GGST/Axl Low/Combos: Difference between revisions

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[5] {{clr|5|Very Hard}}
[5] {{clr|5|Very Hard}}
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{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
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==Basic Combos==
==Read First==
* 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 (*).
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 (unless specified otherwise).  
*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).  
*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. 
*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).  
*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.
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
<!-- [1] Very Easy should be super beginner friendly (essentially "new to fighting games" types of combo). [2] Easy should be slightly more difficult, in the sense of requiring some positional awareness, a tricky Rensen Charge or a specific Snail spacing. I'd say, at a minimum, if it has a TKB or a Drift Roman Cancel, it's a [3] Medium, if it has multiple TKBs or a combination of DRC and a TKB it's a [4] Hard, and if it has any form of charge partitioning or super strict link requirements (1-3F) it's [5] Very Hard. We can adjust these as we go, but lets stick to this for now. -->
<!-- [1] Very Easy should be super beginner friendly (essentially "new to fighting games" types of combo). [2] Easy should be slightly more difficult, in the sense of requiring some positional awareness, a tricky Rensen Charge or a specific Snail spacing. I'd say, at a minimum, if it has a TKB or a Drift Roman Cancel, it's a [3] Medium, if it has multiple TKBs or a combination of DRC and a TKB it's a [4] Hard, and if it has any form of charge partitioning or super strict link requirements (1-3F) it's [5] Very Hard. We can adjust these as we go, but lets stick to this for now. -->
*Roman Cancel Notation:
Axl Specific Notation
**88.RRC    - for drift red RC upwards
*'''{{clr|H|TKB}}''' = jc {{clr|H|236H}} (see [[GGST/Axl_Low/Combos#TK_Bomber|TK Bomber Loops]]) for more details.
**BRC~{{clr|K|623K}}  - for fast blue roman cancel into {{clr|K|623K}}
*RRC(0) - for when you do a non-fast roman cancel with the shockwave but the shockwave needs to not connect.
**RRC        - implies the shockwave hits, and denote the opposite case when it doesn't
**RRC(0)    - for when you do a non-fast roman cancel with the shockwave but the shockwave needs to not connect
**66.PRC~{{clr|H|2H}} - for fast RC combined with RC drift
*Axl Specific notation: '''TKB''' = jc {{clr|H|236H}} (see [[GGST/Axl_Low/Combos#TK_Bomber|TK Bomber Loops]]) for more details.


===Ground Combos===
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
==Combo List==
 
====Ground Combos====
{| class="wikitable sortable"  
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|K|2K}}/{{clr|K|5K}}  > {{clr|D|2D}} > {{clr|H|2H}} (OTG)
|position = Any
|damage =  64
|worksOn = All
|difficulty = Very Easy
|notes =  A very basic hitconfirm from {{clr|K|2K}}/{{clr|K|5K}}. At maximum range, the pushback from {{clr|K|5K}} will cause {{clr|D|2D}} to whiff. Sets up for a {{keyword|meaty}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label=Rensen}} hit, which is critical to Axl's {{keyword|okizeme}} strategy at long ranges.
|recipePC = 103163
|video =
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|2K}}/{{clr|K|5K}}  > {{clr|D|2D}} > {{clr|H|214H}}  
|combo =  {{clr|K|2K}}/{{clr|K|5K}}  > {{clr|D|2D}} > {{clr|H|214H}}  
|position = Any  
|position = Any  
|damage =  69-86  
|damage =  86  
|worksOn = All  
|worksOn = All  
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy  
|notes =  Basic hitconfirm from your quickest normals. <br/> Max range {{clr|K|5K}}/{{clr|K|2K}} pushback makes {{clr|D|2D}} whiff.
|notes =  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.
|recipePC = 92753
|video =  [https://www.youtube.com/watch?v=--4Et4_WuW8 Link]
|video =  [https://www.youtube.com/watch?v=--4Et4_WuW8 Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}}  
|combo = close {{clr|K|2K}}/{{clr|K|5K}} > {{clr|P|6P}} > {{clr|H|214H}}  
|position = Any  
|position = Any  
|damage =  132
|damage =  83
|worksOn = All  
|worksOn = All  
|difficulty =  [1] {{clr|1|Very Easy}}  
|difficulty = Easy
|notes =  Basic close range combo for {{clr|S|c.S}} hitconfirm.  
|notes Point blank {{clr|K|5K}}/{{clr|K|2K}} hit confirm. Will whiff at any other range.
|video =  [https://www.youtube.com/watch?v=UaWKygV8ZCc Link]
|recipePC = 92756
|video =  [https://youtu.be/v02LtgQU2Xs Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|214H}}  
|combo =  {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}/{{clr|H|2H}} > {{clr|H|214H}}  
|position = Any  
|position = Any  
|damage =  99
|damage =  132
|worksOn = All  
|worksOn = All  
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy  
|notes =  Basic mid range combo for {{clr|S|f.S}} hitconfirm. <br/> {{clr|S|f.S}} > {{clr|H|5H}} does 2 more damage, but whiffs in {{clr|S|f.S}}'s max range.  
|notes =  Basic close range combo for {{clr|S|c.S}} hit confirm. {{clr|H|5H}} does slightly more damage, but whiffs at {{clr|S|f.S}}'s max range.
|video =  [https://youtu.be/iiRkz7pU6JM Link]
|recipePC = 92754
|video =  [https://www.youtube.com/watch?v=UaWKygV8ZCc Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|2K}}/{{clr|K|5K}} > {{clr|P|6P}} > {{clr|H|214H}}  
|combo =  ({{clr|S|c.S}} >) {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|214H}}  
|position = Any  
|position = Any  
|damage =  67-83
|damage =  99
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}  
|difficulty = Very Easy
|notes = Whiffs if too close to the opponent, making it spacing reliant and somewhat impractical. Can function as a blockstring as well. Tension gain is +15%.
|notes =  Basic mid-range combo for {{clr|S|f.S}} hit confirm, or {{clr|S|c.S}} at further spacing.
|video =  [https://youtu.be/v02LtgQU2Xs Link]
|recipePC = 92755
|video =  [https://youtu.be/iiRkz7pU6JM Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} > {{clr|H|TKB}}, {{clr|S|[4]6S}} OTG  
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}}, {{clr|S|[4]6S}} OTG  
|position = Midscreen  
|position = Midscreen  
|damage =  116
|damage =  133
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Midscreen {{clr|K|5K}} punish, setup for meaty Rensen-S. If you don't want the meaty setup, {{clr|H|2H}} deals exactly as much damage.  
|notes =  Midscreen setup for meaty {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S S|label=Winter Cherry}}. In order to land {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label={{clr|S|[4]6S}}}}, you must begin holding [4] midair, and finish the 6S input upon landing.
|recipePC = 92757
|video =  [https://youtu.be/6PVckHEbtVs Link]
|video =  [https://youtu.be/6PVckHEbtVs Link]
|checkedVersion = 1.24
}}
}}
|- ||
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|c.S}} > {{clr|H|TKB}}, land {{clr|H|2H}} OTG  
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}}, land {{clr|H|2H}} OTG  
|position = Midscreen  
|position = Midscreen  
|damage =  136  
|damage =  136  
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Midscreen {{clr|S|c.S}} punish for pure damage.
|notes =  Midscreen combo similar to the above, but leads to meaty Rensen rather than meaty Winter Cherry.
|recipePC = 92758
|video =  [https://youtu.be/j-c23ccNJ-I Link]
|video =  [https://youtu.be/j-c23ccNJ-I Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|H|TKB}}, land {{clr|H|2H}} OTG  
|combo =  {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|[4]6S}}(8), (66){{clr|S|c.S}} OTG  
|position = Midscreen  
|position = Midscreen  
|damage =  132
|damage =  139
|worksOn = Medium and Lightweights  
|worksOn = Medium and Lightweights  
|difficulty =  [2] {{clr|2|Easy}}
|difficulty = Medium
|notes = Midscreen Rainwater extension made possible after Mantis on-combo properties. May need a slight microdash at further ranges to land c.s, otherwise you may substitute with {{clr|K|5K}}
|notes Simple midscreen {{MiniMoveCard|game=GGST|chara=Axl Low|input=214S|label=Rainwater}} extension made possible after {{MiniMoveCard|game=GGST|chara=Axl Low|input=41236H|label=Winter Mantis}}' on-combo properties. May need a slight microdash at further ranges to land {{clr|S|c.S}}.
|video =  [https://youtu.be/Lt96u9OBjb4?t=454 Link]
|recipePC = 113607
|video =  [https://youtu.be/C2Md7lYpA9E Link]
|checkedVersion = 1.24
}}
}}
|}
|}


===Jump-in Starters===
===Jump-in Starters===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|H|j.H}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  {{clr|H|j.H}} {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}}  
|position = Anywhere  
|position = Anywhere  
|damage =  105  
|damage =  105  
|tensionGained = +15%  
|tensionGained = +15%  
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  {{clr|H|j.H}} needs to hit deep in order to link with {{clr|K|5K}}.  
|notes =  {{clr|H|j.H}} needs to hit deep in order to link with {{clr|K|5K}}.
|recipePC =
|video =  [https://youtu.be/3_-Yzch-Kbg Link]
|video =  [https://youtu.be/3_-Yzch-Kbg Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|j.D}}, {{clr|K|5K}} > {{clr|H|214H}}  
|combo =  {{clr|H|j.H}} ▷ {{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|214H}}
|position = Anywhere
|damage =  102
|tensionGained =
|worksOn = All
|difficulty = Easy
|notes =  {{clr|H|j.H}} needs to hit deep in order to link with {{clr|K|5K}}.
|recipePC = 92760
|video = 
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|H|j.H}} ▷ {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|214H}}
|position = Anywhere
|damage =  109
|tensionGained =
|worksOn = All
|difficulty = Easy
|notes =  {{clr|H|j.H}} needs to hit deep in order to link with {{clr|S|c.S}}.
|recipePC = 105796
|video =
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|D|j.D}} {{clr|K|5K}} > {{clr|H|214H}}  
|position = Anywhere  
|position = Anywhere  
|damage =  90  
|damage =  90  
|tensionGained = +12%  
|tensionGained = +12%  
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  {{clr|D|j.D}} Needs to hit deep for {{clr|K|5K}} to barely connect at its tip. Cancel into Snail ({{clr|H|214H}}) also becomes somewhat tight. Becomes easier in the corner and allows for a {{clr|K|6K}} follow-up before Snail or Rensen (OTG).  
|notes =  {{clr|D|j.D}} needs to hit deep for {{clr|K|5K}} to barely connect at its tip. Cancelling into {{clr|H|214H}} also becomes somewhat tight. In the corner, the combo becomes easier and allows for a {{clr|K|6K}} follow-up before {{clr|H|214H}} or Rensen (OTG).  
|recipePC = 92762
|video =  [https://youtu.be/xF1SpLv0O8c Link]
|video =  [https://youtu.be/xF1SpLv0O8c Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|j.D}}, {{clr|S|c.S}} > {{clr|H|214H}}  
|combo =  close {{clr|D|j.D}} {{clr|S|c.S}} > {{clr|H|214H}}  
|position = Anywhere  
|position = Anywhere  
|damage =  97  
|damage =  97  
|tensionGained = +13%  
|tensionGained = +13%  
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Requires you to be very close to the opponent, most practical in the corner.  
|notes =  Requires point blank range, most practical in the corner.
|video =  [https://youtu.be/NwuY6kS8Mc0 Link]
|video =  [https://youtu.be/NwuY6kS8Mc0 Link]
|recipePC = 92763
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|j.D}}, {{clr|P|5P}} > {{clr|S|[4]6S}}(2)
|combo =  {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.236H}} ▷ 66 {{clr|H|2H}} OTG
|position = Near Corner  
|position = Near Corner  
|damage =  120
|damage =  135
|tensionGained = +17%  
|tensionGained = +20%  
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Remember to hold down-back to begin charging Rensen in the air; pressing {{clr|D|j.D}} while holding back will execute Throw, as Throw is now Forward/Back + Dust. {{clr|D|j.D}} > {{clr|P|5P}} > Rensen works midscreen but can't followup.  
|notes =  A simple but effective combo from {{clr|H|j.H}}. Needs to land the hit when descending from the peak of the jump arc, meaning landing {{clr|H|j.H}} with an Instant Airdash won't enable this combo.
|video =  [https://youtu.be/B1bzw1aZ6cE Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|j.S}}, {{clr|H|2H}}  
|combo =  {{clr|S|j.S}} > {{clr|H|j.214H}}  
|position = Anywhere  
|position = Anywhere  
|damage =  63  
|damage =  63  
|tensionGained = +8%  
|tensionGained = +8%  
|worksOn = All  
|worksOn = All  
|difficulty =  [4] {{clr|5|Very Hard}}  
|difficulty = Easy
|notes =   Requires {{clr|S|j.S}} to hit very low to the ground. More useful as a blockstring at far range to keep the opponent locked down so you can apply more pressure.  
|notes =  Decently consistent conversion from {{clr|S|j.S}}.
|video = [https://youtu.be/DsOsEldxOKA Link]
|video = 
|recipePC = 105797
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo AD {{clr|K|j.K}} > {{clr|D|j.D}} ▷ {{clr|S|c.S}} > {{clr|H|214H}}
|position = Anywhere
|damage =  103
|tensionGained = +8%
|worksOn = All
|difficulty = Easy
|notes =  IAD will always hit, but a low airdash works too. Works on tall characters without airdashing, but you'll need to hit {{clr|D|j.D}} low.
|video =
|checkedVersion = 1.30
}}
|-
{{GGST-ComboTableRow
|combo =  AD {{clr|K|j.K}} > {{clr|D|j.D}} ▷ {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S(8)}} > {{clr|S|c.S}} OTG
|position = Anywhere
|damage =  138
|tensionGained = +22%
|worksOn = All
|difficulty = Medium
|notes =  Slightly harder version of prior {{clr|K|j.K}} > {{clr|D|j.D}} combo for more damage. Same disclaimers apply, recommend IADing for consistency.
|video =
|checkedVersion = 1.30
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|H|j.H}} > {{clr|D|j.D}} ▷ {{clr|P|5P}} > {{clr|H|41236H}} > {{clr|H|2H}} OTG
|position = Midscreen
|damage =  129
|tensionGained =
|worksOn = All
|difficulty = Medium
|notes = Requires landing {{clr|D|j.D}} close to the ground.
|video =
|checkedVersion = 1.30
}}
}}
|}
|}
<!-- Can't get this one to connect. If someone pulls it off, put it back into the table.
| | {{clr|2|j.K}} > {{clr|5|j.D}}, {{clr|3|c.S}} > {{clr|4|214H}} || Anywhere || 99* ||  || All || [3] {{clr|3|Medium}} || Requires landing {{clr|D|j.D}} late enough to connect {{clr|S|c.S}}
|-
-->


===Anti-Air Combos===
===Anti-Air Combos===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
Line 183: Line 271:
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy  
|notes =  Close range version of an anti-air combo. Slightly better than just doing {{clr|S|2S}} > {{clr|H|214H}}, because of {{clr|P|6P}}'s upper body invincibility.  
|notes =  Close range {{keyword|anti-air}} combo. Slightly safer than {{clr|S|2S}} > {{clr|H|214H}}, because of {{clr|P|6P}}'s upper body invincibility.  
|video =  [https://youtu.be/WKY-ta6Kbdo Link]
|video =  [https://youtu.be/WKY-ta6Kbdo Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  {{clr|K|6K}} > {{clr|H|41236H}}, OTG {{clr|H|2H}}
|position = Any  
|position = Any
|damage =  75  
|damage =  104
|tensionGained = 
|worksOn = All
|difficulty = Very Easy
|notes = Longer range {{clr|K|6K}} hit confirm. Inconsistent at closer ranges.
|video =
|recipePC = 105802
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|K|6K}} > {{clr|H|214H}}
|position = Any
|damage =  75
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [1] {{clr|1|Very Easy}}  
|difficulty = Very Easy
|notes =  Works well vs characters with tall hitboxes, such as Faust and Potemkin.  
|notes = A closer range {{clr|K|6K}} confirm.
|video =  [https://youtu.be/QsUjyGD0foo Link]
|video =  [https://youtu.be/QsUjyGD0foo Link]
|recipePC = 105803
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|P|5P}} > {{clr|S|[4]6S}}(8) > {{clr|H|5H}} (OTG)  
|combo =  {{clr|P|5P}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}} (OTG)  
|position = Midscreen  
|position = Midscreen  
|damage =  104
|damage =  93
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Instead of {{clr|P|5P}}, you should be doing what is essentially {{clr|P|4P}}, so that {{clr|P|5P}} comes out and you are doing the [4] input for {{clr|S|[4]6S}} (Rensen) at the same time.  
|notes =  A go-to meterless anti-air. You should be doing what is essentially {{clr|P|4P}} so that {{clr|P|5P}} comes out and you are doing the [4] input for {{clr|S|[4]6S}} (Rensen) at the same time.  
|video =  [https://youtu.be/gSO29yRU-is Link]
|video =  [https://youtu.be/gSO29yRU-is Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|41236H}}  
|combo =  {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|41236H}}, OTG {{clr|H|2H}}
|position = Midscreen  
|position = Midscreen  
|damage =  92
|damage =  108-116
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Aside from the above combo, this is now is your go-to meterless {{clr|P|5P}} Antiair route if you still wish to utilise {{clr|K|6K}} and experiment with the new Mantis knockdown. Does not always work if antiairs the opponent very low to the ground or opponent is heavier, and requires a little bit of hitconfirming awareness as whiffing Mantis ({{clr|H|41236H}}) may be detrimental to you after they roll out of {{clr|K|6K}} knockdown
|notes =  The other go-to meterless {{clr|P|5P}} anti-air route, particularly if you wish to utilize {{MiniMoveCard|game=GGST|chara=Axl Low|input=41236H|label=Winter Mantis}}' knockdown properties. Does not always work on heavyweights and requires hitconfirm awareness, as whiffing Winter Mantis is detrimental.
|video =  
|video =  
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|41236H}} > {{clr|P|632146P}} (Install) > {{clr|H|214H}} > {{clr|P|632146P}} (Activate) > IAD > {{clr|D|j.D}} > {{clr|H|j.236H}} > Run > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} > {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Any
|damage =  194
|tensionGained = 
|worksOn = All
|difficulty = Hard
|notes =  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 {{clr|P|632146P}} (Activate) occurs at the opponent's max launch height and {{clr|D|j.D}} hits from below giving you maximum run duration on landing. Refer to video link for further clarity.
|video = [https://youtu.be/v23xoHlpjog?t=94 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|2S}} > {{clr|H|214H}} > {{clr|P|5P}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}} (OTG)  
|combo =  {{clr|S|2S}} > {{clr|H|214H}} > {{clr|P|5P}} > {{clr|H|41236H}} > {{clr|H|2H}} (OTG)  
|position = Any  
|position = Any  
|damage =  136  
|damage =  136  
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  If non-counterhit {{clr|S|2S}} antiairs high enough you can recover in time after {{clr|S|2S}} Snail to link {{clr|P|5P}}. You can opt for various {{clr|S|c.S}} OTG oki setups (either {{clr|S|c.S}} Airdash or {{clr|S|c.S}} Run-cancel meaty) or the Winter Cherry followup of Rensen.  
|notes =  A solid route to hitconfirm on non-counterhit {{clr|S|2S}}. The link into {{clr|P|5P}} is a bit challenging, and if done when the opponent is too low, {{clr|H|41236H}} might whiff.
|video =  [https://youtu.be/Lt96u9OBjb4?t=269 Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|2S}} > {{clr|H|214H}} > {{clr|K|5K}} >  {{clr|K|6K}} > {{clr|S|214S}} > {{clr|P|5P}} > {{clr|S|[4]6S}} WS
|combo =  {{clr|S|2S}} > {{clr|H|214H}}, microdash {{clr|K|5K}} >  {{clr|K|6K}} > {{clr|H|214H}}
|position = Corner  
|position = Corner  
|damage =  182
|damage =  133
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Hard
|notes =  Not a very likely combo since it requires you to antiair them non-counterhit next to the wall at the corner. Doing the same route when not absolutely cornered will do 141 damage at the {{clr|P|5P}} portion, but all followups from {{clr|P|5P}} ({{clr|H|6H}}, {{clr|K|6K}} or Rensen) will miss due to distance. Also note that Rensen wallsplat and breaks simultaneously.
|notes =  While this is the most basic extension of a non-counterhit anti-air {{clr|S|2S}}, in the corner, it is a very situational and tricky combo, and is not broadly recommended.
|video = [https://youtu.be/Lt96u9OBjb4?t=293 Link]
|video =  
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|2S}} > Run > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}} (OTG)  
|combo =  (CH) {{clr|S|2S}}, 66 {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|41236H}}{{clr|h|2H}} (OTG)  
|position = Any  
|position = Any  
|damage =  147
|damage =  148
|tensionGained =   
|tensionGained =   
|worksOn = All
|worksOn = Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Use this route which gives okay damage and an OTG {{clr|S|c.S}} Dashcancel Oki. You can fit in an additional {{clr|S|2S}} before {{clr|H|5H}} but it might be finnicky if {{clr|S|c.S}} was not done very close or with different weight classes.  
|notes =  This route gives solid damage and an OTG {{clr|H|2H}} into meaty {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label=Rensen}} at range.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=315 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=315 Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|2S}} > Run > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}} WS, {{clr|H|2H}}
|combo =  (CH) (Close){{clr|S|2S}}, {{clr|K|j.K}} > {{clr|D|j.D}} > Airdash > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|j.236H}} ▷ {{clr|K|5K}} WS, {{clr|H|TKB}}
|position = Midscreen
|damage =  212
|tensionGained = 
|worksOn = Everyone
|difficulty = Hard
|notes =  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 {{clr|K|2K}} after {{clr|H|j.236H}} for a faster wallsplat. Dash {{clr|S|c.S}} after {{clr|S|2S}} may also be required depending on jump angles (Check video segment).
|video =  [https://youtu.be/heSQ5q-XPfA?t=572 Link]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|2S}} > 66 {{clr|S|c.S}}/{{clr|K|5K}} > {{clr|H|TKB}} {{clr|S|c.S}} > {{clr|S|f.S}}/{{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|214H}} WS, {{clr|H|2H}}
|position = Corner  
|position = Corner  
|damage =  229  
|damage =  229  
|tensionGained =   
|tensionGained =   
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Works slightly away from corner. You typically always want to look for one TK Bomber after {{clr|S|2S}} Antiair near the corner (use {{clr|K|5K}} instead of {{clr|S|c.S}} for combo safety). It's now impossible to do 2 Loops unless the second bomber wallsplats, so the {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|5H}} Snail sequence is the best damage you can fit in one gatling (and is more damage-optimal than any {{clr|K|6K}} Rainwater routes).  
|notes =  Works slightly away from corner. {{clr|S|2S}} anti-air near the corner is the perfect time to land an {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label={{clr|H|TKB}}}}. Somewhat easier than the combo below, but less damaging.
|video =  [https://youtu.be/Lt96u9OBjb4?t=328 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=328 Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|2S}} > {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} > {{clr|P|5P}} WS, {{clr|H|6H}}  
|combo =  (CH) {{clr|S|2S}} > 66 {{clr|S|c.S}} > {{clr|H|TKB}} ▷ {{clr|S|c.S}}/{{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} ▷ {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Corner  
|position = Corner  
|damage =  195
|damage =  236
|tensionGained = 
|worksOn =
|difficulty = Hard
|notes =  Works slightly away from corner. Use {{clr|K|5K}} instead of {{clr|S|c.S}} for combo safety after the first {{clr|H|TKB}}. Be careful if the opponent is launched too high (via executing the combo tightly or very close to corner), as {{clr|S|214S}} may side-switch the opponent.
|video =  [https://youtu.be/Lt96u9OBjb4?t=328 Link]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|2S}} > {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} ▷ {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Corner
|damage =  206
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Works slightly away from the corner. Alternate version of a near-corner {{clr|S|2S}} counterhit if you don't want to execute a TKBomber input.  
|notes =  Works slightly away from the corner. Alternate version of a near-corner {{clr|S|2S}} counterhit if you don't want to execute a {{clr|H|TKB}} input. <!--There are two TKBs in this combo, so something's off here-->
|video = [https://youtu.be/Lt96u9OBjb4?t=352 Link]
|video =  
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|P|6P}} > {{clr|H|214H}} > 66RRC > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} > {{clr|P|5P}} > {{clr|H|6H}} WS, {{clr|H|j.236H}}  
|combo =  {{clr|P|6P}} > {{clr|H|214H}} > 66RRC > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}  
|position = Near Corner  
|position = Near Corner  
|damage =  193
|damage =  200
|tensionGained = 
|worksOn = All
|difficulty = Medium
|notes =  WS combo near the corner. The extra combo decay inherent to {{clr|P|6P}} starters makes it impossible to carry to the corner from midscreen, so it's almost never worth RCing {{clr|P|6P}} midscreen unless it will kill.
|video = 
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|P|6P}} > {{clr|S|214S}} ▷ 66 {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|41236H}}
|position = Any
|damage =  136
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty =  [3] {{clr|3|Medium}}  
|difficulty = Medium
|notes After two buffs Axl's {{clr|P|6P}} now can reliably convert into Snail even on non-counterhit, allowing a wallbreak combo starting from near-corner positioning. The poor gravity scaling of {{clr|P|6P}} starter makes it impossible to carry to the corner from any midscreen methods (including TKB) so it's almost never worth RCing {{clr|P|6P}} midscreen unless it will kill.  
|notes This combo can have consistency issues if {{clr|P|6P}} hits opponents too high up, or if it intercepts distant neutral tools. Can spend meter (via {{clr|P|632146P}} > {{clr|H|214H}} > {{clr|P|632146P}} after {{clr|H|41236H}}) to secure a wallsplat.
|video =  [https://youtu.be/Lt96u9OBjb4?t=578 Link]
|video =  [https://youtu.be/heSQ5q-XPfA?t=481 Link]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo (CH) {{clr|P|6P}} > {{clr|S|214S}} ▷ microdash {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|S|214S}} ▷ microdash {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Corner
|damage =  183
|tensionGained = 
|worksOn = Medium and Lightweights
|difficulty = Very Hard
|notes =  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 {{clr|H|TKB}} connects.  
|video =  [https://youtu.be/heSQ5q-XPfA?t=501 Link]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  CH  {{clr|P|6P}} > {{clr|S|214S}} ▷ {{clr|S|2S}} > {{clr|S|214S}} ▷ {{clr|K|5K}} > {{clr|H|TKB}} WS {{clr|H|TKB}} 
|position = Corner
|damage =  177
|tensionGained =
|worksOn =  Everyone
|difficulty = Medium
|notes =  Combo can be extended if occurs near corner even on a grounded CH {{clr|P|6P}}. Easier than above combo, solid reward and easy wall break.
|video = 
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|H|6H}} > {{clr|K|5K}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|236236H}}
|combo =  {{clr|H|6H}} > {{clr|K|5K}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|236236H}}
|position = Near Corner  
|position = Near Corner  
|damage =  228  
|damage =  228  
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  While not Technically an Anti-air, but landing {{clr|H|6H}} against jumping opponents occurs surprisingly frequently so converting it near the corner is very useful. Video example [https://youtu.be/ZZmZeY1nEnM?t=50 here] uses Super Ender for a forced reliable Wallbreak.  
|notes =  Not technically an anti-air, but {{clr|H|6H}} hits jumping opponents surprisingly frequently, so converting it near the corner is very useful. Video example [https://youtu.be/ZZmZeY1nEnM?t=50 here] uses {{clr|H|236236H}} for a reliable Wallbreak.  
|video =  [https://youtu.be/URC4XTP-dnY Link]
|video =  [https://youtu.be/URC4XTP-dnY Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
 
|combo =  {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}} (OTG)
|position = Midscreen
|damage =  111
|tensionGained = 
|worksOn = All
|difficulty =  [5] {{clr|5|Very Hard}}
|notes =  The {{clr|P|5P}} Antiair needs to hit the opponent very high up due to {{clr|K|6K}} Launching low. Very impractical and does not work after RCing from another starter etc. Requires Charge Partitioning, a way to think of it is after {{clr|P|5P}}, tap {{clr|K|6K}} (buffered from {{clr|P|5P}}) and immediately begin charging for Rensen well before {{clr|K|6K}} Comes out.
|video =  [https://youtu.be/mZqKYc0susY Link]
}}
|}
|}


Line 321: Line 497:
'''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 [[GGST/Axl_Low/Strategy#TK_Bomber|here]].
'''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 [[GGST/Axl_Low/Strategy#TK_Bomber|here]].


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214S}} WS IAD > {{clr|H|j.236H}}  
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}} {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214S}} WS, IAD > {{clr|H|j.236H}}  
|position = Corner  
|position = Corner  
|damage =  245 ({{clr|S|c.S}} starter)
|damage =  245
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  This is your most reliable meterless best-damage-moderate-execution route off a Corner punish.  
|notes =  The most reliable meterless best-damage-moderate-execution route off a Corner punish.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=38 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=38 Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} > {{clr|P|5P}} > {{clr|H|6H}} WS > {{clr|H|6H}}
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} {{clr|P|5P}} > {{clr|H|6H}} WS, {{clr|H|6H}}
|position = Corner  
|position = Corner  
|damage =  236 ({{clr|S|c.S}} starter)
|damage =  236
|tensionGained =  
|tensionGained =  
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}  
|difficulty = Hard   
|notes =  Is easier than doing 2 TKB loops, but still does slightly less damage than the above combo
|notes =  Easier than doing 2 TKB loops, but does slightly less damage than the above combo.
|video =  [https://youtu.be/Lt96u9OBjb4?t=31 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=31 Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|H|TKB}} > {{clr|K|2K}} > {{clr|P|6P}} WS > {{clr|H|TKB}}
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}} {{clr|S|c.S}} > {{clr|H|5H}} ▷ {{clr|S|214S}} {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Corner  
|position = Corner  
|damage =  232 ({{clr|S|c.S}} / {{clr|K|5K}} starter)
|damage =  258
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty =  [3] {{clr|3|Medium}}  
|difficulty = Hard
|notes Easier route for less meter, found by the GGST Resource Hub discord.  
|notes New Optimal combo routing that fits 2 Bombers and better combo filler due to {{clr|S|214S}} on-hit changes.
|video =  
|video [https://youtu.be/1Xjht_QZrs8 Link]
|checkedVersion = 1.26
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}} > {{clr|H|TKB}} WS > {{clr|H|TKB}}
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Corner
|position = Corner
|damage =  230 or 256 ({{clr|S|c.S}} / {{clr|K|5K}} starter)
|damage =  256
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Alternate route off of basic starters, found by the GGST Resource Hub discord.  
|notes =  Alternate route off of basic starters. <!--found by the GGST Resource Hub discord.-->
|video =  
|video =  
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}}, {{clr|K|5K}} > {{clr|H|TKB}} WS {{clr|H|TKB}}
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}} {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}}, {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Corner
|position = Corner
|damage =  232 or 257 ({{clr|S|c.S}} / {{clr|K|5K}} starter)
|damage =  257
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Similar idea to above combo, slightly hard for slightly more damage. Found by the GGST Resouce Hub discord.  
|notes =  Similar idea to above combo, slightly harder for slightly more damage. <!--found by the GGST Resource Hub discord.-->
|video =  
|video =  
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|H|TKB}} > {{clr|K|2K}} > {{clr|P|6P}} WS > {{clr|H|j.236H}}
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|H|TKB}} {{clr|K|2K}} > {{clr|P|6P}} WS, {{clr|H|j.236H}}
|position = Corner  
|position = Corner  
|damage =  256 or 232 ({{clr|S|c.S}} / {{clr|K|5K}} starter)
|damage =  256
|tensionGained =   
|tensionGained =   
|worksOn = Medium and Lightweights Only
|worksOn = Medium and Lightweights
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  You can still get 2 Bomber loops off using this route: the 5frame {{clr|K|2K}} relink is necessary after the 2nd bomber and the {{clr|P|6P}} is necessary for the wallsplat ({{clr|K|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.  
|notes =  The 5 frame {{clr|K|2K}} relink is necessary after the 2nd bomber and the {{clr|P|6P}} is necessary for the wallsplat ({{clr|K|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.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=16 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=16 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|5K}} or {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|H|TKB}} > {{clr|K|2K}} > {{clr|K|6K}} > {{clr|H|236236H}}
|combo =  {{clr|K|5K}}/{{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|H|TKB}} {{clr|K|2K}} > {{clr|K|6K}} > {{clr|H|236236H}}
|position = Corner  
|position = Corner  
|damage =  277 ({{clr|S|c.S}} starter)
|damage =  277
|tensionGained =   
|tensionGained =   
|worksOn = Medium and Lightweights Only
|worksOn = Medium and Lightweights
|difficulty = [4] {{clr|4|Hard}}  
|difficulty = Hard   
|notes =  Best corner damage using 2 Bomber loops into Super wallbreak (causing post-wallbreak knockdown). Note {{clr|K|6K}} does not wallsplat (and neither does any further special cancels) so the Super is necessary to wallsplat and break simultaneously.  
|notes =  Best corner damage using 2 Bomber loops into Super wallbreak (causing post-wallbreak knockdown). Note that {{clr|K|6K}} does not wallsplat (and neither do any further special cancels) so the Super is necessary to wallsplat and break simultaneously.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=72 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=72 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|214H}} > delay 66PRC > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|TKB/5H}}  
|combo =  {{clr|K|2K}}/{{clr|K|5K}}/{{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|214H}} > delay 66PRC > {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}/{{clr|H|5H}}
|position = Near Corner  
|position = Near Corner  
|damage =  188  
|damage =  188  
|tensionGained =  
|tensionGained =  
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Practical starter. Works with {{clr|K|5K}} or {{clr|S|c.S}} starters as well. Also works even if you are further away from the corner (slightly closer than roundstart position). PRC no longer necessary to negate proration, and combo still works after Bomber nerf provided the second bomber wallsplats.  
|notes =  Damage given for {{clr|K|2K}} starter. Also works even if you are further away from the corner (P2 roundstart position).  
|video =  [https://youtu.be/ibDcKCnI9K4 Link]
|video =  [https://youtu.be/ibDcKCnI9K4 Link]
|checkedVersion =
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|214H}} > 66RRC > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|S|c.S}} > {{clr|H|TKB}} WS > {{clr|H|TKB/5H}}  
|combo =  {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|H|214H}} > 66RRC > {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}/{{clr|H|5H}}
|position = Near Corner  
|position = Near Corner  
|damage =  242  
|damage =  242  
|tensionGained =  
|tensionGained =  
|worksOn =  
|worksOn =  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Practical starter. Especially with {{clr|S|f.S}} being better disjointed hitbox than before. Even though {{clr|S|f.S}} {{clr|H|5H}} does slightly more damage, {{clr|S|f.S}} {{clr|H|2H}} is more consistent as {{clr|H|5H}} whiffs at max range. PRC or missing the RRC bubble no longer necessary to negate proration, and combo requires second bomber wallsplatting.  
|notes =  Practical starter. Even though {{clr|S|f.S}} > {{clr|H|5H}} does slightly more damage, {{clr|S|f.S}} > {{clr|H|2H}} is more consistent, as {{clr|H|5H}} whiffs at max range.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=109 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=109 Link]
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|c.S}} > {{clr|H|TKB}}, {{clr|S|c.S}} > {{clr|H|TKB}} > 66RRC > {{clr|D|j.D}} > {{clr|H|j.236H}} WS, {{clr|H|TKB}}  
|combo =  {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|S|c.S}} > {{clr|H|TKB}} > 66RRC > {{clr|D|j.D}} > {{clr|H|j.236H}} WS, {{clr|H|TKB}}  
|position = Corner  
|position = Corner  
|damage =  288  
|damage =  288  
|tensionGained =   
|tensionGained =   
|worksOn =  
|worksOn =  
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes = Replicating old bomber loops by negating the gravity dropoff of the second bomber with an RC. {{clr|D|j.D}} is used over {{clr|S|c.S}} for the third loop as {{clr|D|j.D}} does slightly more damage (by 3 points in this instance on {{Character Label|GGST|Ky}}), and ironically this combo does more damage than the Super wallbreak route, but lacks the post wallbreak knockdown.  
|notes =   {{clr|D|j.D}} is used over {{clr|S|c.S}} for the third loop as {{clr|D|j.D}} does slightly more damage (by 3 points on {{Character Label|GGST|Ky}}). This combo does more damage than the {{clr|H|236236H}} wallbreak route, but lacks the post-wallbreak hard knockdown.  
|video =   
|video =   
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|c.S}} > {{clr|H|TKB}} > 66RRC > {{clr|H|j.H}} (whiff) > {{clr|S|c.S}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} > {{clr|P|5P}} WS, Airdash {{clr|H|j.236H}}  
|combo =  (CH){{clr|S|c.S}} > {{clr|H|TKB}} > 66RRC > {{clr|H|j.H}}/{{clr|S|j.S}} whiff {{clr|S|c.S}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} > {{clr|P|5P}} WS, Airdash {{clr|H|j.236H}}  
|position = Midscreen Roundstart  
|position = Midscreen (Roundstart)
|damage =  241 or 243 (CH)
|damage =  241
|tensionGained =  
|tensionGained =  
|worksOn =   
|worksOn =   
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  Works on counterhit or standard {{clr|S|c.S}}, but is more likely to be hitconfirmed from counterhit scenarios. On counterhit you will need to walk back a tiny bit after landing from the first TKB so that {{clr|S|c.S}} floats the opponent on the correct side. The aerial move you whiff to RRC cancel is unimportant, but sometimes {{clr|K|j.K}} or {{clr|D|j.D}} will hit the opponent so use {{clr|H|j.H}} or {{clr|S|j.S}} to whiff more reliably. Check video link if the combo doesn't make sense.  
|notes =  Works on counterhit or standard {{clr|S|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 {{clr|S|c.S}} floats the opponent on the correct side. The aerial move whiffed to RRC cancel is unimportant, but {{clr|H|j.H}} & {{clr|S|j.S}} whiff most reliably. Check video link if the combo doesn't make sense.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=233 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=233 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} (startup) 66PRC > {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|K|2K}} > {{clr|K|6K}} > {{clr|H|214H}} WS, {{clr|H|TKB}}  
|combo =  {{clr|S|c.S}} > Dash Cancel > BRC > {{clr|H|TKB}} ▷ {{clr|S|c.S}} > {{clr|H|TKB}} ▷ {{clr|K|5K}} > {{clr|H|TKB}} WS, > {{clr|H|TKB}}
|position = Midscreen (Roundstart)
|damage =  281
|tensionGained =
|worksOn = 
|difficulty = Very Hard
|notes =  Optimal {{clr|S|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)
|video =  [https://youtu.be/heSQ5q-XPfA?t=3 Link]
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|214S}} (startup) 66PRC > {{clr|D|j.D}} > {{clr|H|j.236H}} {{clr|K|2K}} > {{clr|K|6K}} > {{clr|H|214H}} WS, {{clr|H|TKB}}  
|position = Corner  
|position = Corner  
|damage =  250  
|damage =  250  
|tensionGained =  
|tensionGained =  
|worksOn =  
|worksOn =  
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  Cancel the {{clr|S|214S}} into forward drift PRC ever so slightly above the ground to allow {{clr|D|j.D}} Axl Bomber to fit in. Sadly with PRC and Bomber changes this combo is less optimal than going Starter into Snail RC.  
|notes =  Cancel the {{clr|S|214S}} into forward drift PRC ever so slightly above the ground to allow {{clr|D|j.D}} Axl Bomber to fit in. Sadly, less optimal than going starter into Snail RC.  
|video =  [https://www.youtube.com/watch?v=WZKjwmh1h3E Link]
|video =  [https://www.youtube.com/watch?v=WZKjwmh1h3E Link]
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|S|c.S}} > {{clr|H|TKB}} ▷ {{clr|S|c.S}} >  {{clr|H|TKB}} > 66RRC > {{clr|D|5[D]}} >  {{clr|S|c.S}} >  {{clr|H|TKB}} WS, > {{clr|H|TKB}}
|position = Corner
|damage =  295
|tensionGained = 
|worksOn = All
|difficulty = Very Hard
|notes =  Best damage for your meter.
|video = 
|checkedVersion = 1.26
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|H|j.H}} > 22BRC > {{clr|H|j.236H}} > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|S|c.S}} > {{clr|H|TKB}} WS > {{clr|H|TKB}}  
|combo =  {{clr|H|j.H}} > 22BRC > {{clr|H|j.236H}} {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}  
|position = Corner  
|position = Corner  
|damage =  256  
|damage =  256  
|tensionGained =  
|tensionGained =  
|worksOn =  
|worksOn =  
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  Very high damaging Instant Overhead Starter; Despite Bomber changes this combo still works since 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 {{clr|K|5K}} for the 3rd loop for a more consistent link at the cost of 4 damage.  
|notes =  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 {{clr|K|5K}} for the 3rd loop for a more consistent link at the cost of 4 damage.  
|video =  [https://youtu.be/ZsSUcwQMU14?t=220 Link]
|video =  [https://youtu.be/ZsSUcwQMU14?t=220 Link]
|checkedVersion =
}}
}}
|}
|}


===Corner Routing Theory===
<!--===Corner Routing Theory=== *I've commented this section because it was written by me during Season0/1 and now the combo site has alot more permutations of confirms. So I felt this was no longer necessary and will be explained better with TheoryBoxes *
As long as the opponent is a few spaces away from round-start position to the corner, you can generally reach the corner with a Bomber or something else. These combos here are not an exhaustive list but gives the reader examples and structural ideas as to the sort of things they can do upon reaching the corner, especially if one does not want to risk losing a round from dropping multiple TK Bombers.  
As long as the opponent is a few spaces away from round-start position to the corner, you can generally reach the corner with a Bomber or something else. These combos here are not an exhaustive list but gives the reader examples and structural ideas as to the sort of things they can do upon reaching the corner, especially if one does not want to risk losing a round from dropping multiple TK Bombers.  
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
Line 479: Line 693:
|tensionGained = +27%  
|tensionGained = +27%  
|worksOn = First combo does not work on PO, NA, LE. Second works on All.  
|worksOn = First combo does not work on PO, NA, LE. Second works on All.  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Not necessarily the most consistent combo route since {{clr|K|5K}} after {{clr|H|6H}} corner hit properties may OTG depending on how far away you wallbounce the opponent with {{clr|H|6H}}, but does give you some decent meterless damage without any TK Bomber execution. Typically most applicable on far confirms where only {{clr|P|5P}} will reach (such as the two examples, far Counterhit {{clr|D|2D}} and Counterhit {{clr|S|214S}}).  
|notes =  Not necessarily the most consistent combo route since {{clr|K|5K}} after {{clr|H|6H}} corner hit properties may OTG depending on how far away you wallbounce the opponent with {{clr|H|6H}}, but does give you some decent meterless damage without any TK Bomber execution. Typically most applicable on far confirms where only {{clr|P|5P}} will reach (such as the two examples, far Counterhit {{clr|D|2D}} and Counterhit {{clr|S|214S}}).  
|video =  [https://youtu.be/mSvEGURSsiU Link]
|video =  [https://youtu.be/mSvEGURSsiU Link]
|checkedVersion =
}}
}}
|-
|-
Line 490: Line 705:
|tensionGained = -38%  
|tensionGained = -38%  
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Another easy alternative if you don't necessarily need the max damage corner combo (and is sometimes necessary for starters like Throws). This route may even wallbreak (such as the example) on certain situations. the {{clr|K|5K}}, {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|5H}} Snail route can also be done after a TK Bomber provided it launches high enough.  
|notes =  Another easy alternative if you don't necessarily need the max damage corner combo (and is sometimes necessary for starters like Throws). This route may even wallbreak (such as the example) on certain situations. the {{clr|K|5K}}, {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|5H}} Snail route can also be done after a TK Bomber provided it launches high enough.  
|video =  [https://youtu.be/3UnLwzrggXk Link]
|video =  [https://youtu.be/3UnLwzrggXk Link]
|checkedVersion =
}}
}}
|-
|-
Line 501: Line 717:
|tensionGained =  
|tensionGained =  
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} is the main corner routing given in the Season 2 patches and is incredibly useful to secure a fast wallsplat due to hardcoded increased wall damage from {{clr|K|6K}} {{clr|S|214S}}. Example combo is one of many applications.  
|notes =  {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} is the main corner routing given in the Season 2 patches and is incredibly useful to secure a fast wallsplat due to hardcoded increased wall damage from {{clr|K|6K}} {{clr|S|214S}}. Example combo is one of many applications.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=459 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=459 Link]
|checkedVersion =
}}
}}
|-
|-
Line 512: Line 729:
|tensionGained = N/A  
|tensionGained = N/A  
|worksOn = Any, Combos may be harder with heavyweights or impossible depending on Starter  
|worksOn = Any, Combos may be harder with heavyweights or impossible depending on Starter  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  The most reliable wallsplat alternative with slightly less damage instead of doing so with another TK Bomber. (Or it might not wallsplat at all, in which case check if the above {{clr|K|6K}} > {{clr|S|214S}} routing works) You should opt for {{clr|H|214H}} over {{clr|S|214S}} because it is faster and more damaging ({{clr|S|214S}} wallsplat may drop if {{clr|K|5K}} hits low) and does 1point more damage (after proration)  This route may sometimes even wallsplat when another TK Bomber otherwise wouldn't due to the additional hit. Wallbreak with 2HS when the opponent wallsplats low to the ground for slightly better damage, Bomber if you're confident, or {{clr|P|5P}} Otherwise  
|notes =  The most reliable wallsplat alternative with slightly less damage instead of doing so with another TK Bomber. (Or it might not wallsplat at all, in which case check if the above {{clr|K|6K}} > {{clr|S|214S}} routing works) You should opt for {{clr|H|214H}} over {{clr|S|214S}} because it is faster and more damaging ({{clr|S|214S}} wallsplat may drop if {{clr|K|5K}} hits low) and does 1point more damage (after proration)  This route may sometimes even wallsplat when another TK Bomber otherwise wouldn't due to the additional hit. Wallbreak with 2HS when the opponent wallsplats low to the ground for slightly better damage, Bomber if you're confident, or {{clr|P|5P}} Otherwise  
|video =  [https://youtu.be/ycaXup-noaw Link]
|video =  [https://youtu.be/ycaXup-noaw Link]
|checkedVersion =
}}
}}
|-
|-
Line 523: Line 741:
|tensionGained = +30%  
|tensionGained = +30%  
|worksOn = Any, Noticeably difficult on Potemkin (heavyweights)  
|worksOn = Any, Noticeably difficult on Potemkin (heavyweights)  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  You can reliably force a wallbreak from an undamaged wall using this route especially if using a gravity prorated Starter. (Season 2 note: This route is still useful especially if you are unsure if {{clr|S|214S}} routing will drop from gravity issues) You can tell if it's a prorated starter based on how much lower the first TKBomber launches (such as the CH {{clr|H|6H}} example). Also functions as a general meter-spending idea to get more damage.  
|notes =  You can reliably force a wallbreak from an undamaged wall using this route especially if using a gravity prorated Starter. (Season 2 note: This route is still useful especially if you are unsure if {{clr|S|214S}} routing will drop from gravity issues) You can tell if it's a prorated starter based on how much lower the first TKBomber launches (such as the CH {{clr|H|6H}} example). Also functions as a general meter-spending idea to get more damage.  
|video =  [https://youtu.be/q_gHWhQXz7Q Link]
|video =  [https://youtu.be/q_gHWhQXz7Q Link]
|checkedVersion =
}}
}}
|}
|}
-->


==Situational Combos==
==Situational Combos==


===Air-to-Air Combos===
===Air-to-Air Combos===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|P|j.P}} > {{clr|H|j.214H}}  
|combo =  {{clr|P|j.P}}/{{clr|K|j.K}}/{{clr|D|j.D}} > {{clr|H|j.214H}}  
|position = Any  
|position = Any  
|damage =  63  
|damage =  63  
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy  
|notes =  {{clr|P|j.P}}, {{clr|K|j.K}} (59 DMG) and {{clr|D|j.D}} (75 DMG) are interchangeable.  
|notes =  Basic air-to-air hitconfirm.
|video =  [https://youtu.be/wZhQXXg_fnM Link]
|video =  [https://youtu.be/wZhQXXg_fnM Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|P|j.P}} > {{clr|P|5P}} > {{clr|H|41236H}}  
|combo =  {{clr|K|j.K}} > Airdash > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|j.236H}}  
|position = Any  
|position = Any  
|damage =  86
|damage =  113
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Somewhat reliable grounded conversion after {{clr|P|j.P}} air-to-air that utilises the new Mantis on-hit change.
|notes =  Very useful corner carry. This combo will work unless Axl or the opponent are too far above each other, in which case {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|j.214H}} works. You can OTG {{clr|H|2H}} after {{clr|H|j.236H}} to add a bit more damage.
|video =
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|K|j.K}} > Airdash > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|j.214H}}  
|position = Any
|damage =  95
|tensionGained = 
|worksOn = All
|difficulty =  [2] {{clr|2|Easy}}
|notes =  {{clr|K|j.K}} now floats high enough to allow airdash {{clr|K|j.K}} {{clr|D|j.D}} to link, which is huge for corner carry purposes. This combo will always work unless the opponent is hit very low, in which case {{clr|K|j.K}} {{clr|D|j.D}} {{clr|H|j.214H}} is sufficient.  
|video =   
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|K|j.K}} > Airdash > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|j.214H}} > 66RRC > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} WS {{clr|H|j.236H}}
|combo =  {{clr|K|j.K}} > Airdash > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|j.236H}} {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} WS {{clr|H|2H}}
|position = Near corner
|damage =  196
|tensionGained = 
|worksOn = All
|difficulty =  [4] {{clr|4|Hard}}
|notes =  Unless {{clr|D|j.D}} hits the opponent near the wall you will always need to use {{clr|H|j.214H}} to finish the air sequence as listed above. Use a simple RC to link into {{clr|S|c.S}} TKB {{clr|K|5K}} relink for a wallbreak if you're close enough to the wall.
|video =  [https://youtu.be/Lt96u9OBjb4?t=376 Link]
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|K|j.K}} > Airdash > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} WS {{clr|H|2H}}
|position = Near corner  
|position = Near corner  
|damage =  192  
|damage =  192
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  As long as {{clr|D|j.D}} reaches the wall you can go for a Bomber launch into {{clr|K|5K}} link wallsplat, though this combo can be a bit finnicky as it's spacing dependent on the initial {{clr|K|j.K}} (as well as how low to the ground the Bomber is done after {{clr|D|j.D}})
|notes =  As long as {{clr|D|j.D}} reaches the wall you can go for a {{clr|H|j.236H}} launch into {{clr|K|5K}} link wallsplat, although this combo can be difficult as it is spacing dependent on the initial {{clr|K|j.K}}, as well as how low to the ground the {{clr|H|j.236H}} is done after {{clr|D|j.D}}.
|video =  [https://youtu.be/Lt96u9OBjb4?t=365 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=365 Link]
|checkedVersion = 1.24
}}
}}
|}
|}


===Counterhit Combos===
===Counterhit Combos===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|P|6P}} > {{clr|S|214S}} > {{clr|P|5P}}  
|combo =  CH {{clr|K|5K}}, {{clr|K|5K}} > {{clr|D|2D}} > {{clr|H|214H}}  
|position = Any  
|position = Any  
|damage =  93
|damage =  103
|tensionGained = 
|worksOn = 
|difficulty =  [1] {{clr|1|Very Easy}}
|notes =  Options after 5P still drop, so any further meterless followups are currently unknown
|video =  [https://youtu.be/Lt96u9OBjb4?t=589 Link]
}}
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|P|6P}} > {{clr|S|214S}} > {{clr|P|5P}} > {{clr|K|6K}} > {{clr|S|214S}}
|position = Corner
|damage =  117
|tensionGained =  
|tensionGained =  
|worksOn =   
|worksOn =   
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Easy
|notes = Combo can be extended if occurs near corner even on grounded 6P. No meterless wallbreak potential however.
|notes Basic hitconfirm on a counterhit {{clr|K|5K}}. May whiff at the tip range of the move, but otherwise fairly consistent. Can replace {{clr|H|214H}} with {{clr|H|2H}} into meaty {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S|label=Rensen}}.
|video = [https://youtu.be/Lt96u9OBjb4?t=606 Link]
|video =  
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|K|5K}} > {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  CH {{clr|K|2K}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|214H}}  
|position = Any  
|position = Any
|damage =  111
|damage =  79
|tensionGained =  
|tensionGained =  
|worksOn =   
|worksOn =  Crouching
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes = Universal CH {{clr|P|P}} and {{clr|K|K}} buttons change allows CH {{clr|K|5K}} to relink into {{clr|K|5K}} or {{clr|P|5P}} to sneak some extra damage. But this is difficult to actually hitconfirm into so you'll most likely autopilot {{clr|K|5K}} {{clr|D|2D}} {{clr|H|214H}} anyway.  
|notes = Works on crouching characters. Similar concept to above, but with {{clr|K|2K}}.
|video =  [https://youtu.be/Lt96u9OBjb4?t=636 Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|K|2K}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  CH {{clr|S|f.S}} > {{clr|S|[4]6S}}(8), {{clr|S|c.S}} (OTG)
|position = Any Crouching
|position = Midscreen
|damage =   
|damage =  103
|tensionGained =  
|tensionGained =
|worksOn =   
|worksOn =  Everyone
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Easy
|notes =  Similar concept to above, but CH {{clr|K|2K}} only reconnects to another button on crouching opponents. Has some very niche usages possibly. 
|notes Will generally work at further ranges. Using {{clr|S|c.S}} OTG ender leads to {{clr|H|j.H}} safejump.  
|video =   
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (CH) {{clr|K|5K}} > {{clr|K|5K}} > {{clr|H|TKB}} > 66RRC(0) > {{clr|H|j.H}}(whiff) > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} > {{clr|P|5P}} WS, {{clr|H|j.236H}}
|combo = CH {{clr|S|f.S}} > {{clr|S|[4]6S}}(2) > {{clr|S|c.S}}/{{clr|H|5H}} OTG
|position = Midscreen
|position = Any
|damage =  216
|damage =  123
|tensionGained =  
|tensionGained =
|worksOn =   
|worksOn =  Everyone
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Easy
|notes =  CH {{clr|K|5K}} relink into {{clr|K|5K}} taken to the extreme to allow a hitconfirmable {{clr|H|TKB}}, which you can do some fancy routing (in the Metered Combos section) to secure a wallbreak if you're only midscreen. Refer video link if you're unsure either.  
|notes =  Closer range {{clr|S|f.S}} hit. Using {{clr|S|c.S}} OTG ender leads to {{clr|H|j.H}} safejump.  
|video =  [https://youtu.be/Lt96u9OBjb4?t=652 Link]
|video =  [https://youtu.be/twtBs0kZ2-M Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (CH) {{clr|S|f.S}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}}/{{clr|H|5H}} (OTG)
|combo = CH {{clr|S|f.S}} > {{clr|S|214S}} > Dash > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|41236H}} > {{clr|H|2H}} OTG  
|position = Midscreen
|position = Any
|damage =  103/117
|damage =  147
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Medium
|notes =  Using {{clr|S|c.S}} OTG ender leads to {{clr|H|j.H}} safejump.  
|notes More damaging CH {{clr|S|f.S}} meterless starter, but somewhat difficult to hitconfirm into. Requires {{clr|S|f.S}} to hit relatively close. Leads into timed {{clr|S|[4]6S}} meaty oki.
|video =  [https://youtu.be/tC8W1bu2Src Link]
|video =  [https://youtu.be/heSQ5q-XPfA?t=552 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (CH) {{clr|S|f.S}} > {{clr|S|[4]6S}}(2) > {{clr|S|c.S}}/{{clr|H|5H}} (OTG)
|combo = CH (Close) {{clr|S|f.S}} > {{clr|H|2H}} > {{clr|S|214S}} > Dash > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} Dash > {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Any
|position = Corner
|damage =  123/156
|damage =  193
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Very Hard
|notes =  Closer range {{clr|S|f.S}} hit. Using {{clr|S|c.S}} OTG ender leads to {{clr|H|j.H}} safejump.  
|notes Niche 2-hit hitconfirm into {{clr|S|214S}} for a full launcher from CH {{clr|S|f.S}}. Requires {{clr|S|f.S}} to hit from a very close distance (without it becoming {{clr|S|c.S}}) and frequently fails midscreen due to {{clr|H|2H}} pushback (except against big hitbox characters: [https://youtu.be/heSQ5q-XPfA?t=559 Link] )
|video =  [https://youtu.be/twtBs0kZ2-M Link]
|video =  [https://youtu.be/heSQ5q-XPfA?t=543 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|2S}} > {{clr|P|5P}} > {{clr|S|[4]6S}} (8) > {{clr|H|5H}} (OTG)
|combo =  CH {{clr|S|2S}} > {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|41236H}}, {{clr|H|2H}} OTG  
|position = Midscreen  
|position = Midscreen  
|damage =  127-142
|damage =  134
|tensionGained =   
|tensionGained =   
|worksOn = All
|worksOn = Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  {{clr|P|5P}} > {{clr|S|[4]6S}} (8) requires a slight amount of delay. Damage varies depending if {{clr|S|2S}} hit at max range.
|notes =   
|video =  [https://youtu.be/vHaX7cw_C0A Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|2H}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}}/{{clr|H|5H}} (OTG)  
|combo =  CH {{clr|H|2H}} > {{clr|S|[4]6S}}(8), {{clr|S|c.S}} (OTG)  
|position = Midscreen  
|position = Midscreen  
|damage =  115/129
|damage =  115
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Easy
|notes =  Using {{clr|S|c.S}} OTG ender leads to {{clr|H|j.H}} safejump or Mantis meaty.  
|notes Best conversion off of CH {{clr|H|2H}} at max range. Enables okizeme with {{clr|S|c.S}} into {{clr|H|j.H}} safejump.
|video =  [https://youtu.be/NI4Lv94cous Link]
|video =  [https://youtu.be/NI4Lv94cous Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|2H}} > {{clr|S|[4]6S}}({{clr|S|S}})  
|combo =  CH {{clr|H|2H}} > {{clr|H|41236H}}, microdash {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|[4]6S}}(8), {{clr|H|c.S}} (OTG)
|position = Fullscreen  
|position = Fullscreen  
|damage =  108~122
|damage =  178
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Easy
|notes =  At long range.  
|notes Conversion for up until midrange. Big damage + okizeme with meaty {{clr|S|c.S}}. Can substitute {{clr|S|[4]6S}}(8) with {{clr|H|41236H}} > {{clr|P|2P}} OTG to set up a meaty Rensen at range instead.
|video =  [https://youtu.be/BDAICGii-K8 Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H/2H}} > {{clr|H|214H}}  
|combo =  CH {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}/{{clr|H|2H}} > {{clr|H|214H}}  
|position = Any  
|position = Any  
|damage =  147  
|damage =  147  
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Can gatling to {{clr|H|6H}} from {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}}.  
|notes =  Can gatling to {{clr|H|6H}} from {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}}.  
|video =  [https://youtu.be/AvSO_ALCcQU Link]
|video =  [https://youtu.be/AvSO_ALCcQU Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|D|2D}} > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  CH {{clr|D|2D}} > {{clr|S|214S}} ▷ {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|[4]6S}}(8), {{clr|S|c.S}} (OTG)
|position = Midscreen  
|position = Midscreen  
|damage =  119  
|damage =  119  
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Medium
|notes =   
|notes Updated counterhit conversion from 2d. Consistent at most ranges. Like the combo above, it is possible to replace {{clr|S|[4]6S}}(8) with {{clr|H|41236H}} > {{clr|P|2P}} OTG to get meaty Rensen at range.
|video = [https://youtu.be/bBtQLp61VGE Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|214S}} > {{clr|P|5P}} > {{clr|S|[4]6S}}(8)  
|combo =  CH {{clr|S|214S}} ▷  {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|[4]6S}}(8)  
|position = Any  
|position = Any  
|damage =  103
|damage =  133
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Medium
|notes =  Remember to hold 4 as you are falling from Rainwater to make the charge from {{clr|P|5P}} easier. Allows various OTG oki.
|notes Input [1] for {{clr|S|2S}} and switch to [4] for {{clr|H|5H}} in order to complete the charge input for {{clr|S|[4]6S}}.  
|video = [https://youtu.be/Lt96u9OBjb4?t=433 Link]
|video =  
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|214S}} > {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|41236H}}  
|combo =  CH {{clr|S|214S}} {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|H|2H}} OTG
|position = Any  
|position = Any  
|damage =  117
|damage =  132
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Medium
|notes =  More damaging alternative to the old counterhit {{clr|S|214S}} starter but less oki options.
|notes =  Alternative to the above combo that gives up okizeme for more corner carry.
|video =  [https://youtu.be/Lt96u9OBjb4?t=425 Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|TKB}}, land {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  CH {{clr|H|5H}} > {{clr|H|41236H}} > {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} WS > {{clr|P|5P}}/{{clr|H|214H}}
|position = Corner  
|position = Corner  
|damage =  178
|damage =  242
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Hard
|notes =  {{clr|K|5K}} can be used instead of {{clr|S|c.S}} as well.
|notes =  Great meterless near-corner damage off CH {{clr|H|5H}}. Gravity after {{clr|H|TKB}} is surprisingly low so stick to using {{clr|K|5K}} on landing. Also on combos requiring {{clr|H|214H}} wallsplat you have less time to attempt a {{clr|H|TKB}} wallbreak so use {{clr|H|214H}} or {{clr|P|5P}} if you can get the tipper hitbox.
|video =  [https://youtu.be/FVXAjkc5a38 Link]
|video = [https://youtu.be/v23xoHlpjog?t=231 Link]
}}
|checkedVersion = 1.24
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|TKB}}, land {{clr|S|[4]6S}} (OTG)
|position = Midscreen
|damage =  148
|tensionGained = 
|worksOn = 
|difficulty =  [3] {{clr|3|Medium}}  
|notes =  Sets up meaty Winter Cherry.  
|video = [https://youtu.be/G0qBYt7zOvY Link]
}}
}}
|-
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|TKB}} > 66RRC, land {{clr|K|5K}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} > {{clr|H|2H}}  
|combo =  CH {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|P|5K}} > {{clr|K|6K}} > {{clr|S|214S}} {{clr|S|c.S}} > {{clr|H|TKB}} WS {{clr|H|TKB}}  
|position = Corner  
|position = Corner  
|damage =  222
|damage =  232
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty =  [3] {{clr|3|Medium}}  
|difficulty = Hard
|notes =  Can swap {{clr|H|2H}} for 66 {{clr|H|236236H}} if needed.  
|notes Requires tighter execution on the first {{clr|H|TKB}} {{clr|P|5K}} so that {{clr|S|214S}} doesn't drop. Also dizzying Counterhit camera during this combo sequence
|video = [https://youtu.be/yudZLkM_8GY Link]
|video = [https://youtu.be/heSQ5q-XPfA?t=230 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|j.H}} > Airdash > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.236H}} > {{clr|K|2K}} > {{clr|K|6K}} > {{clr|H|214H}} WS, {{clr|H|2H}}  
|combo =  CH {{clr|H|6H}} > {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|S|[4]6S}} OTG
|position = Corner
|position = Midscreen
|damage =  222
|damage =  154
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty =  [3] {{clr|3|Medium}}  
|difficulty = Medium
|notes =  Corner CH Instant Overhead starter without meter usage which does not require forward jump momentum but does require opponent fully cornered.  
|notes Sets up meaty {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S S|label=Winter Cherry}}.
|video =  [https://youtu.be/ZsSUcwQMU14?t=196 Link]
|video =  [https://youtu.be/G0qBYt7zOvY Link]
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|j.H}} > {{clr|D|j.D}} > Microdash {{clr|K|5K}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} WS, {{clr|P|5P}}  
|combo =  CH {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|41236H}}, {{clr|H|2H}} OTG
|position = Corner
|position = Midscreen and Further
|damage =  218
|damage =  203
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty =  [4] {{clr|4|Hard}}  
|difficulty = Hard
|notes =  Corner CH Instant Overhead starter without meter usage which requires forward jump momentum but does not require opponent fully cornered nor an air action. The microdash {{clr|K|5K}} may not be necessary but {{clr|D|j.D}} has some natural pushback and is needed to offset it.
|notes Slowdown from {{clr|S|c.S}} counterhit allows faster recovery from {{clr|H|TKB}}, which allows a {{clr|P|5P}} link. Charge partitioning route only works if opponent wallbounces from {{clr|K|6K}} by being near corner, and thus {{clr|H|41236H}} should be used as a more reliable ender. (Or replace {{clr|K|6K}} with {{clr|P|5P}} > {{clr|S|[4]6S}})
|video =  [https://youtu.be/ZsSUcwQMU14?t=205 Link]
|video =  Old Charge partitioning route: [https://youtu.be/ZZmZeY1nEnM?t=174 Link] and [https://youtu.be/ZZmZeY1nEnM?t=158 Link].
|checkedVersion = 1.24
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|D|2D}} > {{clr|P|5P}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}}/{{clr|H|5H}} (OTG)  
|combo =  CH {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|P|5P}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}} (OTG)  
|position = Midscreen  
|position = Midscreen  
|damage =  120/130
|damage =  165
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Using {{clr|S|c.S}} OTG ender leads to {{clr|H|j.H}} safejump.
|notes =  An alternative {{clr|S|c.S}} Punish combo from midscreen without using {{clr|H|TKB}}, but any {{clr|P|5P}} {{clr|K|6K}} routes no longer work. Same combo as video link but without {{clr|K|6K}}  
|video =  [https://youtu.be/OmeSuLrjoqE Link]
|video =  [https://youtu.be/ZZmZeY1nEnM?t=204 Link]
|checkedVersion = 1.24
}}
}}
|-  
|-
{{GGST-ComboTableRow
<!--{{GGST-ComboTableRow Commented/Removed since combo is less damage efficient and provides no value over non-counterhit version
|combo =  (CH) {{clr|D|2D}}(far) > {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  CH {{clr|S|c.S}} > {{clr|H|TKB}} ▷ 4 {{clr|S|c.S}} > {{clr|S|214S}} {{clr|S|c.S}} > {{clr|H|TKB}} WS {{clr|H|TKB}}
|position = Near Corner  
|position = Corner  
|damage =  
|damage = 256
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Hard
|notes =  Using air wallbounce {{clr|H|6H}} properties to relink into {{clr|K|5K}} in the corner (described in Corner Routes section already). Also works off {{clr|S|214S}} but somehow less reliable. Video demonstration uses {{clr|H|236236H}} ender instead of {{clr|H|214H}}.  
|notes =  Back away after the first {{clr|H|TKB}} to prevent a possible side-swap.
|video =  [https://youtu.be/ZZmZeY1nEnM?t=73 Link]
|video =   
|checkedVersion = 1.24
}}
}}
|-  
|- -->
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|j.623H}}, land 66 > {{clr|S|c.S}} > {{clr|H|TKB}}  
|combo =  CH {{clr|K|6K}} > 66 {{clr|K|5K}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|K|6K}} > {{clr|S|214S}} {{clr|S|c.S}} > {{clr|H|TKB}} WS {{clr|H|TKB}}
|position = Midscreen
|position = Corner
|damage =  182
|damage =  228
|tensionGained = +25%
|worksOn = All
|difficulty =  [3] {{clr|3|Medium}}  
|notes = 
|video =  [https://youtu.be/PbotLbrgFwU Link]
}}
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|P|5P}} > {{clr|K|6K}} > {{clr|H|41236H}}  
|position = Midscreen and Further
|damage =  191
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Slowdown from {{clr|S|c.S}} counterhit allows you to recover faster from TK Bomber, which allows a {{clr|P|5P}} link. Charge partitioning route only works if opponent wallbounces from {{clr|K|6K}} by being near corner, and thus now Mantis should be used as your most reliable ender (or forfeit {{clr|K|6K}} and go {{clr|P|5P}} Rensen)
|notes =  {{clr|K|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 {{clr|K|5K}} to connect.
|video = Old Charge partitioning route: [https://youtu.be/ZZmZeY1nEnM?t=174 Link] and [https://youtu.be/ZZmZeY1nEnM?t=158 Link].
|video =  
|checkedVersion = 1.24
}}
}}
|-  
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  (CH) {{clr|S|c.S}} > {{clr|D|5[D]}} > {{clr|P|5P}} > {{clr|S|[4]6S}}(8) > {{clr|S|c.S}} (OTG)
|combo =  CH {{clr|K|6K}} > 66 {{clr|K|5K}} > {{clr|H|TKB}} ▷ {{clr|P|5P}} > {{clr|H|6H}} > {{clr|K|5K}} > {{clr|H|TKB}} WS {{clr|H|TKB}}
|position = Midscreen
|position = Corner
|damage =  165
|damage =  237
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Hard
|notes =  An alternative {{clr|S|c.S}} Punish combo from midscreen without using TK Bomber, but any {{clr|P|5P}} {{clr|K|6K}} routes no longer work. Same combo as video link but without 6K
|notes =  Similar to the above.
|video = [https://youtu.be/ZZmZeY1nEnM?t=204 Link]
|video =
|checkedVersion = 1.24
}}
}}
|-  
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = (CH) {{clr|K|6K}} > Run > {{clr|K|5K}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|H|TKB}} > {{clr|K|2K}} > {{clr|P|6P}} WS, {{clr|H|TKB}}  
|combo = CH {{clr|H|2H}} > {{clr|H|41236H}} > {{clr|P|632146P}} > {{clr|H|TKB}} > {{clr|P|632146P}} IAD > {{clr|H|j.236H}} {{clr|S|c.S}} > {{clr|H|TKB}} WS {{clr|H|TKB}}
|position = Corner
|position = Midscreen
|damage = 237
|damage = 259
|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =  Everyone
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  {{clr|K|6K}}'s corner wallbounce properties makes this combo much harder ironically, if not impossible if Axl himself Antiairs too far away from the opponent for run-up {{clr|K|5K}} to connect. As always you can utilise other Corner routing enders instead of the most difficult double Bomber into 2K link  
|notes =  Delay the 2nd One vision
|video = [Link]
|video = [https://youtu.be/qy987XOHZ94 link]
|checkedVersion = 1.34
}}
}}
|}
|}


===Dust Combos===
===Dust Combos===
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"  
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|5[D]}}, {{clr|D|j.D}} > {{clr|P|j.P}} > jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|S|j.S}} (Finishing Blow) 
|combo =  {{clr|D|5[D]}}8, {{clr|D|j.D}} > {{clr|P|j.P}} > jc, {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|P|j.PP}}
|damage = 211
|worksOn =  All
|difficulty = Medium 
|video = 
|recipePS = 51316
|checkedVersion = 1.24
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|D|5[D]}}8, {{clr|D|j.D}} > {{clr|P|j.P}} > jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|S|j.S}} > jc > {{clr|S|j.SS}}  
|damage = 207  
|damage = 207  
|worksOn =  All  
|worksOn =  All (except Faust)
|difficulty = [3] {{clr|3|Medium}}  
|difficulty = Medium   
|video =  [https://youtu.be/PRGnXlVfjsY Link]
|video =  [https://youtu.be/PRGnXlVfjsY Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|5[D]}}, {{clr|D|j.D}} > {{clr|P|j.P}} > jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|P|j.P}} > {{clr|P|j.P}} (Finishing Blow) 
|combo =  {{clr|D|5[D]}}8, {{clr|D|j.D}} > {{clr|P|j.P}} > jc > {{clr|D|j.D}} > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|P|j.PP}}  
|damage = 213  
|damage = 213  
|worksOn =  All  
|worksOn =  All (except Faust)
|difficulty = [3] {{clr|3|Medium}}  
|difficulty = Medium   
|video =  [https://youtu.be/dSl7rkOTNeI Link]
|video =  [https://youtu.be/dSl7rkOTNeI Link]
|checkedVersion =
}}
}}
|}
|}
Line 894: Line 1,097:
===Throw Combos===
===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 ({{clr|H|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.
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 ({{clr|H|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.
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|Throw}} > 66RRC > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|H|214H}}  
|combo =  {{clr|D|6D}}/{{clr|D|4D}} > 66RRC > {{clr|S|c.S}} > {{clr|K|6K}} > {{clr|H|214H}}  
|position = Any  
|position = Any  
|damage =  105  
|damage =  105  
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Easy throw conversion with meter. Make sure to RC right when they hit the ground to get the RRC.  
|notes =  Easy throw conversion with meter. Make sure to RC right when they hit the ground to get the RRC.  
|video =  [https://youtu.be/r2K700IBRrA Link]
|video =  [https://youtu.be/r2K700IBRrA Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|Throw}} > 66RRC > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}}  
|combo =  {{clr|D|6D}}/{{clr|D|4D}}  > 66RRC > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}}  
|position = Corner  
|position = Corner  
|damage =  112  
|damage =  112  
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =   
|notes =   
|video =  [https://youtu.be/EItdDsoM9Uk Link]
|video =  [https://youtu.be/EItdDsoM9Uk Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|Throw}} > 66RRC > dash {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214S}} > {{clr|P|5P}} WS, Airdash {{clr|H|j.236H}}
|combo =  {{clr|D|6D}}/{{clr|D|4D}}  > 66RRC > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|S|214S}} > {{clr|P|5P}}/{{clr|K|5K}} > {{clr|K|6K}} WS, {{clr|P|5P}}/{{clr|K|6K}}
|position = Corner
|damage =  162
|tensionGained = 
|worksOn = All
|difficulty = Easy
|notes = Bomberless metered Rainwater combo.
|video = 
|checkedVersion = 1.26
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|6D}}/{{clr|D|4D}} > 66RRC > dash {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214S}} > {{clr|P|5P}} WS, Airdash {{clr|H|j.236H}}
|position = Corner  
|position = Corner  
|damage =  164  
|damage =  164  
|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Not the most consistent corner combo but typically will always work as long as you dash even deeper into the corner before {{clr|S|c.S}} and hit the opponent at the max height of the RRC bubble.   
|notes =  Not the most consistent corner combo but typically will always work as long as you dash even deeper into the corner before {{clr|S|c.S}} and hit the opponent at the max height of the RRC bubble.   
|video = [Link]
|video =  
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|Throw}} > 66RC > {{clr|S|c.S}} > {{clr|H|TKB}}  
|combo =  {{clr|D|6D}}/{{clr|D|4D}} > 66RC > {{clr|S|c.S}} > {{clr|H|TKB}}  
|position = Any  
|position = Any  
|damage =  107  
|damage =  107  
|tensionGained = -36%  
|tensionGained = -36%  
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Throw conversion with meter into knockdown.  
|notes =  Throw conversion with meter into knockdown.  
|video =  [https://youtu.be/B5q0EJB4I9A Link]
|video =  [https://youtu.be/B5q0EJB4I9A Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|D|Throw}} > 66PRC > {{clr|S|c.S}} > {{clr|H|TKB}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} WS, {{clr|H|5H}}/{{clr|H|2H}}  
|combo =  {{clr|D|6D}}/{{clr|D|4D}} > 66PRC > {{clr|S|c.S}} > {{clr|H|TKB}}, {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} WS, {{clr|H|5H}}/{{clr|H|2H}}  
|position = Corner  
|position = Corner  
|damage =  162  
|damage =  162  
|tensionGained = -  
|tensionGained = -  
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  PRC combo which comes in handy for OS.  
|notes =  PRC combo which comes in handy for OS.  
|video =  [https://youtu.be/IHmcOxKeEzg Link]
|video =  [https://youtu.be/IHmcOxKeEzg Link]
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|6D}}/{{clr|D|4D}} > 66RRC > (Run >) {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Corner
|damage =  170
|tensionGained = 
|worksOn = All
|difficulty = Hard
|notes =  Can replace the second {{clr|H|TKB}} with {{clr|H|5H}} for slightly less damage (by 2 points on {{Character Label|GGST|Ky}}). From Roundstart position, can run after RRC to push into corner before continuing the combo.
|video =
|checkedVersion = 1.26
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|H|41236H}} (Close) > {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}} WS, {{clr|H|2H}}  
|combo =  Close {{clr|H|41236H}} > {{clr|K|5K}} > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}} WS, {{clr|H|2H}}  
|position = Corner  
|position = Corner  
|damage =  149  
|damage =  149  
|tensionGained = +29%  
|tensionGained = +29%  
|worksOn = All  
|worksOn = All  
|difficulty =  [2] {{clr|2|Easy}}  
|difficulty = Easy
|notes =  While you can get TKBomber loops off Corner Close Mantis, the damage scaling makes the very heavy execution not worthwhile. Even the {{clr|K|5K}} {{clr|K|6K}} link route is surprisingly tight.  
|notes While it is possible to start {{clr|H|TKB}} loops off Corner Close Mantis, the damage scaling makes the very heavy execution not worthwhile. Even the {{clr|K|5K}} {{clr|K|6K}} link route is surprisingly tight.  
|video =  [https://youtu.be/7p37QQlyyyA Link]
|video =  [https://youtu.be/7p37QQlyyyA Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|H|41236H}} (Close) > {{clr|P|5P}} > {{clr|S|[4]6S(S)}}  
|combo =  Close {{clr|H|41236H}} > {{clr|P|5P}} > {{clr|S|[4]6S(S)}}  
|position = Any  
|position = Any  
|damage =  92  
|damage =  92  
|tensionGained = +20%  
|tensionGained = +20%  
|worksOn = All  
|worksOn = All  
|difficulty = [1] {{clr|1|Very Easy}}
|difficulty = Very Easy  
|notes =  Most consistent followup after midscreen close-Mantis to send the opponent fullscreen. May opt for the (8) followup of Rensen for an OTG followup oki situation too.  
|notes =  Most consistent followup after midscreen close-Mantis to send the opponent fullscreen. May opt for the {{MiniMoveCard|game=GGST|chara=Axl Low|input=[4]6S 8|label=Soaring Chain Strike}} followup of Rensen for an OTG followup oki situation, too.  
|video =  [https://youtu.be/ydFNHzYZse8 Link]
|video =  [https://youtu.be/ydFNHzYZse8 Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|H|41236H}} (Far) > 66PRC > {{clr|D|[5]D}} > {{clr|S|c.S}} > {{clr|H|TKB}}  
|combo =  {{clr|H|41236H}} > 66PRC > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|TKB}}  
|position = Any  
|position = Any  
|damage =  110  
|damage =  110  
|tensionGained = -38%  
|tensionGained = -38%  
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  The side may switch if you time the PRC too late. Do the [5]D early to keep the opponent in the air for {{clr|S|c.S}}  
|notes =  May side switch if the PRC is too late. Begin {{clr|D|5[D]}} early to keep the opponent in the air for {{clr|S|c.S}}.
|video =  [https://youtu.be/OPh7u6Yum84 Link]
|video =  [https://youtu.be/OPh7u6Yum84 Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo =  {{clr|H|41236H}} (Far) > PRC > Run > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214HS}} WS, {{clr|P|5P}}  
|combo =  {{clr|H|41236H}} > PRC > 66 {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|K|6K}} > {{clr|H|214H}} WS, {{clr|P|5P}}  
|position = Against Corner OR Corner
|position = Against Corner OR Corner
|damage =  158  
|damage =  158  
|tensionGained =   
|tensionGained =   
|worksOn = Any  
|worksOn = Any  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes = PRC is always better than RRC for both comboability and damage due to RRC adding an additional hit to damage scaling and gravity.
|notes =  
|video =  [https://youtu.be/_i3iW7ghom8?t=227 Link]..
|video =  [https://youtu.be/_i3iW7ghom8?t=227 Link]
|checkedVersion =
}}
}}
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|H|41236H}} (Close) > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|5HS}}  
|combo = Close {{clr|H|41236H}} > {{clr|S|c.S}} > {{clr|H|TKB}} {{clr|K|5K}} > {{clr|H|TKB}} WS, {{clr|H|5H}}  
|position = Corner  
|position = Corner  
|damage =  161  
|damage =  161  
|tensionGained =   
|tensionGained =   
|worksOn = Normal and Lightweights Only
|worksOn = Normal and Lightweight
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  This combo is possible but for the aforementioned reason above, not usually worth the extra damage 10ish damage.
|notes =   
|video =  [https://youtu.be/e5g5M6LKxZw Link]
|video =  [https://youtu.be/e5g5M6LKxZw Link]
|checkedVersion =
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===Roman Cancel 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
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
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
|-
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  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 [[GGST/Axl_Low/Strategy#Use_of_Tension|here]]. There are no current use-cases for this tech, so this combo is merely a proof of concept.  
|notes =  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 [[GGST/Axl_Low/Strategy#Use_of_Tension|here]]. There are no current use-cases for this tech, so this combo is merely a proof of concept.  
|video =  [https://twitter.com/jchensor/status/1407302372062154754 Link]
|video =  [https://twitter.com/jchensor/status/1407302372062154754 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =   
|notes =   
|video =  [https://youtu.be/HbLcc0eyzu4 Link]
|video =  [https://youtu.be/HbLcc0eyzu4 Link]
|checkedVersion =
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|tensionGained =  
|tensionGained =  
|worksOn = All  
|worksOn = All  
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Sideswitch combo. Second {{clr|H|214H}} will whiff if you run too far. Works with most {{clr|H|214H}} enders like {{clr|K|5K}}>{{clr|D|2D}}>{{clr|H|214H}} or cS>fS>{{clr|H|214H}}.  
|notes =  Sideswitch combo. Second {{clr|H|214H}} will whiff if you run too far. Works with most {{clr|H|214H}} enders like {{clr|K|5K}}>{{clr|D|2D}}>{{clr|H|214H}} or cS>fS>{{clr|H|214H}}.  
|video =  [https://youtu.be/6DT_iB4z9i8 Link]
|video =  [https://youtu.be/6DT_iB4z9i8 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Normal hit 6P Finally has enough reliability to always link into Snail, and with the new {{clr|S|214S}} corner routing now allows a metered wallbreak. Respectable damage off a {{clr|P|6P}} button challenge with or without CH  
|notes =  Normal hit 6P Finally has enough reliability to always link into Snail, and with the new {{clr|S|214S}} corner routing now allows a metered wallbreak. Respectable damage off a {{clr|P|6P}} button challenge with or without CH  
|recipePC = 113599
|video =  [https://youtu.be/Lt96u9OBjb4?t=578 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=578 Link]
|checkedVersion = 1.24
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  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.  
|notes =  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.  
|video =  [https://youtu.be/-zMzGagHU38?t=6 Link]
|video =  [https://youtu.be/-zMzGagHU38?t=6 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Old 6H PRC routes no longer work due to both PRC nerfs and 6H pushback on hit. Furthermore {{clr|K|6K}} Rensen Charge partitioning no longer works on longer combos due to {{clr|K|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 {{clr|H|6H}} RRC instead (such as {{clr|S|c.S}} {{clr|S|2S}} {{clr|H|5H}} {{clr|S|[4]6S}})  
|notes =  Old 6H PRC routes no longer work due to both PRC nerfs and 6H pushback on hit. Furthermore {{clr|K|6K}} Rensen Charge partitioning no longer works on longer combos due to {{clr|K|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 {{clr|H|6H}} RRC instead (such as {{clr|S|c.S}} {{clr|S|2S}} {{clr|H|5H}} {{clr|S|[4]6S}})  
|video =  [Link]
|video =  [Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  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 {{clr|K|5K}} {{clr|K|6K}} {{clr|S|214S}} after the first bomber for slightly less but reliable damage.  
|notes =  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 {{clr|K|5K}} {{clr|K|6K}} {{clr|S|214S}} after the first bomber for slightly less but reliable damage.  
|video =  [Link]
|video =  [Link]
|checkedVersion =
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|tensionGained = -26%  
|tensionGained = -26%  
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  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.  
|notes =  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.  
|video =  [https://twitter.com/TheArtylo/status/1416016825549213702 Link]
|video =  [https://twitter.com/TheArtylo/status/1416016825549213702 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Your most practical AND optimal {{clr|S|f.S}} or {{clr|S|c.S}} hitconfirmable starter combo RC route. The second {{clr|H|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 {{clr|P|5P}} {{clr|H|6H}} {{clr|K|5K}} ... or {{clr|S|c.S}} {{clr|K|6K}} {{clr|S|214S}} {{clr|P|5P}} ... (See Corner Routing Theory as well)  
|notes =  Your most practical AND optimal {{clr|S|f.S}} or {{clr|S|c.S}} hitconfirmable starter combo RC route. The second {{clr|H|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 {{clr|P|5P}} {{clr|H|6H}} {{clr|K|5K}} ... or {{clr|S|c.S}} {{clr|K|6K}} {{clr|S|214S}} {{clr|P|5P}} ... (See Corner Routing Theory as well)  
|video =  [https://youtu.be/Lt96u9OBjb4?t=109 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=109 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn = All, but harder on Heavyweights  
|worksOn = All, but harder on Heavyweights  
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  Instant-overhead starter that utilises Airdash changes on {{clr|H|j.H}} to force a BRC timeslow (more preferable than PRC and gives a better combo). First {{clr|S|c.S}} needs to hit the opponent very high up to allow a second relink of {{clr|S|c.S}} due to TKBomber Same-Move-Proration. (Video link outdated patch but still works)  
|notes =  Instant-overhead starter that utilises Airdash changes on {{clr|H|j.H}} to force a BRC timeslow (more preferable than PRC and gives a better combo). First {{clr|S|c.S}} needs to hit the opponent very high up to allow a second relink of {{clr|S|c.S}} due to TKBomber Same-Move-Proration. (Video link outdated patch but still works)  
|video =  [https://youtu.be/ZsSUcwQMU14?t=220 Link]
|video =  [https://youtu.be/ZsSUcwQMU14?t=220 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  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 {{clr|S|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 {{clr|H|TKB}} is unlikely to be possible  
|notes =  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 {{clr|S|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 {{clr|H|TKB}} is unlikely to be possible  
|video =  [https://youtu.be/Lt96u9OBjb4?t=234 Link]
|video =  [https://youtu.be/Lt96u9OBjb4?t=234 Link]
|checkedVersion =
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When One Vision ends, the final move's hit effects during time-stop will be applied to the opponent, leading to very elaborate conversions.   
When One Vision ends, the final move's hit effects during time-stop will be applied to the opponent, leading to very elaborate conversions.   
<!--Values here all tested against Ky-->
<!--Values here all tested against Ky-->
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Basic grounded confirm off any move into One Vision.  
|notes =  Basic grounded confirm off any move into One Vision.  
|video =  [https://youtu.be/FLAgK9J88YU Link]
|video =  [https://youtu.be/liGvwT5lcfk Link]
|recipePC = 113596
|checkedVersion = 1.24
}}
}}
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Link from throw into One Vision activate is a little tough, and has bad damage. Also very minus on hit.  
|notes =  Link from throw into One Vision activate is a little tough, and has bad damage. Also very minus on hit.  
|video =  [https://youtu.be/jObjliKLT20 Link]
|video =  [https://youtu.be/jObjliKLT20 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [2] {{clr|2|Easy}}
|difficulty = Easy  
|notes =  Link from air throw into One Vision activate is a little tough, but much better OTG damage than ground throw.  
|notes =  Link from air throw into One Vision activate is a little tough, but much better OTG damage than ground throw.  
|video =  [https://youtu.be/mPGOjBuytQ8 Link]
|video =  [https://youtu.be/mPGOjBuytQ8 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Can back-jump to make {{clr|D|j.D}} easier to connect. Works on grounded and normal jump height. Will side switch.  
|notes =  Can back-jump to make {{clr|D|j.D}} easier to connect. Works on grounded and normal jump height. Will side switch.  
|video =  [https://youtu.be/5L1wcjOD8Ns?t=118 Link]
|video =  [https://youtu.be/5L1wcjOD8Ns?t=118 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn = All  
|worksOn = All  
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  {{clr|S|2S}} needs to hit near max-range. {{clr|K|5K}} should hit at the very tip. Can be followed up with {{clr|S|c.S}} > TKB if near a wall.  
|notes =  {{clr|S|2S}} needs to hit near max-range. {{clr|K|5K}} should hit at the very tip. Can be followed up with {{clr|S|c.S}} > TKB if near a wall.  
|video =  [https://twitter.com/shiro_1218/status/1405524060243566598 Chip], [https://twitter.com/shiro_1218/status/1405530180035088386 Sol], [https://twitter.com/shiro_1218/status/1405537424520859653 Pot]
|video =  [https://twitter.com/shiro_1218/status/1405524060243566598 Chip], [https://twitter.com/shiro_1218/status/1405530180035088386 Sol], [https://twitter.com/shiro_1218/status/1405537424520859653 Pot]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  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 {{clr|P|5P}} or 2HS wallbreak depending on height of wallsplat.  
|notes =  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 {{clr|P|5P}} or 2HS wallbreak depending on height of wallsplat.  
|video =  [https://youtu.be/5L1wcjOD8Ns?t=156 Link]
|video =  [https://youtu.be/5L1wcjOD8Ns?t=156 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  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.  
|notes =  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 =  [https://youtu.be/5L1wcjOD8Ns?t=74 Link]
|video =  [https://youtu.be/5L1wcjOD8Ns?t=74 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  Example of running the opponent to the corner off a grounded hitconfirm. Also functions as instant overhead.  
|notes =  Example of running the opponent to the corner off a grounded hitconfirm. Also functions as instant overhead.  
|video =  [https://youtu.be/5L1wcjOD8Ns?t=296 Link]
|video =  [https://youtu.be/5L1wcjOD8Ns?t=296 Link]
|checkedVersion =
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [5] {{clr|5|Very Hard}}
|difficulty = Very Hard  
|notes =  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 {{clr|K|5K}} {{clr|K|6K}} Snail and {{clr|P|5P}} wallbreak.  
|notes =  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 {{clr|K|5K}} {{clr|K|6K}} Snail and {{clr|P|5P}} wallbreak.  
|video =  [https://youtu.be/5L1wcjOD8Ns?t=319 Link]
|video =  [https://youtu.be/5L1wcjOD8Ns?t=319 Link]
|checkedVersion =
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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!  
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!  
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable"
{{GGST-ComboTableHeader}}
{{GGST-ComboTableHeader}}
|-
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  Now your main metered confirm off hitting Winter Cherry. Forgo the {{clr|D|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 {{clr|S|c.S}} makes this not usually worthwhile.  
|notes =  Now your main metered confirm off hitting Winter Cherry. Forgo the {{clr|D|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 {{clr|S|c.S}} makes this not usually worthwhile.  
|video =  [https://youtu.be/FQlV3rGZXjI?t=132 Link]
|video =  [https://youtu.be/FQlV3rGZXjI?t=132 Link]
|checkedVersion = 1.24
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  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.  
|notes =  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.  
|video =  [https://youtu.be/FQlV3rGZXjI?t=145 Link]
|video =  [https://youtu.be/FQlV3rGZXjI?t=145 Link]
|checkedVersion = 1.24
}}
}}
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|5H}} > {{clr|H|41236H}} > {{clr|P|632146P}} (Install) > {{clr|D|5[D]}} > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|P|632146P}} (Activate) > {{clr|H|TKB}} > Run > Time Resume > {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Midscreen
|damage =  264
|tensionGained = 
|worksOn = 
|difficulty = Hard
|notes =  Can omit {{clr|D|5[D]}} if you forget as using it is specific to (CH) {{clr|H|5H}} for only 4 less damage.
|video =
|checkedVersion = 1.24
}}
|-
|-
{{GGST-ComboTableRow
|combo =  (CH) {{clr|H|2H}} > {{clr|H|41236H}} > {{clr|P|632146P}} (Install) > Run > {{clr|S|c.S}} > {{clr|H|TKB}} > {{clr|P|632146P}} (Activate) > {{clr|H|TKB}} > Run > Time Resume > {{clr|S|c.S}} > {{clr|H|TKB}} WS, {{clr|H|TKB}}
|position = Midscreen
|damage =  257
|tensionGained = 
|worksOn = 
|difficulty = Hard
|notes =  Winter Mantis launching higher on hit allows for more damage when using One Vision after counter-hit {{clr|H|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 {{clr|S|2S}} to break the wall because another Bomber might not have the time to reach. 
|video = [https://youtu.be/v23xoHlpjog?t=310 Link]
|checkedVersion = 1.24
}}
|-
|-  
|-  
{{GGST-ComboTableRow
{{GGST-ComboTableRow
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [4] {{clr|4|Hard}}  
|difficulty = Hard
|notes =  Main application of the new One Vision allows a full wallbreak conversion off Counterhit {{clr|H|2H}}. You can choose any 2-hitting wallsplat combination after the time resume (such as {{clr|S|c.S}} {{clr|H|5H}}, {{clr|K|5K}} {{clr|K|6K}} etc). The {{clr|S|2S}} wallbreak is for reliability as TKB may wallsplat high up if done from further away.  
|notes = Old conversion off Counterhit {{clr|H|2H}}. Still useful should you hit a max range Counterhit {{clr|H|2H}} and/or autopilot into {{clr|S|[4]6S}} You can choose any 2-hitting wallsplat combination after the time resume (such as {{clr|S|c.S}} {{clr|H|5H}}, {{clr|K|5K}} {{clr|K|6K}} etc). The {{clr|S|2S}} wallbreak is for reliability as TKB may wallsplat high up if done from further away.  
|video =  [https://youtu.be/FQlV3rGZXjI?t=191 Link]
|video =  [https://youtu.be/FQlV3rGZXjI?t=191 Link]
|checkedVersion = 1.24
}}
}}
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  Similar to above, but with CH {{clr|H|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.  
|notes =  Similar to above, but with CH {{clr|H|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.  
|video =  [https://youtu.be/FQlV3rGZXjI?t=236 Link]
|video =  [https://youtu.be/FQlV3rGZXjI?t=236 Link]
|checkedVersion = 1.24
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [4] {{clr|4|Hard}}
|difficulty = Hard  
|notes =  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.  
|notes =  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.  
|video =  [https://youtu.be/FQlV3rGZXjI?t=40 Link]
|video =  [https://youtu.be/FQlV3rGZXjI?t=40 Link]
|checkedVersion = 1.24
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|tensionGained =   
|tensionGained =   
|worksOn =   
|worksOn =   
|difficulty = [3] {{clr|3|Medium}}
|difficulty = Medium  
|notes =  The alternate combo to the above which requires no TK bomber inputs. Can still be done from corner to corner   
|notes =  The alternate combo to the above which requires no TK bomber inputs. Can still be done from corner to corner   
|video =  [https://youtu.be/FQlV3rGZXjI?t=102 Link]
|video =  [https://youtu.be/FQlV3rGZXjI?t=102 Link]
|checkedVersion = 1.24
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==Navigation==
==Navigation==
<center>{{Character Label|GGST|Axl Low|45px}}</center>
{{GGST/Navigation|British = 1}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Revision as of 07:24, 25 February 2024



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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