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| | 5P > 6P > Snail || || 80 || || || [1] {{clr|1|Very Easy}} || | | | 5P > 6P > Snail || || 80 || || || [1] {{clr|1|Very Easy}} || | ||
|- | |- | ||
| | 5P > 6P > Rainwater || || || || || [1] {{clr|1|Very Easy}} || Not a true combo. Rainwater can be used for creating distance and also has counterhit potential on opponent pressing buttons between 6P and Rainwater. | | | 5P > 6P > Rainwater || || || || || [1] {{clr|1|Very Easy}} || Not a true combo. Rainwater can be used for creating distance and also has counterhit potential on opponent pressing buttons between 6P and Rainwater. | ||
|- | |- | ||
| | 5P > Winter Mantis || || 76 || || || [1] {{clr|1|Very Easy}} || Not a true | | | 5P > Snail / Rensen / Winter Mantis || || 76 || || || [1] {{clr|1|Very Easy}} || Not a true combos but demonstrates applying pressure at long range with special cancels. | ||
|- | |- | ||
| | 2P > 6K > Snail || || 76 || || || [1] {{clr|1|Very Easy}} || | | | 2P > 6K > Snail || || 76 || || || [1] {{clr|1|Very Easy}} || | ||
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| | j.K > j.D > c.S > Snail || || 99 || || || [3] {{clr|3|Medium}} || Requires landing j.D late enough to connect c.S | | | j.K > j.D > c.S > Snail || || 99 || || || [3] {{clr|3|Medium}} || Requires landing j.D late enough to connect c.S | ||
|- | |- | ||
| | j.S > 5P or 2H || || || || || [2] {{clr|2|Easy}} || Even if j.S doesn't hit late enough to combo into 5P or 2H into a guaranteed combo, these are useful jump-in starters to keep the opponent locked down so you can apply more pressure. | |||
|- | |||
| | j.S > 5P > 6K > Snail || || 96 || || || [2] {{clr|2|Easy}} || Hit j.S late in the jump in order for 5P to combo. | | | j.S > 5P > 6K > Snail || || 96 || || || [2] {{clr|2|Easy}} || Hit j.S late in the jump in order for 5P to combo. | ||
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| | j.S > c.S > f.S > 2H > Snail || || 114 || || || [2] {{clr|2|Easy}} || Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H. | | | j.S > c.S > f.S > 2H > Snail || || 114 || || || [2] {{clr|2|Easy}} || Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H. | ||
|- | |- | ||
| | j.H > 5K > 6K > Snail || || | | | j.H > 5K > 6K > Snail || || 101 || || || [2] {{clr|2|Easy}} || | ||
|- | |- | ||
| | j.H > c.S > f.S > 5H > Snail || || 122 || || || [2] {{clr|2|Easy}} || | | | j.H > c.S > f.S > 5H > Snail || || 122 || || || [2] {{clr|2|Easy}} || | ||
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| | j.D > c.S > Snail || || 94 || || || [3] {{clr|3|Medium}} || | | | j.D > c.S > Snail || || 94 || || || [3] {{clr|3|Medium}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | 5P > Rensen(8) > 5H || || 98 || || || || | | | 5P > Rensen (8) > 5H (OTG) || || 98 || || || || | ||
|- | |- | ||
| | 5P > 66RC > c.S > 5H > Snail || || 95 || || || || | | | 5P > 66RC > c.S > 5H > Snail || || 95 || || || || | ||
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| | 6P > Snail || || 63 || || || || | | | 6P > Snail || || 63 || || || || | ||
|- | |- | ||
| | 6P > Snail > 66RC > c.S > 5H > Snail || || | | | 6P > Snail > 66RC > c.S > 5H > Snail || || 116 || || || || | ||
|- | |- | ||
| | 6P > Snail > 66RC > c.S > TK Bomber > Rensen (OTG) || || 124 || || || || | | | 6P > Snail > 66RC > c.S > TK Bomber > Rensen (OTG) || || 124 || || || || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | j.5P > Snail || || 61 || || || || | | | j.5P > j.Snail || || 61 || || || || | ||
|- | |- | ||
| | j.5P > 66RC > c.S > TK Bomber > Rensen || || 104 || || || || | | | j.5P > 66RC > c.S > TK Bomber > Rensen || || 104 || || || || | ||
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Revision as of 15:36, 11 June 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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TK Bomber
TK Axl Bomber or TK Bomber is a technique used to execute an Axl Bomber immediately after leaving the ground. Possible input sequences are:
- 6293H
- 321473H
The main purpose of this is to allow comboing into Axl Bomber from a jump cancelable move (5K or c.S).
Combo List
- Combos are from May 2021 Open Beta 2 and subject to change on game launch.
- Currently, every damage value here has only been dealt to Sol.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > 6K > Snail | 86 | [1] Very Easy | ||||
5P > 6P > Snail | 80 | [1] Very Easy | ||||
5P > 6P > Rainwater | [1] Very Easy | Not a true combo. Rainwater can be used for creating distance and also has counterhit potential on opponent pressing buttons between 6P and Rainwater. | ||||
5P > Snail / Rensen / Winter Mantis | 76 | [1] Very Easy | Not a true combos but demonstrates applying pressure at long range with special cancels. | |||
2P > 6K > Snail | 76 | [1] Very Easy | ||||
2P > 6H | [1] Very Easy | Not a true combo. Demonstrates gatling into 6H. | ||||
5K > 6K > Snail | 88 | [1] Very Easy | ||||
5K > 2D > Snail | 83 | [1] Very Easy | ||||
5K > 2D > Sickle Storm | 148 | [2] Easy | ||||
5K > 6P > Winter Mantis | [2] Easy | Not a true combo. Demonstrates cancelling into Winter Mantis at close range (Winter Mantis at point blank range grants the ability to combo without spending tension). | ||||
2K > 2D > Snail | 66 | [1] Very Easy | ||||
5K or 2K > 5D | [1] Very Easy | Dust attack starters. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > f.S > 5H > Snail | 128 | [1] Very Easy | ||||
c.S > f.S > 2H > Snail | 126 | [1] Very Easy | ||||
c.S > 5D | [1] Very Easy | Dust attack starter. | ||||
c.S > TK Bomber > 2H (OTG) | 132 | [3] Medium | ||||
c.S > TK Bomber > Rensen (OTG) > (Delay) Winter Cherry | 132 | [4] Hard | Sets up Winter Cherry on wakeup. | |||
f.S > 5H > Snail | 98 | [1] Very Easy | ||||
f.S > 2H > Snail | 96 | [1] Very Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5D (launch) > j.P > j.D (JC) > j.P > j.D > j.S > j.S | 192 | [3] Medium | 5K, 2K, and c.S gatling into Dust. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.K > j.D > c.S > Snail | 99 | [3] Medium | Requires landing j.D late enough to connect c.S | |||
j.S > 5P or 2H | [2] Easy | Even if j.S doesn't hit late enough to combo into 5P or 2H into a guaranteed combo, these are useful jump-in starters to keep the opponent locked down so you can apply more pressure. | ||||
j.S > 5P > 6K > Snail | 96 | [2] Easy | Hit j.S late in the jump in order for 5P to combo. | |||
j.S > 2P > 6K > Snail | 89 | [3] Medium | ||||
j.S > 5K > 2D > Snail | 81 | [2] Easy | ||||
j.S > 2K > 2D > Snail | 79 | [3] Medium | ||||
j.S > c.S > f.S > 2H > Snail | 114 | [2] Easy | Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H. | |||
j.H > 5K > 6K > Snail | 101 | [2] Easy | ||||
j.H > c.S > f.S > 5H > Snail | 122 | [2] Easy | ||||
j.D > 5K > Snail | 87 | [2] Easy | ||||
(Near corner) j.D > 5P > Rensen (2) | Remember to hold down-back to begin charging Rensen in the air; pressing j.D while holding back will execute Throw, as Throw is now Forward/Back + Dust. j.D > 5P > Rensen works midscreen but can't followup. | |||||
j.D > c.S > Snail | 94 | [3] Medium |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > Rensen (8) > 5H (OTG) | 98 | |||||
5P > 66RC > c.S > 5H > Snail | 95 | |||||
5P > 66RC > c.S > TK Bomber > Rensen (OTG) | 103 | |||||
6P > Snail | 63 | |||||
6P > Snail > 66RC > c.S > 5H > Snail | 116 | |||||
6P > Snail > 66RC > c.S > TK Bomber > Rensen (OTG) | 124 | |||||
(CH) 6P > Snail (or Sickle Storm) | ||||||
6K > Snail | 73 | |||||
(CH) 2S > 5P > Rensen (8) > 5H | ||||||
(Corner) 2S > Snail > 5P > Rensen (8) > 5H (OTG) | 150 | 2S > Snail > 5P worked beta 1 but not beta 2. | ||||
2S > Snail > 88RC > Bomber > Rensen | 126 | Not necessarily a very practical combo, but a demonstration of RC drift upwards. | ||||
(In Corner) 2S > (delay) Snail > 66RC > (Run Under) > c.S > Snail | 118 | Demonstration of using RC to side switch to get out of corner. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.5P > j.Snail | 61 | |||||
j.5P > 66RC > c.S > TK Bomber > Rensen | 104 | |||||
j.5K > jc. > j.D > Snail | 81 | |||||
j.5K > jc. > j.5S > 66RC > c.S > TK Bomber > Rensen | 108 |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > 66RC > c.S > 6K > Snail | 100 | 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)** | **Don't think Rensen connects in beta 2 | |||||
Throw > RC > c.S > 5H > Snail | 105 | Must be near corner. | ||||
Winter Mantis (far) > RC > c.S > 6K > Snail | 84 | |||||
Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG)** | Rensen (OTG) doesn't connect in beta 2 | |||||
Winter Mantis (close) > 6K > Snail | 83 | |||||
Winter Mantis (close range) > 5P > Rensen > Winter Cherry | 85 | |||||
Winter Mantis (close range, corner) > c.S > f.S > 5H > Snail | 97 | |||||
Winter Mantis (close range, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P (wall break) | 139 |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(CH) 6P > Rainwater | 62 | |||||
(CH) 6P > Sickle Storm | 144 | |||||
(CH) f.S > Rensen (8) > 5H (OTG) | 111 | |||||
(CH) f.S > Rensen (2) > 5H (OTG) | 127 | |||||
(CH) 2H > Rensen (8) > 5H (OTG) | 123 | |||||
(CH) 2H > Rensen > Winter Cherry | 103 | At long range | ||||
(CH) 6H > c.S > f.S > 5H > Snail | 142 | Can gatling to 6H from 5P, 2P, 5K, 2K, and c.S | ||||
(CH) 6H > c.S > f.S > 2H > Snail | 141 | |||||
(CH) 6H > c.S > TK Bomber > Rensen (OTG) | 145 | |||||
(CH) 6H > c.S > TK Bomber > 66RC > 5K > TK Bomber | 166 | |||||
(CH) 2D > c.S > 6K > Snail | 115 | |||||
(CH) 2D > 5P > Rensen (8) > 5H (OTG) | 123 | |||||
(CH) Rainwater > 5P > Rensen | 90 | |||||
(CH) Axl Bomber > c.S > TK Axl Bomber | 178 |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(Near corner) j.K > j.D > 5P > Rensen | ||||||
(CH) 6H > c.S > TK Bomber > 5P > 6K > Snail | 175 | [4] Hard | 5K can be used instead of c.S as well. | |||
j.H > c.S > TK Bomber > 5P > 6K > Snail | 157 | [4] Hard | ||||
5K > TK Bomber > 5K > TK Bomber > 5P > 6K > Snail (Wall Splat) > 5P (Wall Break) | 230 | [4] Hard | Or Very Hard, depending on your TK Bombers |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P / c.S > (delay) 6P | Well this sucks now because (CH) 6P no longer converts to combos | |||||
5K > 6P | ||||||
5P > (delay) 6K | ||||||
2P > 6K | ||||||
2K > 6K | ||||||
2K > Delay 2D | ||||||
6P > Rainwater | A "positional" trap as Axl leaps out of range of the opponent's attacks while striking. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
One Vision (Install) > 5P > One Vision (Activate) > c.S > f.S > 5H > Snail | 103 | [2] Easy | ||||
One Vision (Install) > 5P > One Vision (Activate) > 6H > 5H > 5H > Snail | 117 | [2] Easy | ||||
One Vision (Activate) > 5P > One Vision (Activate) > c.S > TK Bomber > TK Bomber | 123 | Second TK Bomber goes in the other direction since you end up on the other side of the opponent. | ||||
One Vision (Activate) > Run run run > Attack | Hey don't forget you can just push the opponent, so if you want to shove them into the corner then quickly land a Snail or Sweep before time starts again, go for it. |