1.24
(CH) 6P > 214S ▷ 66 c.S > 2S > 5H > 41236H Any 136 All [3] Medium This combo can have consistency issues if 6P hits opponents too high up, or if it intercepts distant neutral tools. Can spend meter (via 632146P > 214H > 632146P after 41236H) to secure a wallsplat. Link 1.24
(CH) 6P > 214S ▷ microdash c.S > 6K > 214S ▷ microdash 5K > TKB WS, TKB Corner 183 Medium and Lightweights [5] Very Hard Requires spacing very close to the corner. Requires 2 microdashes to ensure opponent does not travel too far away from the wall, and the final TKB connects. Link 1.24
CH 6P > 214S2S > 214S5K > TKB WS TKB Corner 177 Everyone [3] Medium Combo can be extended if occurs near corner even on a grounded CH 6P. Easier than above combo, solid reward and easy wall break. 1.24
6H > 5K > TKB5K > 6K > 236236H Near Corner 228 All [4] Hard Not technically an anti-air, but 6H hits jumping opponents surprisingly frequently, so converting it near the corner is very useful. Video example here uses 236236H for a reliable Wallbreak. Link 1.24

Advanced Combo Theory

TK Bomber

Tiger Knee Axl Bomber or TKB in short is a technique used to execute an Axl Bomber at lowest possible height. The most practical usage for it is canceling from ground normals (5K and c.S) into TKBs for combos that deal more damage and/give advantageous positioning than other options. TK Bomber can link to another ground normal if you are in the range (notably 5K since it has quick startup and long range), so it functions as your best meterless high damage combo starter and links into other sequences in the corner. TK Bomber can now be executed with all sorts of methods since the change from a 623 to 236 input (2369H, 963236H, 698741236H, etc.) but the most important skill is having the correct timing which changes depending on the cancel normal (or no normal at all). If your timing is inconsistent, the combo drops can leave you in a really bad spot; doing the input too early usually puts out a j.H that leaves you hanging right next to the opponent (or a 6H which is more or less whatever), while a too slow input will delay the Bomber too much which makes it either whiff or get blocked, allowing the opponent to punish your long recovery.

There are three major options for comboing into TKB:

  • 5K: The quick startup with great vertical range makes it the most useful relauncher. Cancel timing: quick and lenient.
  • c.S: Slower startup and worse horizontal range than 5K, but does more damage. Cancel timing: slow and quite lenient.
  • Raw: Rare option for cases where a single hit without cancels is possible (eg. the wallbreak hit at the end of a Bomber loop). Link timing: strict manual timing with no buffers (inputting H during pre-jump frames turns into 5H, 6H, or 2H).

Help: If you're struggling with figuring out how to do or approach a TK Bomber, you can read some beginner-friendly and intermediate tips in the Strategy page here.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/c.S > TKBc.S > f.S > 5H > 214S WS, IAD > j.236H Corner 245 All [4] Hard The most reliable meterless best-damage-moderate-execution route off a Corner punish. Link 1.24
5K/c.S > TKB5K > 6K > 214S5P > 6H WS, 6H Corner 236 All [4] Hard Easier than doing 2 TKB loops, but does slightly less damage than the above combo. Link 1.24
5K/c.S > TKBc.S > 5H214Sc.S > TKB WS, TKB Corner 258 All [4] Hard New Optimal combo routing that fits 2 Bombers and better combo filler due to 214S on-hit changes. Link 1.26
5K/c.S > TKB5K > 5P > 6H > 5K > TKB WS, TKB Corner 256 All [4] Hard Alternate route off of basic starters. 1.24
5K/c.S > TKB5P > 6H > 5K, 5K > TKB WS, TKB Corner 257 All [4] Hard Similar idea to above combo, slightly harder for slightly more damage. 1.24
5K/c.S > TKB5K > TKB2K > 6P WS, j.236H Corner 256 Medium and Lightweights [4] Hard The 5 frame 2K relink is necessary after the 2nd bomber and the 6P is necessary for the wallsplat (6K will not wallsplat and special cancelling Snail or Rainwater will always whiff here). Use the below combo instead to cash out meter on Super. Link 1.24
5K/c.S > TKB5K > TKB2K > 6K > 236236H Corner 277 Medium and Lightweights [4] Hard Best corner damage using 2 Bomber loops into Super wallbreak (causing post-wallbreak knockdown). Note that 6K does not wallsplat (and neither do any further special cancels) so the Super is necessary to wallsplat and break simultaneously. Link 1.24
2K/5K/c.S > 2D > 214H > delay 66PRC > c.S > TKB5K > TKB WS, TKB/5H Near Corner 188 [4] Hard Damage given for 2K starter. Also works even if you are further away from the corner (P2 roundstart position). Link ??
f.S > 2H > 214H > 66RRC > c.S > TKBc.S > TKB WS, TKB/5H Near Corner 242 [4] Hard Practical starter. Even though f.S > 5H does slightly more damage, f.S > 2H is more consistent, as 5H whiffs at max range. Link 1.24
c.S > TKBc.S > TKB > 66RRC > j.D > j.236H WS, TKB Corner 288 [5] Very Hard j.D is used over c.S for the third loop as j.D does slightly more damage (by 3 points on  Ky). This combo does more damage than the 236236H wallbreak route, but lacks the post-wallbreak hard knockdown. ??
(CH)c.S > TKB > 66RRC > j.H/j.S whiff ▷ c.S > 5K > 6K > 214S > 5P WS, Airdash j.236H Midscreen (Roundstart) 241 [5] Very Hard Works on counterhit or standard c.S, but is more likely to be hitconfirmed from counterhit scenarios. On counterhit, walk back a tiny bit after landing from the first TKB so that c.S floats the opponent on the correct side. The aerial move whiffed to RRC cancel is unimportant, but j.H & j.S whiff most reliably. Check video link if the combo doesn't make sense. Link 1.24
c.S > Dash Cancel > BRC > TKBc.S > TKB5K > TKB WS, > TKB Midscreen (Roundstart) 281 [5] Very Hard Optimal c.S midscreen starter that utilises dash cancel to force BRC's greater time slow. Likely requires a fast hitconfirm/punish and combo does not work or needs adjustments if opponent does not start grounded (Explained further on in video link) Link 1.24
c.S > 2H > 214S (startup) 66PRC > j.D > j.236H2K > 6K > 214H WS, TKB Corner 250 [5] Very Hard Cancel the 214S into forward drift PRC ever so slightly above the ground to allow j.D Axl Bomber to fit in. Sadly, less optimal than going starter into Snail RC. Link ??
c.S > TKBc.S > TKB > 66RRC > 5[D] > c.S > TKB WS, > TKB Corner 295 All [5] Very Hard Best damage for your meter. 1.26
j.H > 22BRC > j.236Hc.S > TKBc.S > TKB WS, TKB Corner 256 [5] Very Hard Very high damaging Instant Overhead Starter; BRC timeslow allows the opponent to float extra high even after the second loop. Will work on crouch blockers (as shown in video link) but timing the airdash 22BRC is slightly harder. Use 5K for the 3rd loop for a more consistent link at the cost of 4 damage. Link ??


Situational Combos

Air-to-Air Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.P/j.K/j.D > j.214H Any 63 All [1] Very Easy Basic air-to-air hitconfirm. Link 1.24
j.K > Airdash > j.K > j.D > j.236H Any 113 All [2] Easy Very useful corner carry. This combo will work unless Axl or the opponent are too far above each other, in which case j.K > j.D > j.214H works. You can OTG 2H after j.236H to add a bit more damage. 1.24
j.K > Airdash > j.K > j.D > j.236H5K > 6K > 214H WS 2H Near corner 192 All [4] Hard As long as j.D reaches the wall you can go for a j.236H launch into 5K link wallsplat, although this combo can be difficult as it is spacing dependent on the initial j.K, as well as how low to the ground the j.236H is done after j.D. Link 1.24

Counterhit Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5K, 5K > 2D > 214H Any 103 [2] Easy Basic hitconfirm on a counterhit 5K. May whiff at the tip range of the move, but otherwise fairly consistent. Can replace 214H with 2H into meaty RensenGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9. 1.24
CH 2K > 2K > 2D > 214H Any 79 Crouching [2] Easy Works on crouching characters. Similar concept to above, but with 2K. 1.24
CH f.S > [4]6S(8), c.S (OTG) Midscreen 103 Everyone [2] Easy Will generally work at further ranges. Using c.S OTG ender leads to j.H safejump. 1.24
CH f.S > [4]6S(2) > c.S/5H OTG Any 123 Everyone [2] Easy Closer range f.S hit. Using c.S OTG ender leads to j.H safejump. Link 1.24
CH f.S > 214S > Dash > c.S > 2S > 5H > 41236H > 2H OTG Any 147 Everyone [3] Medium More damaging CH f.S meterless starter, but somewhat difficult to hitconfirm into. Requires f.S to hit relatively close. Leads into timed [4]6S meaty oki. Link 1.24
CH (Close) f.S > 2H > 214S > Dash > 5K > 6K > 214S Dash > 5K > TKB WS, TKB Corner 193 Everyone [5] Very Hard Niche 2-hit hitconfirm into 214S for a full launcher from CH f.S. Requires f.S to hit from a very close distance (without it becoming c.S) and frequently fails midscreen due to 2H pushback (except against big hitbox characters: Link ) Link 1.24
CH 2S > 5P > 6K > 41236H, 2H OTG Midscreen 134 Everyone [2] Easy 1.24
CH 2H > [4]6S(8), c.S (OTG) Midscreen 115 Everyone [2] Easy Best conversion off of CH 2H at max range. Enables okizeme with c.S into j.H safejump. Link 1.24
CH 2H > 41236H, microdash c.S > 2S > 5H > [4]6S(8), c.S (OTG) Fullscreen 178 Everyone [2] Easy Conversion for up until midrange. Big damage + okizeme with meaty c.S. Can substitute [4]6S(8) with 41236H > 2P OTG to set up a meaty Rensen at range instead. 1.24
CH 6H > c.S > f.S > 5H/2H > 214H Any 147 Everyone [2] Easy Can gatling to 6H from 5P, 2P, 5K, 2K, and c.S. Link 1.24
CH 2D > 214Sc.S > 2S > 5H > [4]6S(8), c.S (OTG) Midscreen 119 Everyone [3] Medium Updated counterhit conversion from 2d. Consistent at most ranges. Like the combo above, it is possible to replace [4]6S(8) with 41236H > 2P OTG to get meaty Rensen at range. 1.24
CH 214Sc.S > 2S > 5H > [4]6S(8) Any 133 [3] Medium Input [1] for 2S and switch to [4] for 5H in order to complete the charge input for [4]6S. 1.24
CH 214Sc.S > TKB2H OTG Any 132 [3] Medium Alternative to the above combo that gives up okizeme for more corner carry. 1.24
CH 5H > 41236H > c.S > TKB5K > 6K > 214H WS > 5P/214H Corner 242 [4] Hard Great meterless near-corner damage off CH 5H. Gravity after TKB is surprisingly low so stick to using 5K on landing. Also on combos requiring 214H wallsplat you have less time to attempt a TKB wallbreak so use 214H or 5P if you can get the tipper hitbox. Link 1.24
CH 6H > c.S > TKB5K > 6K > 214Sc.S > TKB WS TKB Corner 232 [4] Hard Requires tighter execution on the first TKB5K so that 214S doesn't drop. Also dizzying Counterhit camera during this combo sequence Link 1.24
CH 6H > c.S > TKB[4]6S OTG Midscreen 154 [3] Medium Sets up meaty Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10]. Link 1.24
CH c.S > TKB5P > 6K > 41236H, 2H OTG Midscreen and Further 203 [4] Hard Slowdown from c.S counterhit allows faster recovery from TKB, which allows a 5P link. Charge partitioning route only works if opponent wallbounces from 6K by being near corner, and thus 41236H should be used as a more reliable ender. (Or replace 6K with 5P > [4]6S) Old Charge partitioning route: Link and Link. 1.24
CH c.S > 5[D] > 5P > [4]6S(8) > c.S (OTG) Midscreen 165 [3] Medium An alternative c.S Punish combo from midscreen without using TKB, but any 5P 6K routes no longer work. Same combo as video link but without 6K Link 1.24
CH 6K > 66 5K > TKB5K > 6K > 214Sc.S > TKB WS TKB Corner 228 [4] Hard 6K's corner wallbounce properties makes this combo much harder, if not impossible should the hit anti-air too far away from the opponent for run-up 5K to connect. 1.24
CH 6K > 66 5K > TKB5P > 6H > 5K > TKB WS TKB Corner 237 Everyone [4] Hard Similar to the above. 1.24
CH 2H > 41236H > 632146P > TKB > 632146P IAD > j.236H c.S > TKB WS TKB Midscreen 259 Everyone [4] Hard Delay the 2nd One vision link 1.34

Dust Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8, j.D > j.P > jc, j.D > j.P > j.D > j.PP 211 All [3] Medium 51316
(PS)
1.24
5[D]8, j.D > j.P > jc > j.D > j.P > j.S > jc > j.SS 207 All (except Faust) [3] Medium Link ??
5[D]8, j.D > j.P > jc > j.D > j.P > j.S > j.PP 213 All (except Faust) [3] Medium Link ??

Throw Combos

You can RC Axl's Throws, Airthrows or Mantis to get very basic damage extensions based on the many combo routing options mentioned in Corner Routing Theory or Midscreen Grounded Combos. RCing Throws in general is not worthwhile unless the combo will kill or you know you can achieve a wallbreak. Furthermore, for all combos listed involving Mantis (41236H) you can always get better damage AND corner carry by learning the One Vision combo extender listed in the One Vision Combos table. This list is a non-exhaustive list of ideas only.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D/4D > 66RRC > c.S > 6K > 214H Any 105 All [2] Easy Easy throw conversion with meter. Make sure to RC right when they hit the ground to get the RRC. Link ??
6D/4D > 66RRC > c.S > f.S > 5H > 214H Corner 112 All [2] Easy Link ??
6D/4D > 66RRC > c.S > f.S > 5H > 214S > 5P/5K > 6K WS, 5P/6K Corner 162 All [2] Easy Bomberless metered Rainwater combo. 1.26
6D/4D > 66RRC > dash c.S > 2S > 5H > 214S > 5P WS, Airdash j.236H Corner 164 All [3] Medium Not the most consistent corner combo but typically will always work as long as you dash even deeper into the corner before c.S and hit the opponent at the max height of the RRC bubble. ??
6D/4D > 66RC > c.S > TKB Any 107 All [3] Medium Throw conversion with meter into knockdown. Link ??
6D/4D > 66PRC > c.S > TKB, 5K > 6K > 214H WS, 5H/2H Corner 162 All [3] Medium PRC combo which comes in handy for OS. Link ??
6D/4D > 66RRC > (Run >) c.S > 5H > 214S > c.S > TKB WS, TKB Corner 170 All [4] Hard Can replace the second TKB with 5H for slightly less damage (by 2 points on  Ky). From Roundstart position, can run after RRC to push into corner before continuing the combo. 1.26
Close 41236H > 5K > c.S > f.S > 5H > 214H WS, 2H Corner 149 All [2] Easy While it is possible to start TKB loops off Corner Close Mantis, the damage scaling makes the very heavy execution not worthwhile. Even the 5K 6K link route is surprisingly tight. Link ??
Close 41236H > 5P > [4]6S(S) Any 92 All [1] Very Easy Most consistent followup after midscreen close-Mantis to send the opponent fullscreen. May opt for the Soaring Chain StrikeGGST Axl Low 46S8.pngGuardAllStartup8Recovery34Advantage-11 followup of Rensen for an OTG followup oki situation, too. Link ??
41236H > 66PRC > 5[D] > c.S > TKB Any 110 All [4] Hard May side switch if the PRC is too late. Begin 5[D] early to keep the opponent in the air for c.S. Link ??
41236H > PRC > 66 c.S > TKB5K > 6K > 214H WS, 5P Against Corner OR Corner 158 Any [4] Hard Link ??
Close 41236H > c.S > TKB5K > TKB WS, 5H Corner 161 Normal and Lightweight [5] Very Hard Link ??

Metered Combos

Roman Cancel Combos

While there exists astronomically high amounts of permutations in which one can utilise Roman Cancels in Guilty Gear Strive, it is generally used in combos only if it leads to a big conversion (by being able to reach the corner) or if it will kill the enemy (or come close to). Hence this list should provide several unique use-cases of Roman Cancel combos rather than just tacking on more damage

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > RRC~46S Any N/A All [2] Easy The Rensen input is not a typo. A special-canceled RRC removes the charge requirement. Read more about it in the Charge Cancel Red Roman Cancel section here. There are no current use-cases for this tech, so this combo is merely a proof of concept. Link ??
[4]6S(8) > RC > 5P > [4]6S(8) > c.S(OTG) Fullscreen 106* All [2] Easy Link ??
5K > 6P > 214H > 66.RRC > run until sideswitch > 5P > 6K > 214H Cornered or Mid 123 All [2] Easy Sideswitch combo. Second 214H will whiff if you run too far. Works with most 214H enders like 5K>2D>214H or cS>fS>214H. Link ??
6P > 214H > RRC > 5K > 6K > 214S > 5P > 6H WS, j.236H Corner 193 All [3] Medium Normal hit 6P Finally has enough reliability to always link into Snail, and with the new 214S corner routing now allows a metered wallbreak. Respectable damage off a 6P button challenge with or without CH Link 113599
(PC)
1.24
j.H > 22RRC > j.H > c.S or f.S > 2H > 214H Any ~142 All [3] Medium Decent instant-overhead starter which requires cancelling 22RRC into jH so the RC bubble doesn't come out for way better damage. No good PRC routes known as of yet due to lack of midscreen comboability. Link ??
6H > 88RRC > land > Run > c.S > TKB > 5P > [4]6S(8) > c.S(OTG) Any 175 All [3] Medium Old 6H PRC routes no longer work due to both PRC nerfs and 6H pushback on hit. Furthermore 6K Rensen Charge partitioning no longer works on longer combos due to 6K's adjusted height blowback, so this is approximately the best you can do. Updrift RRC is required for a recombo after Bomber (but may leave you more disadvantageous on block), so you can opt for a normal grounded combo after 6H RRC instead (such as c.S 2S 5H [4]6S) [Link] ??
6H > 88RRC > delay j.236H > 5K > TKB > 2K > 6P WS, TKB Corner 232 [4] Hard Old 6H PRC routes no longer work due to both PRC nerfs and 6H pushback on hit. You can still replicate a double bomber loop with the 2K 6P relink by using updrift RRC to float the opponent higher, or opt for 5K 6K 214S after the first bomber for slightly less but reliable damage. [Link] ??
c.S . f.S > 5H > 214H > 66.RRC(0) > 5P > 6H, 5K > 6K > 214H WS > 5P Midscreen to Corner 229 All [3] Medium Essentially works from round-start positioning, and the routing can be done from most grounded combos into 66RRC. Universal RC changes means you no longer have to whiff the RC bubble to negate combo proration issues. More info also present in the Corner Routing Theory section. Link ??
f.S > 2H > 214H > 66.RRC > c.S > TKB > c.S > TKB WS, TKB Near Corner 242 All [4] Hard Your most practical AND optimal f.S or c.S hitconfirmable starter combo RC route. The second TKB must wallsplat or else the combo drops due to Bomber Same-Move-Proration changes but this will almost always happen as long as you've pressed 2 Normals into a special cancel before RCing. TKBomber-less alternatives exist such as 5P 6H 5K ... or c.S 6K 214S 5P ... (See Corner Routing Theory as well) Link ??
j.H > Airdash > 22.BRC > j.623H > c.S > TKB > c.S > TKB WS, TKB Corner 256 All, but harder on Heavyweights [5] Very Hard Instant-overhead starter that utilises Airdash changes on j.H to force a BRC timeslow (more preferable than PRC and gives a better combo). First c.S needs to hit the opponent very high up to allow a second relink of c.S due to TKBomber Same-Move-Proration. (Video link outdated patch but still works) Link ??
c.S > TKB > 66.RRC~j.K(0) or j.H(0) > Walk back > c.S > 5K > 6K > 214S > 5P WS, j.236B Midscreen 241 (243 on CH) All [5] Very Hard Utilising Red Drift RC cancel to land at the end point of Axl Bomber to recombo off it midscreen. Doing the combo on counterhit makes Axl fly past the opponent during the drift RC more so the walk back before c.S is required to save the combo from side switching. Without sideswitching problems you can opt for any corner routing upon landing but a second TKB is unlikely to be possible Link ??

Overdrive Combos

One Vision Combos

When One Vision ends, the final move's hit effects during time-stop will be applied to the opponent, leading to very elaborate conversions.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146P (Install) > 632146P (Activate) > 6H > c.S > f.S > 5H > 214H Any 141 [2] Easy Basic grounded confirm off any move into One Vision. Link 113596
(PC)
1.24
632146P (Install) > Throw > 632146P (Activate) OTG > c.S > f.S > 5H > 214H Any 105 [2] Easy Link from throw into One Vision activate is a little tough, and has bad damage. Also very minus on hit. Link ??
632146P (Install) > Air Throw > 632146P (Activate) OTG > 6H > 5H > 214H Any 142 [2] Easy Link from air throw into One Vision activate is a little tough, but much better OTG damage than ground throw. Link ??
632146P (Install) > 632146P (Activate) > c.S > TKB > Time Resume > j.D > j.236H Midscreen 162 [3] Medium Can back-jump to make j.D easier to connect. Works on grounded and normal jump height. Will side switch. Link ??
2S > 632146P (Install) > 5K > 214H > 632146P (Activate) > j.D > 236H > Time Resume Midscreen 185* All [3] Medium 2S needs to hit near max-range. 5K should hit at the very tip. Can be followed up with c.S > TKB if near a wall. Chip, Sol, Pot ??
632146P (Install) > 632146P (Activate) > c.S > TKB > Walk Back > Run > Time Resume > c.S > TKB > 5K > 6K > 214H WS, 5P or 2H Midscreen to Corner
Opponent airborne
232-233 [4] Hard Can still reach corner from further than Round-Start midscreen. Need to walk back after first TKB to ensure Axl runs forwards to prevent sideswitch. Use 5P or 2HS wallbreak depending on height of wallsplat. Link ??
632146P (Install) > [4]6S[8] or [4]6S[2] > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > f.S > 5H > 214H WS, 5P Midscreen near Corner 185-199 [4] Hard Needs Round-Start or closer to reach corner. Axl bomber may jump over opponent if frozen too low to the ground, which will greatly shorten corner carry. This wallsplat route is recommended for prorated starters like Rensen and Rainwater. Link ??
632146P (Install) > j.H > 632146P (Activate) > Run > c.S > TKB > Time Resume > Run > 5K > c.S > f.S > 5H > 214H WS, 2H Midscreen near Corner 201 [5] Very Hard Example of running the opponent to the corner off a grounded hitconfirm. Also functions as instant overhead. Link ??
632146P (Install) > j.H > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > TKB > 5K > TKB WS > TKB Corner 222 [5] Very Hard Example of max damage instant overhead confirm. All corner One Vision starters generally follow this formula. Doing more hits during Time-Stop will prorate the combo for overall less damage. Can opt for easier combo enders such as 5K 6K Snail and 5P wallbreak. Link ??

Now that One Vision Install can be cancelled into from Specials, Axl gains a few new high damage combo routes on otherwise low damage starters!

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[4]6S(S) > 632146P (Install) > 632146P (Activate) > Run > j.D > j.236H > Time Resume > Run > c.S > f.S > 5H > 214H WS, 5P Midscreen 193 [3] Medium Now your main metered confirm off hitting Winter Cherry. Forgo the j.D for some additional time (sacrifices only 2 damage), you can try for another TK bomber loop after time resume but the damage scaling & timing height of c.S makes this not usually worthwhile. Link 1.24
[4]6S(S) > 632146P (Install) > 632146P (Activate) > Run > j.D > j.236H > Time Resume > 5P > 6K > [4]6S(8) WS, microdash 5P Any 185-189 [3] Medium Same as above, but combo route works further than midscreen. If at absolute corner to corner starter then wallsplat does not occur but full combo still connects. Link 1.24
(CH) 5H > 41236H > 632146P (Install) > 5[D] > c.S > TKB > 632146P (Activate) > TKB > Run > Time Resume > c.S > TKB WS, TKB Midscreen 264 [4] Hard Can omit 5[D] if you forget as using it is specific to (CH) 5H for only 4 less damage. 1.24
(CH) 2H > 41236H > 632146P (Install) > Run > c.S > TKB > 632146P (Activate) > TKB > Run > Time Resume > c.S > TKB WS, TKB Midscreen 257 [4] Hard Winter Mantis launching higher on hit allows for more damage when using One Vision after counter-hit 2H as well as working at almost any distance hit. If the TK Bomber that wall splats is done too high, it might be better to use a normal like 2S to break the wall because another Bomber might not have the time to reach. Link 1.24
(CH) 2H > [4]6S(S) > 632146P (Install) > 632146P (Activate) > Run > IAD > j.D > j.236H > Time Resume > Run > c.S > TKB WS, 2S Midscreen 235 [4] Hard Old conversion off Counterhit 2H. Still useful should you hit a max range Counterhit 2H and/or autopilot into [4]6S You can choose any 2-hitting wallsplat combination after the time resume (such as c.S 5H, 5K 6K etc). The 2S wallbreak is for reliability as TKB may wallsplat high up if done from further away. Link 1.24
(CH) 2H > 214H > 632146P (Install) > 632146P (Activate) > Run > IAD > j.D > j.236H > Time Resume > Run > c.S > 5H > 214H WS, 2H Midscreen 221 [4] Hard Similar to above, but with CH 2H into Snail (which typically happens off a failed CH hit-confirm, or if the opponent isn't far away enough for Winter Cherry to connect. Link 1.24
41236H > 632146P (Install) > c.S > TKB > 632146P (Activate) > Airdash > j.236H > Walk back > Run > Time Resume > c.S > 5H WS, 214H Any 162 [4] Hard The general combo route idea for any metered Mantis confirms. You can use the standard Mantis PRC route if you are already near the corner, but this route works from corner to corner (shown in video link). Doing a TKB wallsplat and wallbreak ender on this combo only grants 2-5 more points of damage at max, so it may not be worth the execution. Link 1.24
41236H > 632146P (Install) > c.S > 5H > 632146P (Activate) > Run > j.D > j.236H > Time Resume > Run > 5P > 6K WS, [4]6S(8) Any 152 [3] Medium The alternate combo to the above which requires no TK bomber inputs. Can still be done from corner to corner Link 1.24

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