GGST/Axl Low/Combos

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< GGST‎ | Axl Low
Revision as of 19:33, 19 July 2021 by Artylo (talk | contribs) (→‎Ground Combos: - added a previously existing combo, which I beleive has a place and reordered some things)



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

Basic Combos

  • 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 (*).
  • 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 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.
  • 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).
  • Roman Cancel Notation:
    • 88.RRC - for drift red RC upwards
    • BRC~623K - for fast blue roman cancel into 623K
    • 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~2H - for fast RC combined with RC drift
  • Axl Specific notation: TKB = jc 623H (see TK Bomber Loops) for more details.

Ground Combos

Combo Position Damage Works on: Difficulty Notes Video
2K/5K > 2D > 214H Any 69-86 All [1] Very Easy Basic hitconfirm from your quickest normals.
Max range 5K/2K pushback makes 2D whiff.
Link
c.S > f.S > 5H > 214H Any 132 All [1] Very Easy Basic close range combo for c.S hitconfirm. Link
f.S > 2H > 214H Any 99 All [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.
Link
2K/5K > 6P > 214H Any 67-83 All [2] Easy 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%.
5K > TKB, [4]6S OTG Midscreen 116 All [3] Medium Midscreen 5K punish, setup for meaty Rensen-S. If you don't want the meaty setup, 2H deals exactly as much damage. Link
c.S > TKB2H OTG Midscreen 136 All [3] Medium Midscreen c.S punish for pure damage. Link
c.S > TKB[4]6S OTG Midscreen 133 All [3] Medium Midscreen c.S punish, setup for meaty Rensen-S. Link

Jump-in Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.S5P Anywhere 59 All [2] Easy Both options need to hit super close and super late in order to combo, making this approach very impractical. More useful as a blockstring at far range to keep the opponent locked down so you can apply more pressure. Link
j.S5P > 6K > 214H Anywhere 100 All [2] Easy Hit j.S late in the jump in order for 5P to combo. Link
j.Sc.S > f.S > 2H > 214H Anywhere 119 All [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. Link
j.H5K > 6K > 214H Anywhere 105 All [2] Easy j.H needs to hit deep in order to link with 5K. Link
j.Hc.S > f.S > 5H > 214H Anywhere 127 All [2] Easy Highly impractical unless done from a neutral jump, as a reaction to a grab. j.H needs to hit deep and be close enough to link with c.S. Link
j.Dc.S > 214H Corner 97 All [2] Easy Seemingly combos at any height, so probably a good jump-in. Link
j.S2K/5K > 2D > 214H Anywhere 83/85 All [3] Medium Both j.S and 2K/5K need to hit somewhat deep, otherwise 2D whiffs. 2K has more damage proration, so less damage overall if you choose that route. Link
j.H > c.S > TKB > 5P > 6K > Snail Corner 161 [3] Medium Link
j.S2P > 6K > 214H Anywhere 93 All [4] Hard You seemingly have to not go as far when jumping at them in order for j.S to connect with roughly the front of the knees of the opponent. Follow-up is fairly straightforward if not a bit heavy execution-wise. Link
j.D5K > 214H Anywhere 90 All [4] Hard j.D Needs to hit deep for 5K to barely connect at its tip. Cancel into Snail (214H) also becomes somewhat tight. Becomes easier in the corner and allows for a 6K follow-up before Snail or Rensen (OTG). Link
j.D5P > [4]6S(2) Near Corner 120 All [4] Hard 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. Link
j.S2H Anywhere 63 All [4] Very Hard Almost impossible due to how deep j.S needs to hit, making this approach very impractical, but still possible. More useful as a blockstring at far range to keep the opponent locked down so you can apply more pressure. Might be useful in obscure combo routes. Link

Anti-Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > [4]6S(8) > 5H (OTG) Midscreen 104 All [1] Very Easy Instead of 5P, 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
6P > 214H Close 65 All [1] Very Easy Close range version of an anti-air combo. Slightly better than just doing 2S > 214H, because of 6P's upper body invincibility. Link
6K > 214H Any 75 All [1] Very Easy Works well vs characters with tall hitboxes, such as Faust and Potemkin. Link
5P > 66RC > c.S > 5H > 214H Midscreen 99 All [3] Medium May require walking slightly forward before the c.S in order for 5H to hit, depending on spacing and the opponent's weight. Link
2S > 214H > 88RC > 623H[4]6S Midscreen 140 All [3] Medium Not necessarily a very practical combo, but a demonstration of RC drift upwards. Link
2S > (delay) 214H > RRC > j.D > j.214H Midscreen 124 All [3] Medium The delay after 2S allows for the Red Roman Cancel to connect allowing for a choice of follow up close to the ground. j.D > Bomber does not connect, but you can probably get c.S > TKB on the ground for extra damage. Link
2S > (delay) 214H > 66RC > (Run Under) > c.S > 214H Corner 122 All [3] Medium Demonstration of using RC to side switch to get out of corner. Link
2S > 214H > 5P > [4]6S Corner 127 All [3] Medium Works slightly away from corner. Very simple practical meterless non-counterhit antiair against corner escaping opponents. Can use Rensen 8 followup for OTG setup or 2 followup if close enough. Video example here. CAN lead to TKBomber loops meterlessly if 2S connects right against opponent in corner, but not very practical. Link
5P > 66RC > c.S > TK Bomber[4]6S (OTG) Midscreen 109 All [4] Hard Link
6P > 214H > 66RC > c.S > TK Bomber > [4]6S (OTG) Midscreen 124 All [4] Hard Link
6P > 214H > 66RC > c.S > 5H > 214H Close 126 All [4] Hard 6P must hit the opponent high otherwise Snail whiffs. (CH) 6P nakes the whole combo much easier. Switching sides during the Roman Cancel makes the follow-up combo easier to space, otherwise Snail doesn't reach. Link
6H > 5K > TKB > 5K > 6K > 236236H Near Corner 228 All [4] Hard While not Technically an Anti-air, but landing 6H against jumping opponents occurs surprisingly frequently so converting it near the corner is very useful. Video example here uses Super Ender for a forced reliable Wallbreak. Link
5P > 6K > [4]6S(8) > c.S (OTG) Midscreen 111 All [5] Very Hard Can start from any 2S, 5P, or 6K, but the combo requires good charge partitioning - the fundamental component being the 6K > [4]6S. After 5P, tap 6K and immediately begin charging for Rensen. Execution gets slightly easier, if started from a (CH) 2S or a 66RRC after Snail (214H). Can sometimes hit 5H as an OTG for 120 DMG, but requires impeccable timing and spacing. [Video] Link

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 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).
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K > TKB > 5K > TKB > 5P > 6K > 214H (WS) > 5P (WB) Corner 236 [4] Hard Easiest route off 5K TKB Link
5K > TKB > 5K > TKB > c.S > f.S > 5H > 214S > 66 > 5H Corner 244 [4] Hard Alternate ender to TKB loops off 5K. 66 236236H can be done instead of 5H Link
5K > TKB > 5K > TKB > 5K > 6K > 214S > 66 > 5H Corner 235 [4] Hard Easier route for TKB loops Link
c.S > TKB > 5K > TKB > 5K > c.S > 5H > 214H Corner 262 +39% All [4] Hard Two TKB reps seem to unlock some Xrd level gattlings, namely 5K > c.S, which allows for a full combo instead of the last TKB. I start off with c.S as it is slightly more practical and gives you enough time to hitconfirm, then 5K since it's easier for the TKB reps in my oppinion - you could go with either. Maybe if we do more TKBs in neutral we'll unlock Raiei and Benten as well. :P Link
5K > TKB, 5K > TKB, 5K > TKB, wallbreak 5H Corner 242 +34% All [5] Very Hard Near corner punish for huge damage. Link
5K > TKB, c.S > TKB, 5K > TKB, wallbreak TKB Corner 255 +37% All [5] Very Hard Maximum 5K meterless damage with 3 different TKB execution timings. Link
c.S > jc > 66BRC > Axl Bomberc.S > TKB5K > 6K > 214H > 5P Midscreen 265 All [5] Very Hard Weird Blue Roman Cancel combo, that can sometimes cross-up. Very front-loaded execution-wise. Link
c.S > jc > 66BRC > Axl Bomber > 66 > c.S > TKB > c.S > TKB > TKB Midscreen 285 All [5] Very Hard Optimized version of the above. Very high damage. Link
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak 5H Corner 273 All [5] Very Hard Near corner punish for ridiculous damage. Link
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak TKB Corner 281 All [5] Very Hard Ultimate meterless damage. Link
5K > TKB > 5K > TKB > 5K > TKB > TKB Corner 249 [5] Very Hard TK Bomber loops off 5K Link
214S > 5K > jc > 66BRC > j.623H > 66 > c.S > TKB > c.S/5K(WS) > j9 > j.623H Corner 222 [5] Very Hard BRC conversion off close Rainwater. Link
(CH) Rainwater > land > 66BRC > TKB > c.S > TKB > 5K > TKB > TKB/5H Corner 247 [5] Very Hard Using 66RC after landing will cause a BRC, negating the proration and slowing down the opponent long enough to TKB and followup. Link

Corner Routes

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.

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
214S , 5K , 5P > 214H Corner 103 Everyone except Potemkin, Nagoriyuki and Leo [4] Hard Meterless conversion off close Rainwater. Omit the 5P for heavyweights. Link
Some Extended Starter > TKB > 5K > 6K > 214H, wallbreak 2HS or 5P or TKB Near Corner Varies Any, Combos may be harder with heavyweights or impossible depending on Starter [4] Hard The most reliable wallsplat alternative with slightly less damage instead of doing so with another TK Bomber. You should opt for 214HS over 214S because it is faster (214S wallsplat may drop if 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 5P Otherwise Link
Some Gravity-Prorated Starter (Example (CH) 6H) > c.S > TKB > 5K > 6K > wallbreak 236236H Corner Varies, Example does 238 Any, Noticeably difficult on Potemkin (heavyweights) [4] Hard The only way you can reliably force wallbreak from a non-damaged wall if using a gravity prorated Starter. You can tell if it's a prorated starter based on how much lower the first TKBomber launches (such as the CH 6HS example). Also functions as a general meter-spending idea to get more damage. But ideally you get a TKBomber wallsplat before using Super (unless it's not possible such as this example). Link
Some Long-ranged Confirm (Example (CH) 2D(far) or (CH) 214S) > 5P > 6H > 5K > 6K > 214H Corner Varies, Example does 147 and 141 respectively [3] Medium Not necessarily the most consistent combo route since 5K after 6HS corner hit properties may OTG depending on how far away you wallbounce the opponent with 6HS, but does give you some decent meterless damage without any TK Bomber execution. Typically most applicable on far confirms where only 5P will reach (such as the two examples, far Counterhit 2D and Counterhit 214S). Link
Some Highly-scaled Confirm (Example AirThrow) > 22RRC > 5K > c.S > f.S > 5H > 214H, wallbreak 2H Corner 155 [3] Medium 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 5K, cS fS 5HS Snail route can also be done after a TK Bomber provided it launches high enough. Link

Situational Combos

Air-to-Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.P > j.214H Any 63 All [1] Very Easy j.P, j.K (59 DMG) and j.D (75 DMG) are interchangeable. Link
j.K > j.D > j.214H Any 84 All [1] Very Easy j.K gatlings to j.D, but can also be jump cancelled if necessary. Link
j.K > j.D5P > [4]6S Near corner 99 All [3] Medium Link
j.P > 66RC ▷ c.S > TK Bomber[4]6S (OTG) Close 110 All [4] Hard You may need to walk slightly forward after the RRC in order to position yourself for c.S, depending on the opponent's character. Link
j.K > jc > j.S > 66RC ▷ c.S > TK Bomber[4]6S (OTG) Close 115 All [5] Very Hard From midscreen it pushes the opponent into the corner and allows for a Spinning Chain Strike (2 after Rensen) follow-up as oki. Link

Counterhit Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(CH) 6P > 214S Any 64 [1] Very Easy Link
(CH) 6P > 236236H Any 149 -50% [1] Very Easy Basic overdrive combo from counter hit anti-air or a f.S punish. Link
(CH) c.S > TKB > 5P > 6K > [4]6S(8) > c.S (OTG) Midscreen 203 [4] Hard Slowdown from c.S counterhit allows you to recover faster from TK Bomber, which allows a 5P link and in turn allows the Charge Partitioning of 6K [4]6S by beginning charge immediately after buffering 5P6K. Link and Link.
(CH) c.S > 5[D] > 5P > 6K > [4]6S(8) > c.S (OTG) Midscreen 178 [4] Hard An alternative c.S Punish combo from midscreen without using TK Bomber, but the 5P 6K [4]6S Charge Partitioning is more difficult. Omit 6K for a way easier combo. Link
(CH) f.S > [4]6S(8) > c.S/5H (OTG) Midscreen 103/117 [2] Easy Using c.S OTG ender leads to j.H safejump. Link
(CH) f.S > [4]6S(2) > c.S/5H (OTG) Any 123/156 [2] Easy Closer range f.S hit. Using c.S OTG ender leads to j.H safejump. Link
(CH) 2S > 5P > [4]6S (8) > 5H (OTG) Midscreen 127-142 All [2] Easy 5P > [4]6S (8) requires a slight amount of delay. Damage varies depending if 2S hit at max range. Link
(CH) 2S > 5K > TKB > 5K > TKB > 5K, wallbreak TKB Corner 245 Normal and Lightweights [4] Hard Converting into TK bomber loops off near-corner counterhit 2S, which will happen surprisingly frequently against opponents eager to jump out of corner pressure! If not at dead corner you may need to run-up 5K after seeing Counter 2S. Link
(CH) 6K > Run > 5K > TKB > 5K > TKB > 5K > 6K, wallbreak 214H Corner 232 [4] Hard Similar route to above; Converting into TK bomber loops off near-corner counterhit 6K, which is way more finnicky and probably won't happen in games often. Also an example of using Snail to wallbreak when you're not expecting 6K to wallsplat, which is perfectly fine too. Link
(CH) 2H > [4]6S(8) > c.S/5H (OTG) Midscreen 115/129 [2] Easy Using c.S OTG ender leads to j.H safejump or Mantis meaty. Link
(CH) 2H > [4]6S(S) Fullscreen 108~122 [2] Easy At long range. Link
(CH) 6H > c.S > f.S > 5H/2H > 214H Any 147 [2] Easy Can gatling to 6H from 5P, 2P, 5K, 2K, and c.S. Link
(CH) 2D > c.S > 6K > 214H Midscreen 119 [2] Easy Link
(CH) 214S > 5P > [4]6S Any 95 [2] Easy Remember to hold 4 as you are falling from Rainwater to make the charge from 5P easier. Link
(CH) 6H > c.S > TKB5P > 6K > 214H Corner 178 [3] Medium 5K can be used instead of c.S as well. Link
(CH) 6H > c.S > TKB[4]6S (OTG) Midscreen 148 [3] Medium Sets up meaty Winter Cherry. Link
(CH) 6H > c.S > TKB > 66RRC ▷ c.S > TKB Midscreen 169 [3] Medium Link
(CH) 6H > c.S > TKB > 66RRC ▷ 5K > 5K > 6K > 214S > 2H Corner 222 [3] Medium Can swap 2H for 66 236236H if needed. Link
(CH) 2D > 5P > [4]6S(8) > c.S/5H (OTG) Midscreen 120/130 [3] Medium Using c.S OTG ender leads to j.H safejump. Link
(CH) 2D(far) > 5P > 6H > 5K > 6K > 214H Near Corner [3] Medium Using air wallbounce 6H properties to relink into 5K in the corner (described in Corner Routes section already). Also works off 214S but somehow less reliable. Video demonstration uses 236236H ender instead of 214H. Link
(CH) j.623H ▷ 66 > c.S > TKB Midscreen 182 [3] Medium Link

Dust Combos

Combo Damage Works on: Difficulty Notes Video
5[D], j.D > j.P > jc > j.D > j.P > j.S > jc > j.S > j.S (Finishing Blow) 207 All [3] Medium Link
5[D], j.D > j.P > jc > j.D > j.P > j.D > j.P > j.P (Finishing Blow) 211 All [3] Medium Link

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > 66RRC > c.S > 6K > Snail 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
Throw > 66RRC > c.S > f.S > 5H > Snail Corner 112 All [2] Easy Link
Throw > 66RC > c.S > TKB Any 107 All [3] Medium Throw conversion with meter into knockdown. Link
63214H (Far) > 66PRC > c.S > 6K > Snail 95 Link
63214H (Far) > RC > c.S > TKB > Rensen (OTG) 102 Rensen OTG near corner only. Link
63214H (Far) > 66PRC > [5]D > c.S > TKB 110 [4] Hard The side may switch if you time the PRC too late. Do the [5]D early to keep the opponent in the air for c.S Link
63214H (Far) > PRC > Run > c.S > TKB > 5K > 6K > 214HS, wallbreak 5P Back against Corner 158 Any [4] Hard PRC is always better than RRC for both comboability and damage due to RRC adding an additional hit to damage scaling and gravity. Link.
63214H (Close) > 5P > [4]6S(S) Any 92 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. Link
63214H (Close) > 5K > c.S > f.S > 5H > Snail, wallbreak 2HS Corner 149 [3] Medium While you can get TKBomber 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
63214H (Close) > c.S > TKB > 5K > TKB, wallbreak 5HS Corner 161 Normal and Lightweights Only [5] Very Hard This combo is possible but for the aforementioned reason above, not usually worth the extra damage 10ish damage. 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 Tension Gain Works on: Difficulty Notes Video
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
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 > PRC > 623H > 5P > 6K > [4]6S > c.S (OTG) Any 164 All [3] Medium Decent Metered combo using a normal 6H hit and doesn't require a TK Bomber input as 6H RC leaves you airborne. Also incorporates 6K Rensen Charge partition, but you may omit 6K for a way easier combo. Link
c.S . f.S > 5H > 214H > 66.RRC(0) > 5P > 6H, 5K > 6K > 214H (WS) > 5P (WB) Midscreen to Corner 229 -26% All [3] Medium Essentially works from round-start positioning, but can also be adapted for the corner by walking back a little bit after the RRC. You exit the combo with 24% tension and a positive bonus. Whiffs if the opponent was crouching, but can be finessed with a PRC and a micro-dash - you can go for a TKB setup instead, if you just want to take the easy damage. Link
6H > PRC > 623H > c.S or 5K > TKB > 5K > TKB, TKB (WB) Corner 246 [4] Hard Corner version of Normal 6H PRC. Uses standard Corner TK Bomber rule of thumbs; use 5K over cS for consistency, and wallbreak with 5H or 5P for consistency and less damage. Link
c.S > f.S > 5H > 214H > 66.RRC(0) > c.S > TKB > 5K, 5H Near Corner 234 All [4] Hard Easiest most hit-confirmable (and MOST realistic) corner combo off MANY starters into Snail RRC, but this is an example of a best-case scenario. if 66RRC doesn't whiff then the combo proration or gravity might get heavier. Link
2S > 214H > 66.RRC(0) > c.S > TKB > 5K > TKB > 5K, TKB (WB) Midscreen to Corner 256 [4] Hard Very Important High damage Antiair combo as it does not require Counterhit AND can convert into corner from more than round-start position away! Link
j.H > 22.PRC > j.623H > 5K > TKB > 5K > TKB, 5H (WB) Corner 233 All, but considerably harder on Heavyweights [5] Very Hard Instant-overhead starter in corner which uses 22PRC to get better combo proration and gravity to get multiple Bomber loops. Can use easier corner route enders if necessary. Link
c.S > TKB > 66.RRC > j.K(0) > 5K > TKB > 5K > TKB, 5H (WB) Midscreen 276 All [5] Very Hard Utilising Red Drift RC cancel to land at the end point of Axl Bomber to recombo off it midscreen. Must be done on non-counterhit or else requires 5K starter. 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 Tension Gain Works on: Difficulty Notes Video
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
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.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. Link
2S > 632146P (Install) > 5K > 214H > 632146P (Activate) > j.D > 623H > 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, wallbreak 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, wallbreak 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, wallbreak 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 >, wallbreak 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

Video Examples

External Resources

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