GGST/Axl Low/Combos: Difference between revisions

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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.
|-  
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| | 5P > Winter Mantis ||  || 76 ||  ||  || [1] {{clr|1|Very Easy}} || Not a true combo. Demonstrates cancelling into Winter Mantis at long range.
| | 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.
|-  
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| | 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
|-  
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| | 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 ||  || 89 ||  ||  || [2] {{clr|2|Easy}} ||
| | 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}} ||
|-  
|-  
| | j.D > Axl Bomber ||  || 97 ||  ||  || [2] {{clr|2|Easy}} ||
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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 ||  || 121 ||  ||  ||  ||
| | 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 ||  ||  ||  ||
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| | 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 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

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.
5P/2P/5K/2K Starters
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.
c.S/f.S 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
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 192 [3] Medium 5K, 2K, and c.S gatling into Dust.
Jump-in Starters
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
Anti-Air Combos
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.
Air-to-Air Combos
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
Throw Combos
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
Counterhit Combos
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
Corner Combos
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
Frametraps
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.
One Vision Combos
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.

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