GGST/Axl Low/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo List

  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups (if the combo itself allows to set them up afterwards, it is mention in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
  • Axl Specific notation: TKB = jc 623H (see TK Bomber Loops) for more details.

5K / 2K Starters

Combo Position Damage Works on: Difficulty Notes
5K/2K > 2D > 214H Any 66-83 [1] Very Easy Basic hitconfirm from your quickest normals.
Max range 5K/2K pushback makes 2D whiff.
5K > TKB, [4]6S OTG Midscreen 111 [3] Medium Midscreen 5K punish, setup for meaty Rensen-S.
5K > TKB, 5K > TKB, 5K > TKB, wallbreak 5H Corner 239 [3] Medium Near corner punish for huge damage.
5K > TKB, c.S > TKB, 5K > TKB, wallbreak TKB Corner 250 [5] Very Hard Maximum 5K meterless damage with 3 different TKB execution timings.

c.S / f.S Starters

Combo Position Damage Works on: Difficulty Notes
c.S > f.S > 5H > 214H Any 128 [2] Easy Basic close range combo for c.S hitconfirm.
f.S > 2H > 214H Any 96 [1] Very Easy Basic mid range combo for f.S hitconfirm.
f.S > 5H does 2 more damage, but whiffs in f.S's max range.
c.S > TKB, 2H OTG Midscreen 132 [3] Medium Midscreen c.S punish for pure damage.
c.S > TKB, [4]6S OTG Midscreen 128 [3] Medium Midscreen c.S punish, setup for meaty Rensen-S.
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak 5H Corner 267 [4] Hard Near corner punish for ridiculous damage.
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak TKB Corner 277 [5] Very Hard Ultimate meterless damage.

Dust Combos

Combo Damage Works on: Difficulty Notes
5[D], j.P > j.D > jc > j.P > j.D > j.S > jc > j.SS 192 Medium 5K, 2K, and c.S gatling into Dust.

Jump-in Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes
j.K > j.Dc.S > 214H Anywhere 99 Medium Requires landing j.D late enough to connect c.S
j.S5P/2H Anywhere 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.S5P > 6K > 214H Anywhere 96 Easy Hit j.S late in the jump in order for 5P to combo.
j.S2P > 6K > 214H Anywhere 89 Medium
j.S5K > 2D > 214H Anywhere 81 Easy
j.S2K > 2D > 214H Anywhere 79 Medium
j.Sc.S > f.S > 2H > 214H Anywhere 114 Easy Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H.
j.H5K > 6K > 214H Anywhere 101 Easy
j.Hc.S > f.S > 5H > 214H Anywhere 122 Easy
j.D5K > 2124H Anywhere 87 Easy
j.D5P > [4]6S(2) Near Corner Medium 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.Dc.S > 214H Corner 94 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 [1] Very Easy
Throw > 66RC > c.S > TK Bomber 103 [3] Medium
Throw > 66RC > c.S > f.S > 5H > Snail 106 Must be near corner.
Winter Mantis (far) > RC > c.S > 6K > Snail 84
Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG) 90 Rensen OTG near corner only.
Winter Mantis (far) > RC > IAD > j.D > Axl Bomber 88 Get them in the corner!
Winter Mantis (close) > 6K > Snail 83
Winter Mantis (close) > 5P > Rensen > Winter Cherry 85
Winter Mantis (close, corner) > c.S > f.S > 5H > Snail 97
Winter Mantis (close, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P (wall break) 139

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

Rensen Combos

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

One Vision Combos

When One Vision ends, the final move's hit effects during time-stop will be applied to the opponent, leading to very elaborate conversions.

Combo Position Damage Tension Gain Works on: Difficulty Notes
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
632146P(Install) > 632146P (Activate) > c.S > TKB > Time Resume > j.D > j.623H Midscreen 162 [3] Medium Can back-jump to make j.D easier to connect. Works on grounded and normal jump height. Will side switch. Video link here
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.

TK Bomber Loops

Tiger Knee Axl Bomber or TKB in short is a technique used to execute an Axl Bomber at lowest possible height. The most practical usage for it is canceling from ground normals (5K and c.S) into TKBs for combos that deal more damage and/give advantageous positioning than other options. TK Bomber can link to another ground normal if you are in the range (notably 5K since it has quick startup and long range), so in the corner it can loop into itself for massive amounts of damage. TK Bomber can be executed with all sorts of input methods (6923H, 9623H, 69874123H, 6321473H, etc.) but the most important skill is having the correct timing which changes depending on the cancel normal (or no normal at all). If your timing is inconsistent, the combo drops can leave you in a really bad spot; doing the input too early usually puts out a j.H that leaves you hanging right next to the opponent while a too slow input will delay the Bomber too much which makes it either whiff or get blocked, allowing the opponent to punish your long recovery.

There are three major options for comboing into TKB:

  • 5K: The quick startup with great vertical range makes it the most useful relauncher. Cancel timing: quick and lenient.
  • c.S: Slower startup and worse horizontal range than 5K, but does more damage. Cancel timing: slow and quite lenient.
  • Raw: Rare option for cases where a single hit without cancels is possible (eg. the wallbreak hit at the end of a Bomber loop). Link timing: strict manual timing with no buffers (inputting H during pre-jump frames turns into 5H, 6H, or 2H).

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