GGST/Axl Low/Combos

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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
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

Basic Combos

  • All damage values tested on Sol and as such are not entirely accurate due to his 0.98 damage modifier. There is an ongoing effort to redo the numbers on this page and on the combos section for greater accuracy (by performing them on Ky, who has a 1.0 damage modifier). Moves whose damage values are not updated yet will probably be marked with an asterisk (*).
  • This list 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 list is focused on most practical examples, not every single option that exists.
  • All damage values should be damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 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 623H (see TK Bomber Loops) for more details.

Ground Combos

Combo Position Damage Works on: Difficulty Notes
5K/2K > 2D > 214H Any 69-86 All [1] Very Easy Basic hitconfirm from your quickest normals.
Max range 5K/2K pushback makes 2D whiff.
c.S > f.S > 5H > 214H Any 132 All [1] Very Easy Basic close range combo for c.S hitconfirm.
f.S > 2H > 214H Any 99 All [1] Very Easy Basic mid range combo for f.S hitconfirm.
f.S > 5H does 2 more damage, but whiffs in f.S's max range.
5K > TKB, [4]6S OTG Midscreen 116 All [3] Medium Midscreen 5K punish, setup for meaty Rensen-S. If you don't want the meaty setup, 2H deals exactly as much damage.
c.S > TKB2H OTG Midscreen 136 All [3] Medium Midscreen c.S punish for pure damage.
c.S > TKB[4]6S OTG Midscreen 133 All [3] Medium Midscreen c.S punish, setup for meaty Rensen-S.

Jump-in Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes
j.S5P Anywhere 59 All [2] Easy Both options need to hit super close and super late in order to combo, making this approach very impractical. These are more useful as a blockstring to keep the opponent locked down so you can apply more pressure. (Will likely be moved into its own section.) 2H version is borderline [5] Very Hard.
j.S5P > 6K > 214H Anywhere 100 All [2] Easy Hit j.S late in the jump in order for 5P to combo.
j.Sc.S > f.S > 2H > 214H Anywhere 119 All [2] Easy Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H.
j.H5K > 6K > 214H Anywhere 105 All [2] Easy j.H needs to hit deep in order to link with 5K.
j.Hc.S > f.S > 5H > 214H Anywhere 127 All [2] Easy Highly impractical unless done from a neutral jump, as a reaction to a grab. j.H needs to hit deep and be close enough to link with c.S.
j.Dc.S > 214H Corner 97 All [2] Easy Seemingly combos at any height, so probably a good jump-in.
j.S2K/5K > 2D > 214H Anywhere 83/85 All [3] Medium Both j.S and 2K/5K need to hit somewhat deep, otherwise 2D whiffs. 2K has more damage proration, so less damage overall if you choose that route.
j.S2P > 6K > 214H Anywhere 93 All [4] Hard You seemingly have to not go as far when jumping at them in order for j.S to connect with roughly the front of the knees of the opponent. Follow-up is fairly straightforward if not a bit heavy execution-wise.
j.D5K > 214H Anywhere 90 All [4] Hard j.D Needs to hit deep for 5K to barely connect at its tip. Cancel into Snail (214H) also becomes somewhat tight. Becomes easier in the corner and allows for a 6K follow-up before Snail or Rensen (OTG).
j.D5P > [4]6S(2) Near Corner 120 All [4] Hard Remember to hold down-back to begin charging Rensen in the air; pressing j.D while holding back will execute Throw, as Throw is now Forward/Back + Dust. j.D > 5P > Rensen works midscreen but can't followup.
j.S2H Anywhere 63 All [4] Very Hard Both options need to hit super close and super late in order to combo, making this approach very impractical. These are more useful as a blockstring to keep the opponent locked down so you can apply more pressure. (Will likely be moved into its own section.) 2H version is borderline [5] Very Hard.

Anti-Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > [4]6S(8) > 5H (OTG) Midscreen 104 All [1] Very Easy Instead of 5P, 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.
6P > 214H Close 65 All [1] Very Easy Close range version of an anti-air combo. Slightly better than just doing 2S > 214H, because of 6P's upper body invincibility.
(CH) 6P > 214H (or 236236H) Any 68 (149) All [1] Very Easy Counterhit version of previous combo. Cancel window is easier due to the counterhit slowdown.
6K > 214H Any 75 All [1] Very Easy Works well vs characters with tall hitboxes, such as Faust and Potemkin.
(CH) 2S > 5P > [4]6S (8) > 5H (OTG) Midscreen 127-142 All [2] Easy 5P > [4]6S (8) requires a slight amount of delay. Damage varies depending if 2S hit at max range.
5P > 66RC > c.S > 5H > 214H Midscreen 99 All [3] Medium May require walking slightly forward before the c.S in order for 5H to hit, depending on spacing and the opponent's weight.
2S > 214H > 88RC > 623H[4]6S Midscreen 140 All [3] Medium Not necessarily a very practical combo, but a demonstration of RC drift upwards.
2S > (delay) 214H > RRC > j.D > j.214H Midscreen 124 All [3] Medium The delay after 2S allows for the Red Roman Cancel to connect allowing for a choice of follow up close to the ground. j.D > Bomber does not connect, but you can probably get c.S > TKB on the ground for extra damage.
2S > (delay) 214H > 66RC > (Run Under) > c.S > 214H Corner 122 All [3] Medium Demonstration of using RC to side switch to get out of corner.
5P > 66RC > c.S > TK Bomber[4]6S (OTG) Midscreen 109 All [4] Hard
6P > 214H > 66RC > c.S > TK Bomber > [4]6S (OTG) Midscreen 124 All [4] Hard
6P > 214H > 66RC > c.S > 5H > 214H Close 126 All [4] Hard 6P must hit the opponent high otherwise Snail whiffs. (CH) 6P nakes the whole combo much easier. Switching sides during the Roman Cancel makes the follow-up combo easier to space, otherwise Snail doesn't reach.
5P > 6K > [4]6S(8) > c.S (OTG) Midscreen 111 All [5] Very Hard Can start from any 2S, 5P, or 6K, but the combo requires good charge partitioning - the fundamental component being the 6K > [4]6S. After 5P, tap 6K and immediately begin charging for Rensen. Execution gets slightly easier, if started from a (CH) 2S or a 66RRC after Snail (214H). Can sometimes hit 5H as an OTG for 120 DMG, but requires impeccable timing and spacing. [Video]
(CH) 2S > 5P > 6K > [4]6S(8) > c.S (OTG) Midscreen 146 All [5] Very Hard Counter hit version of previous combo. Execution is slightly easier, due to the added height from the (CH) 2S, but not by much. Can sometimes hit 5H as an OTG for 155 DMG, but requires impeccable timing and spacing.

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 in the corner it can loop into itself for massive amounts of damage. TK Bomber can be executed with all sorts of input methods (6923H, 9623H, 69874123H, 6321473H, 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 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).
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > TKB, 5K > TKB, 5K > TKB, wallbreak 5H Corner 239* All [5] Very Hard Near corner punish for huge damage.
5K > TKB, c.S > TKB, 5K > TKB, wallbreak TKB Corner 250* All [5] Very Hard Maximum 5K meterless damage with 3 different TKB execution timings.
c.S > jc > 66BRC > Axl Bomberc.S > TKB5K > 6K > 214H > 5P Midscreen 265 All [5] Very Hard Weird Blue Roman Cancel combo, that can sometimes cross-up. Very front-loaded execution-wise.
c.S > jc > 66BRC > Axl Bomber > 66 > c.S > TKB > c.S > TKB > TKB Midscreen 285 All [5] Very Hard Optimized version of the above. Very high damage.
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak 5H Corner 273 All [5] Very Hard Near corner punish for ridiculous damage.
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak TKB Corner 281 All [5] Very Hard Ultimate meterless damage.
(CH) 6H > c.S > TKB > 5P > 6K > Snail Corner 178 [3] Medium 5K can be used instead of c.S as well.
j.H > c.S > TKB > 5P > 6K > Snail Corner 161 [3] Medium
5K > TKB > 5K > TKB > 5P > 6K > 214H (WS) > 5P (WB) Corner 236 [4] Hard Easiest route off 5K TKB
5K > TKB > 5K > TKB > c.S > f.S > 5H > 214S > 66 > 5H Corner 244 [4] Hard Alternate ender to TKB loops off 5K. 66 236236H can be done instead of 5H
5K > TKB > 5K > TKB > 5K > 6K > 214S > 66 > 5H Corner 235 [4] Hard Easier route for TKB loops
5K > TKB > 5K > TKB > 5K > TKB > TKB Corner 249 [5] Very Hard TK Bomber loops off 5K
214S > 5K > jc > 66BRC > j.623H > 66 > c.S > TKB > c.S(WS) > j9 > j.623H Corner 222 [5] Very Hard BRC conversion off close Rainwater.

Situational Combos

Air-to-Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
j.P > j.214H Any 63 All [1] Very Easy j.P, j.K (59 DMG) and j.D (75 DMG) are interchangeable.
j.K > j.D > 214H Any 84 All [1] Very Easy j.K gatlings to j.D, but can also be jump cancelled if necessary.
j.K > j.D > 5P > Rensen Near corner 99 [3] Medium
j.P > 66RC ▷ c.S > TK Bomber[4]6S (OTG) Close 110 All [4] Hard You may need to walk slightly forward after the RRC in order to position yourself for c.S, depending on the opponent's character.
j.K > jc > j.S > 66RC ▷ c.S > TK Bomber[4]6S (OTG) Close 115 All [5] Very Hard From midscreen it pushes the opponent into the corner and allows for a Spinning Chain Strike

(2 after Rensen) follow-up as oki.

Counterhit Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(CH) 6P > 214S Any 64
(CH) 6P > 236236H Any 149
(CH) f.S > Rensen (8) > c.S/5H (OTG) Midscreen 103/117 Easy Using c.S OTG ender leads to j.H safejump
(CH) f.S > Rensen (2) > c.S/5H (OTG) Any 123/156 Easy Closer range f.S hit. Using c.S OTG ender leads to j.H safejump
(CH) 2H > Rensen (8) > c.S/5H (OTG) Midscreen 115/129 Easy Using c.S OTG ender leads to j.H safejump
(CH) 2H > Rensen > Winter Cherry 108~122 Easy At long range
(CH) 6H > c.S > f.S > 5H > Snail Any 147 Easy Can gatling to 6H from 5P, 2P, 5K, 2K, and c.S
(CH) 6H > c.S > f.S > 2H > Snail Any 145 Easy
(CH) 6H > c.S > TKB > Rensen (OTG) 148 Medium Sets up meaty Winter Cherry
(CH) 6H > c.S > TKB > 66RRC > c.S > TKB 169 Medium
(CH) 6H > c.S > TKB > 66RRC > 5K > 5K > 6K > 214S > 2H Corner 222 Medium Can swap 2H for 66 236236H if needed
(CH) 2D > c.S > 6K > 214H Midscreen 119 Easy
(CH) 2D > 5P > Rensen (8) > c.S/5H (OTG) Midscreen 120/130 Medium Using c.S OTG ender leads to j.H safejump
(CH) Rainwater > 5P > Rensen 95 Easy
(CH) Rainwater > land > 66BRC > TKB > c.S > TKB > 5K > TKB > TKB Corner 247 [5] Very Hard Using 66RC after landing will cause a BRC, negating the proration and slowing down the opponent long enough to TKB and followup.
(CH) Axl Bomber > 66 > c.S > TKB Midscreen 182 Medium

Dust Combos

Combo Damage Works on: Difficulty Notes
5[D], j.D > j.P > jc > j.D > j.P > j.S > jc > j.S > j.S (Finishing Blow) 207 All [3] Medium
5[D], j.D > j.P > jc > j.D > j.P > j.D > j.P > j.P (Finishing Blow) 211 All [3] Medium

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw > 66RC > c.S > 6K > Snail 100* [1] Very Easy Easy throw conversion with meter.
Throw > 66RC > c.S > TKB 103* [3] Medium Throw conversion with meter into knockdown.
Throw > 66RC > c.S > f.S > 5H > Snail 106* Must be near corner.
Throw > Delay 88RC > 66 > c.S > TKB, 5K > TKB > TKB Corner 170 88RC creates enough height to start a TKB combo. The timing needed for the RRC is slightly after the bounce, but if done too late a PRC will come out.
Winter Mantis (far) > RC > c.S > 6K > Snail 84*
Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG) 90* Rensen OTG near corner only.
Winter Mantis (far) > RC > IAD > j.D > Axl Bomber 88* Get them in the corner!
Winter Mantis (close) > 6K > Snail 83*
Winter Mantis (close) > 5P > Rensen > Winter Cherry 85*
Winter Mantis (close, corner) > c.S > f.S > 5H > Snail 97*
Winter Mantis (close, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P (wall break) 139*

Metred Combos

Roman Cancel Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
Rensen (8) > RC > 5P > Rensen (8) > c.S (OTG) 106* [2] Easy
Rensen > Winter Cherry > RC > Rensen > Winter Cherry 90* [3] Medium The Double Cherry Sundae.

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 Tension Gain Works on: Difficulty Notes
632146P (Install) > 632146P (Activate) > 6H > c.S > f.S > 5H > 214H Any 141 [2] Easy Basic grounded confirm off any move into One Vision
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
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
632146P (Install) > 632146P (Activate) > c.S > TKB > Time Resume > j.D > j.623H Midscreen 162 [3] Medium Can back-jump to make j.D easier to connect. Works on grounded and normal jump height. Will side switch. Video link here
2S > 632146P (Install) > 5K > 214H > 632146P (Activate) > j.D > 623H > 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. Videos of it being performed on Chip, Sol, Pot.
632146P (Install) > 632146P (Activate) > c.S > TKB > Walk Back > Run > Time Resume > c.S > TKB > 5K > 6K > 214H, wallbreak 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. Video link here
632146P (Install) > [4]6S[8] or [4]6S[2] > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > f.S > 5H > 214H, wallbreak 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. Video link here
632146P (Install) > j.H > 632146P (Activate) > Run > c.S > TKB > Time Resume > Run > 5K > c.S > f.S > 5H > 214H, wallbreak 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. Video link here.
632146P (Install) > j.H > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > TKB > 5K > TKB >, wallbreak 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. Video link here.

Video Examples

External Resources

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