GGST/Axl Low/Combos: Difference between revisions

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==Combo List==
==Combo List==
*Combos are from February 2021 Open Beta and subject to change on game launch.
*Currently, every damage value here has only been dealt to Sol.
*Currently, every damage value here has only been dealt to Sol.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | ||  || ||  ||  || [1] {{clr|1|Very Easy}} ||
| | 5P > 6K > Snail ||  || 89 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [2] {{clr|2|Easy}} ||
| | 5P > 6P > Snail ||  || 83 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [3] {{clr|3|Medium}} ||
| | 2P > 6K > Snail ||  || 86 ||  ||  || || Surprisingly generous range on 6K – make sure to get to know the distance where this will connect
|-  
|-  
| | ||  || ||  ||  || [4] {{clr|4|Hard}} ||
| | 5K > 2D > Snail ||  || 96 ||  ||  || ||
|-  
|-  
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
| | 5K > 2D > Sickle Storm ||  || 170 ||  ||  ||  ||
|-
| | 5K > 2D > Rensen ||  || 87 || ||  ||  || Can’t followup with (8) like in Xrd due to long minimum range for Rensen (8). Snail does more damage. All hail snail.
|-
| | 5K > 2D > Rainwater ||  || 92 ||  ||  ||  || Including for the sake of completeness, but Snail is the better combo option for damage.
|-
| | 5K (or 2K) > 6P > Rainwater / Winter Mantis ||  || Mix ||  ||  ||  || Catch a blocking opponent off-guard with Mantis, or use Rainwater instead to catch them pressing buttons after 6P
|-
| | 2K > 2D > Snail ||  || 69 ||  ||  ||  ||
|-
|-
|}
|}
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | ||  || ||  ||  || [1] {{clr|1|Very Easy}} ||
| | c.S > f.S > 5H > Snail ||  || 132 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [2] {{clr|2|Easy}} ||
| | c.S > f.S > 2H > Snail ||  || 130 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [3] {{clr|3|Medium}} ||
| | f.S > 5H > Snail ||  || 109 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [4] {{clr|4|Hard}} ||
| | f.S > 2H > Snail ||  || 106 ||  ||  || ||
|-  
|-  
| | ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | 5D (launch) > j.P > j.D (JC) > j.P > j.D > j.S > j.S ||  || 197 ||  ||  ||  || 5K, 2K, and c.S gatling into Dust. After landing from Dust, try 2H to start new offense.
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|4|5H}}/{{clr|4|2H}} Combos
|+Jump-in Starters
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | ||  ||  ||  ||  || [1] {{clr|1|Very Easy}} ||
| | j.P > 5P ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
|-  
|-  
| | ||  || ||  ||  || [2] {{clr|2|Easy}} ||
| | j.P > 2P > 6K > Snail ||  || 93 ||  ||  || [4] {{clr|4|Hard}} ||
|-  
|-  
| | ||  || ||  ||  || [3] {{clr|3|Medium}} ||
| | j.K > j.D > c.S > Snail ||  || 103 ||  ||  || ||
|-  
|-  
| | ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
| | j.S > 5P / 2P ||  ||  ||  ||  || ||
|-  
|-  
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
| | j.S > 5K > 2D > Snail ||  || 88 ||  ||  ||  ||
|-
| | j.S > 2K > 2D > Snail ||  || 83 ||  ||  ||  ||
|-
| | j.S > f.S > 5H > Snail ||  || 109 ||  ||  ||  ||
|-
| | j.S > 2H > Snail ||  || 89 ||  ||  ||  || j.S has to hit pretty deep for the 2H to connect. Practice pressing j.S late in the jump.
|-
| | j.H > 2K > 2D > Snail ||  || 91 ||  ||  ||  ||
|-
| | j.H > c.S > 5H > Snail ||  || 117 ||  ||  ||  ||
|-
| | j.H > 2K > 6H ||  ||  ||  ||  || Not a true combo into 6H but an example of High/Low/High combination. ||
|-
| | j.D > 5K > Snail ||  || 93 ||  ||  ||  ||
|-
| | j.D > 5P > Rensen (8) > c.S (OTG) ||  || 120 ||  ||  ||  || Remember to hold down-back to begin charging Rensen in the air; pressing j.D while holding back will execute Throw, as Throw is now Forward/Back + Dust.
|-
| | j.D > Axl Bomber ||  || 99 ||  || || ||
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Jump-in Starters
|+Anti-Air Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | ||  || ||  ||  || [1] {{clr|1|Very Easy}} ||
| | 5P > Rensen(8) > 5H ||  || 108 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [2] {{clr|2|Easy}} ||
| | 5P > 66RC > c.S > 5H > Snail ||  || 99 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [3] {{clr|3|Medium}} ||
| | 5P > 66RC > c.S > TK Bomber > Rensen ||  || 109 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [4] {{clr|4|Hard}} ||
| | 6P > Snail ||  || 65 ||  ||  || ||
|-  
|-  
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
| | 6P > Snail > 66RC > c.S > 5H > Snail ||  || 126 ||  ||  ||  ||
|-
| | 6P > Snail > 66RC > c.S > TK Bomber > Rensen ||  || 134 ||  ||  ||  ||
|-
| | 6K > Snail ||  || 79 ||  ||  ||  ||
|-
| | 2S > Snail > 5P > Rensen ||  || 135 ||  ||  ||  ||
|-
| | 2S > Snail > 88RC > Bomber > Rensen ||  || 140 ||  || ||  || Not necessarily a very practical combo, but a demonstration of RC drift upwards.
|-
| | (In Corner) 2S > (delay) Snail > 66RC > (Run Under) > 5K > TK Bomber ||  ||  ||  ||  ||  || Demonstration of using RC to side switch to get out of corner.
|-
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Air-to-Air Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | j.5P > Snail ||  || 63 ||  ||  ||  ||
|-
| | j.5P > 66RC > c.S > TK Bomber > Rensen ||  || 110 ||  ||  ||  ||
|-
| | j.5K > jc. > j.D > Snail ||  || 84 ||  ||  ||  ||
|-
| | j.5K > jc. > j.5S > 66RC > c.S > TK Bomber > Rensen ||  || 115 ||  ||  ||  ||
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|+Throw Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | ||  || ||  ||  || [1] {{clr|1|Very Easy}} ||
| | Throw > 66RC > c.S > 6K > Snail ||  || 126 ||  ||  || || Can use 2S instead of 6K for slightly less damage but more consistency for Snail being in range.
|-  
|-  
| | ||  || ||  ||  || [2] {{clr|2|Easy}} ||
| | Throw > 66RC > c.S > TK Bomber > Rensen (OTG) ||  || 133 ||  ||  || ||
|-  
|-  
| | ||  || ||  ||  || [3] {{clr|3|Medium}} ||
| | Throw > RC > c.S > 5H > Snail ||  || 129 ||  ||  || || Must be near corner.
|-  
|-  
| | ||  || ||  ||  || [4] {{clr|4|Hard}} ||
| | Winter Mantis (far) > RC > c.S > 6K > Snail ||  || 107 ||  ||  || ||
|-  
|-  
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
| | Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG) ||  || 117 ||  ||  ||  ||
|-
| | Winter Mantis (close) > 6K > Snail ||  || 95 ||  ||  ||  ||
|-
| | Winter Mantis (close range) > 5P > Rensen > Winter Cherry ||  || 106 ||  ||  ||  ||
|-
| | Winter Mantis (close range, corner) > c.S > f.S > 5H > Snail ||  || 117 ||  || ||  ||
|-
| | Winter Mantis (close range, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P ||  || 163 ||  ||  ||  ||
|-
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Counterhit Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | (CH) 6P > 5K > 2D > Snail ||  || 96 ||  ||  ||  ||
|-
| | (CH) 6P > c.S > f.S > 5H > Snail ||  || 134 ||  ||  ||  ||
|-
| | (CH) f.S > Rensen (2) > 5H (OTG) ||  || 159 ||  ||  ||  ||
|-
| | (CH) 2H > Rensen (8) > 5H (OTG) ||  || 132 ||  ||  ||  ||
|-
| | (CH) 2H > Rensen > Winter Cherry ||  || 111 ||  ||  ||  ||
|-
| | (CH) 6H > c.S > f.S > 2H > Snail ||  || 145 ||  ||  ||  ||
|-
| | (CH) 2D > c.S > 6K > Snail ||  || 119 ||  ||  ||  ||
|-
| | (CH) 2D > 5P > Rensen (8) > 5H ||  || 133 ||  ||  ||  ||
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ These combos need a total DMG value on them
|+Frametraps
|-
|-
! Combo !! Position !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | ||  ||  ||  ||  ||  || [1] {{clr|1|Very Easy}} ||
| | 5P / c.S > (delay) 6P ||  ||  ||  ||  ||  || (example: 5P / c.S > (delay) 6P (counterhit) > c.S > 5H > Snail)
|-  
|-  
| | ||  ||  ||  ||  ||  || [2] {{clr|2|Easy}} ||
| | 2K > 6K ||  ||  ||  ||  ||  ||
|-  
|-  
| | ||  ||  ||  ||  ||  || [3] {{clr|3|Medium}} ||
| | 2P > 6K ||  ||  ||  ||  ||  ||
|-  
|-  
| |  ||  ||  ||  ||  ||  || [4] {{clr|4|Hard}} ||
| | 2K > Delay 2D ||  ||  ||  ||  ||  ||
|-
| | 6P > Rainwater ||  || || ||  ||  || A "positional" trap as Axl leaps out of range of the opponent's attacks while striking.
|-  
|-  
| |  ||  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
|-
|}
|}

Revision as of 02:46, 4 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
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

Combo List

  • Combos are from February 2021 Open Beta and subject to change on game launch.
  • Currently, every damage value here has only been dealt to Sol.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 6K > Snail 89
5P > 6P > Snail 83
2P > 6K > Snail 86 Surprisingly generous range on 6K – make sure to get to know the distance where this will connect
5K > 2D > Snail 96
5K > 2D > Sickle Storm 170
5K > 2D > Rensen 87 Can’t followup with (8) like in Xrd due to long minimum range for Rensen (8). Snail does more damage. All hail snail.
5K > 2D > Rainwater 92 Including for the sake of completeness, but Snail is the better combo option for damage.
5K (or 2K) > 6P > Rainwater / Winter Mantis Mix Catch a blocking opponent off-guard with Mantis, or use Rainwater instead to catch them pressing buttons after 6P
2K > 2D > Snail 69
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > f.S > 5H > Snail 132
c.S > f.S > 2H > Snail 130
f.S > 5H > Snail 109
f.S > 2H > Snail 106
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D (launch) > j.P > j.D (JC) > j.P > j.D > j.S > j.S 197 5K, 2K, and c.S gatling into Dust. After landing from Dust, try 2H to start new offense.
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.P > 5P [4] Hard
j.P > 2P > 6K > Snail 93 [4] Hard
j.K > j.D > c.S > Snail 103
j.S > 5P / 2P
j.S > 5K > 2D > Snail 88
j.S > 2K > 2D > Snail 83
j.S > f.S > 5H > Snail 109
j.S > 2H > Snail 89 j.S has to hit pretty deep for the 2H to connect. Practice pressing j.S late in the jump.
j.H > 2K > 2D > Snail 91
j.H > c.S > 5H > Snail 117
j.H > 2K > 6H Not a true combo into 6H but an example of High/Low/High combination.
j.D > 5K > Snail 93
j.D > 5P > Rensen (8) > c.S (OTG) 120 Remember to hold down-back to begin charging Rensen in the air; pressing j.D while holding back will execute Throw, as Throw is now Forward/Back + Dust.
j.D > Axl Bomber 99
Anti-Air Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > Rensen(8) > 5H 108
5P > 66RC > c.S > 5H > Snail 99
5P > 66RC > c.S > TK Bomber > Rensen 109
6P > Snail 65
6P > Snail > 66RC > c.S > 5H > Snail 126
6P > Snail > 66RC > c.S > TK Bomber > Rensen 134
6K > Snail 79
2S > Snail > 5P > Rensen 135
2S > Snail > 88RC > Bomber > Rensen 140 Not necessarily a very practical combo, but a demonstration of RC drift upwards.
(In Corner) 2S > (delay) Snail > 66RC > (Run Under) > 5K > TK Bomber Demonstration of using RC to side switch to get out of corner.
Air-to-Air Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.5P > Snail 63
j.5P > 66RC > c.S > TK Bomber > Rensen 110
j.5K > jc. > j.D > Snail 84
j.5K > jc. > j.5S > 66RC > c.S > TK Bomber > Rensen 115
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw > 66RC > c.S > 6K > Snail 126 Can use 2S instead of 6K for slightly less damage but more consistency for Snail being in range.
Throw > 66RC > c.S > TK Bomber > Rensen (OTG) 133
Throw > RC > c.S > 5H > Snail 129 Must be near corner.
Winter Mantis (far) > RC > c.S > 6K > Snail 107
Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG) 117
Winter Mantis (close) > 6K > Snail 95
Winter Mantis (close range) > 5P > Rensen > Winter Cherry 106
Winter Mantis (close range, corner) > c.S > f.S > 5H > Snail 117
Winter Mantis (close range, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P 163
Counterhit Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
(CH) 6P > 5K > 2D > Snail 96
(CH) 6P > c.S > f.S > 5H > Snail 134
(CH) f.S > Rensen (2) > 5H (OTG) 159
(CH) 2H > Rensen (8) > 5H (OTG) 132
(CH) 2H > Rensen > Winter Cherry 111
(CH) 6H > c.S > f.S > 2H > Snail 145
(CH) 2D > c.S > 6K > Snail 119
(CH) 2D > 5P > Rensen (8) > 5H 133
Frametraps
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P / c.S > (delay) 6P (example: 5P / c.S > (delay) 6P (counterhit) > c.S > 5H > Snail)
2K > 6K
2P > 6K
2K > Delay 2D
6P > Rainwater A "positional" trap as Axl leaps out of range of the opponent's attacks while striking.