GGST/Faust/Combos

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< GGST‎ | Faust



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


Special Notation

Any non-standard or unusual notation on this page is noted here.

adc[2] or adc[tap 8] An airdash cancel that should be steered.
jc.(7/8/9) A jump cancel with a directional input.
dc~236S A dash cancel, kara cancelled into Mix Mix Mix.
236S[XXXX] Directional inputs for the 4 hits of Mix Mix Mix. A single [X] indicates one input can be held for all 4. Additional details should be provided in the notes of the respective combo.
214S ~ 66PRC~X Scarecrow PRC, where the Scarecrow should be PRC'ed into X before it would hit an opponent.
214K[~4] or 214K([~4/6]) A Scarecrow that should be steered, but it is variable (usually dependent on distance from the corner). Steering direction is notated relative to the direction Faust is facing before using Scarecrow.
236P(X) An Item Toss with the specified item X.
... > (X) > ... An item X hitting during a combo. Additional details should be provided in the notes of the respective combo.

Beginner Combos

This list should provide a good set of 'need-to-know' routes for a beginner Faust, and learning these is a good place to start.

Beginner Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5Px1-4 > 2P Anywhere 41,53,62,69 Everyone [1] Very Easy
  • Good option to reset to +0 if confirming into 6P is difficult
  • x4 requires dash momentum
  • Can slightly delay 2P to fish for a CH, which leaves Faust significantly plus (+6)
1.34
5P > 6P > 236S Anywhere 71 Everyone [2] Easy
  • Straightforward confirm off of 5P for good damage and okizeme
  • Confirm 5P hit before routing; highly punishable on block
  • Can add a second 5P at close ranges for an easier hit confirm
1.34
2K(2-3) > 2D > 236P Anywhere 41,59 Everyone [1] Very Easy
  • Go-to knockdown option from 2K
  • Consistent setup into item okizeme
1.34
2K(2-3) > 6P > 236S[6] Anywhere 41,59 Everyone [2] Easy
  • Corner carry & okizeme from 2K
  • Knockdown is less plus than above 2D route, okizeme can be less consistent
  • Punishable on block; confirm 2K hit before routing
1.34
AA 5K > 6H > 214K Anywhere 113 Everyone [2] Easy
  • Great anti-air followup that can lead to corner combos from midscreen
1.34
c.S > f.S > 5HH > 236P Anywhere 135 Everyone [1] Very Easy
  • Straightforward confirm from c.S into decent damage, item, & fullscreen knockdown
1.34
c.S > 2S > 236S[6] Anywhere 100 Everyone [1] Very Easy
  • Great corner carry & okizeme from c.S
1.34
c.S > 2S > 236S[6661] > c.S > 236S Anywhere 138 Everyone [3] Medium
  • The "Mix Mix Mix loop", a more advanced extension of the previous combo
  • Staple midscreen combo with more info in later sections
1.34
c.S > f.S > 5HH > RRC > microdash > c.S > 6H > 41236K Anywhere 178 Everyone [3] Medium
  • Basic Roman Cancel extension to increase damage
1.34
f.S > 2H > 236P Anywhere 65 Everyone [1] Very Easy
  • Go-to option from f.S, Faust's longest conventional poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.
  • 2H whiffs at max f.S distance
  • Ending on 2H is -12 on block, canceling into 236P is -22; try to hit confirm This keyword does not have an entry in the Glossary into item toss
1.34
c.S > 5HH > 5K > 6H > 236S[6] Corner 202 Everyone [3] Medium
  • Straightfoward wallbreak off of a c.S starter
  • Going straight into 5HH without a f.S causes a higher wallbounce & more time to combo
1.34

Combo Theory

This section does not contain many individual combos, but instead explains common techniques, and also reasons you may choose to deviate from combos listed on this page. Many combos will reference this section for general explanations on corner routing, obtaining different oki situations, and other techniques.

Mix Mix Mix

Mix Mix Mix is a very unusual move, with the ability to be steered while active. With its great horizontal speed, it can carry an opponent far across the screen, giving Faust excellent corner carry and okizeme. Precise steering on the move allows Faust to link attacks after it connects, granting him significant combo extensions.

If Faust is low to the ground when Mix Mix Mix recovers, he can recover fast enough to link an attack while the opponent is still airborne (provided combo decay is not too severe). This is extremely useful and allows for significant extensions after routing into Mix Mix Mix.

The Mix Loop

(c.S > 2S >) 236S[6661] , c.S > 236S
Mix Mix Mix must be steered in a particular way to make looping possible:

  • [6661] = Hold forward for the first 3 hits, then hold down back for the last
  • You want to swap to 1 at the third hit, or just barely after it.
  • Initial 3 hits (holding 6) move Faust closer to the opponent
  • Final hit (holding 1) ground bounces opponent as high & close as possible

Some alternative inputs like like [6631], [3331] or [6651] will also work, though as close as you can to [6661] will be the most consistent.


Jump-in starters


CH j.2K > 236S[6221] , c.S > 236S
On hit from the air, the directional inputs should be modified to move Faust closer to the ground before the last hit of Mix Mix Mix. This is spacing & starter dependent and may take some intuition.

Even with perfect inputs, however, some routes into Mix Mix Mix cannot be looped. In order to loop, the following requirements must be met:

  • Spacing: if the opponent is too far away when the first Mix Mix Mix in the loop hits, looping may be more difficult or impossible (see Kara MMM).
  • Gravity scaling: general rule of thumb is 2 or less hits before Mix Mix Mix. Exceptions are from Jumping normals and 6P, see below.
  • Character weight: heavier characters will fall faster out of Mix Mix Mix, and lightweights will often bounce further or along the top of Mix Mix Mix, both of which can affect the link.

Because looping requires low enough combo decay as Mix Mix Mix recovers, certain starters are more generous than others.

Most grounded moves, like c.S, 5K, and 2K scale initial combo decay less, allowing approximately 2 hits before you can no longer loop from MMM.
For example;
c.S > 2S > 236S [6661] , c.S > 236S
2K > 6P > 236S [6661] , c.S > 236S

Jump-ins on a grounded opponent scale combo decay more significantly, requiring either launching with 2S or going into Mix Mix Mix immediately.
For example:
CH j.D > 236S [6221] , c.S > 236S
j.D2S > 236S [6661] , c.S > 236S

This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a loop later in the combo. Similarly, in rare cases a loop may be possible quite late into a combo if the opponent is particularly high when the first MMM hits.
For Example:
CH AA j.Dc.S > 236S [6661] , c.S > 236S
AA 5K > 6H (low hit) > 214K (wall bounce) > 2K > 6P > 236S [6661] , 5P > WS > 6H

When it's the first move in a combo, 6P scales generally combo decay too harshly to allow any pickup post Mix Mix Mix. It is technically possible to loop from AA 6P sometimes, especially in the corner, though extremely difficult.

When catching backdashes or airborne attacks from the opponent, such as air-hit 5P > 5K > 236S or air-hit 2P > 5K > 236S, it is also possible to loop.

In certain situations (usually with meter or near the corner), the followup after the Loop may be something other than another MMM, and can be found in their respective combo sections.

From some starters into Mix Mix Mix looping regularly may not be possible, as Faust may be left too far away to link a c.S, or the second Mix Mix Mix may drop halfway through. This occurs most often when the first Mix Mix Mix before the Loop connects at maximum range, and off higher gravity starters that still permit a loop, like 2K(2/3) and 2P.

However, due to some quirks with how dash cancelling works, he may still be able to loop using kara Mix Mix Mix. If a special attack is input during the first 3 frames of a dash cancel, the dash cancel itself will be cancelled into that special. This grants it additional forward momentum compared to a normal special cancel. This technique is known as a dash kara cancel, or simply kara cancel for short.

Faust has a convenient normal that has further range than c.S and is dash cancellable: 5K. Used correctly, it can be linked into from Mix Mix Mix and kara cancelled into another MMM, traveling fast enough to connect despite the greater distance 5K launches on hit. This allows Faust to salvage MMM loops that bounce close enough for c.S or 5K to pick up, but too far for the second MMM to connect properly.

There are several ways to perform kMMM (notated in combos as dc~236S). All of these are viable ways of executing kMMM, though the first is typically considered the easiest.

  • c.S/5K > 236 dash macro~S
  • c.S/5K > 2366S
  • c.S/5K > dash macro > 236S

Dash kara Mix Mix Mix


Max. range 2K > 6P > 236S [6661] , 5K > dc~236S

Any MMM that can be normally looped can also be "kara looped", making corner carry stronger and okizeme more advantageous, and is therefore usually worth doing a kara MMM even when a Loop without one would still have connected. The risks of doing so are execution errors and, less commonly, potentially unwanted sideswaps on unusual low gravity starters, where Faust may travel under the opponent.

Triple MMM loops


j.236S [2221] , c.S > 236S [6661] , c.S > dc~236S
Although this use is niche, kara Mix Mix Mix also technically enables triple MMM loops if MMM lands raw and high enough.

The forward momentum from the startup of MMM allows Faust to cross up when done from the air. There are 2 main ways of landing crossup MMM:

  • tk An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. MMM - this can be very hard to react to despite being at least a 25 frame maneuver (4 frames jump startup + 4 frames rising + 17f MMM startup). If done too low to the ground, Faust will be unable to cross up standing opponents. Possible inputs include 23696S and 9 dl.236S.
  • iad An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. MMM - this not practical without huge frame advantage, but is easier to execute. You may find this useful after otg c.S, or after snipsnipsnip (236H). Generally will require delaying MMM out of the airdash from most common scenarios.

From j.236S, it is usually more important to get lower, rather than to stay close (especially on crossup mix, where they will be pulled towards you), so holding down more than right tends to work better. A mix loop input from j.236S will therefore be closer to [62211].

j.236S[2223] , c.S > dc~236S This is probably the route you will do after crossup MMM. The kara is not strictly necessary, but gives better oki. You will probably want to do this route (end holding 1 - toward opponent, then manual IAD safejump - avoid OTGs) if doing crossup MMM after 236H so as to not remove the afro.
j.236S[2] , 5K > dc~236S[6661] , c.S > dc~236S However from an aerial MMM it is possible to loop twice, for extra damage and corner carry, though this is very difficult to do consistently, so you may wish to opt for only one loop in a real match.
j.236S[2] , c.S > dc~236S[1] (crossunder) , 5K > dc~236S[3] (> 6H) An especially difficult triple Mix variation from crossup MMM, that can sideswap twice, and wallbreak from crossup 236S in the corner. May be useful if you crossed up very close to the corner.

If you are just holding down from a grounded MMM, you will end up -7 (as suggested by the overview page), however it is possible to be better, and -6 is relatively achievable.

Performing a mix loop input on block with particular timing [6611] will often leave you -6 rather than -7. This is fairly consistent and practical, and may be worth trying as it downgrades the usual punish from a c.S to a 2K. Aiming to swap to downback during the hitstop of the third hit is a good target to aim for.

While significantly more difficult, it is possible to steer to be -5 consistently. The input to go for is 236S (6) [9321].
You want to swap to 9 during the hitstop of the first hit, 3 during hitstop of the second, and 2 during the third. What you hold after/during the fourth does not matter, either 2 or 1 is probably best.
You can also do [712X] instead - this will leave you further from the opponent, though the spacing will not be consisent, and will depend how much 5 and 6 you pressed before the first hit connected.

After j.236S, holding down (specifically 2, rather than 1 or 3) will often leave you between -4 and -6. This is most likely to be relevant after j.2K.
If you are doing j.236S out of an airdash (most likely after landing a SnipSnipSnip or a hard knockdown, with the intention of crossing up your opponent) you can do better, up to -1. Don't steer the airdash at all, then input the 236S, and hold 2. Depending on the speed you do the 236 (which will steer the airdash down minutely) you may end up between -1 and -3.

Impractical stuff - While it suffers from severe inconsistency issues, it is also possible to back off mid MMM, or even to frametrap between the hits. There is no strict method or input for doing this, as it will be very spacing (and somewhat character) specific. Generally, you need to be going slow enough when you first make contact that holding 4 or 7 will allow you to back off, and then press 6 or 3.
It is technically possible to be -4 from a grounded 236S, but this is extremely difficult and impractical, and is both spacing and character specific, and changes on FD and IB. If you wish to attempt it (certainly not recommended), the kinds of inputs to do this are approximately [9821], [8622], [9332]. You want to be heading downward as fast as possible going into the last hit. These are not considered possible to do with any consistency at all, as the timings you will need to change the steering are not on the hits exactly, but between them.

Combo Enders

This section does not contain any combos, but instead details combo enders. This may be useful in deciding which combo routes to go for.

Note that MixMixMix (236S) as an ender has more variance, despite nominally being a Hard Knockdown. Please see its seperate tab. It is also probably the most important and common ender.

Throw (6D/4D) gives a hard knockdown, and cannot be combo'd from without meter (or rarely an item). Usually go for either an OTG c.S for a safejump (See safejumps tab - doing a small dash before the OTG c.S can leave you closer after the safejump), or Item oki. You can also go OTG c.S dash cancel c.S to autotime a meaty; will typically hit on active frame 3 and be +1.

2D gives a hard knockdown; If close, can OTG c.S for a safejump (See safejumps tab). If further, can OTG 2H > 236P to return to advantageous neutral with an item. Can always do item Oki instead (2D > 236P) though different spacings can have slightly different results. Can also simply go for a meaty c.S.

2H gives a soft knockdown, and will usually follow up with an item and return to advantagous neutral with an item.

5HH: A fullscreen hard knockdown (only on grounded hit). Exact frame advantage can vary depending on combo decay, but you're usually about +34 after one item (so you have time to close some distance if you wish), or -6 after two (which is safe; you're at fullscreen). If near the corner, and 5HH wallbounces, plus after 2 items (though usually better to do a corner combo instead)
If you want to stay close to the opponent after 5HH, you can cancel into 236S[6] and OTG the opponent; this will be plus, and you can meaty c.S. You can also cancel the 5HH into 214K; on a raw 5HH, it will be timed meaty perfectly and leae you +3. However, on CH, the crow will not hit at all, and if the 5HH did not hit raw, you will be less plus (as the opponent will bounce lower). c.S > f.S > 5HH > (meaty) 214K will be exactly +0.

41236K: Sweet spot hit gives time for an item, or dash up spaced meaty (although a real meaty c.S it not possible; 2K or 5H the best you can do here.)
Non-sweet spot leaves the opponent closer, with enough time for slightly better item oki, a proper meaty c.S, or a manual safejump with IAD j.D/j.H (manually timed - see safejumps tab). It is also possible to get an OTG 2H > 236P with very particular non-sweetspot timing, which oddly does more damage than just hittng the sweetspot.

632146H: When not breaking the wall, can safejump with IAD j.D, but will need to delay slightly to not whiff (see safejumps). Can instead OTG 2H > 236P, or just go for a meaty c.S.
After super wallbreak, it is also possible to safejump (See safejump tab). You are +36 after super wallbreak, so throwing an item will leave you -4, use at your own risk against knowledgable opponents. You can also simply meaty c.S.

Other enders, like AA 5K, AA 6H, AA f.S or AA 5H, are usually not preferred, but will knock the opponent fullscreen, which is enough time for an item.

When in the corner, Love oki and Scarecrow Oki are also excellent options. It is also possible to do a meaty Love from any hard knockdown midscreen for projectile oki, which may be useful against Baiken or Anji's Parries.

Note: Blue burst > Item is -29, which is enough to be either outright punishable or very suspect in most matchups. Gold Burst > item super is only -4, so much less suspect (your value may vary).

MixMixMix can give 3 different kinds of Oki, roughly speaking, depending on what direction you are holding on the last hit.

End holding 3:
The opponent will bounce far. This is best if want to go otg 2H > 236P, and return to neutral with an item.

End holding 6:
The opponent will drop to your feet. This is sets up OTG c.S into a safejump very nicely (see safejumps tab). Note that you are usually not plus enough to safely throw an item like this, as typically you will be between +38-+44 (Item throw is 40F).

End holding 1:
The opponent will bounce closer. This leaves you the most plus, while staying somewhat close, which can be good for an OTG c.S into safejump. There is enough time to throw an item here and still be plus here (about +12, usually), but spacing is (very) likely to be an issue if you want a meaty c.S/5K also. Generally, you can get item oki and a meaty c.S if you ended the combo with c.S > dc~236S, but not otherwise, as you will be too far. This will become increasingly difficult to do at higher combo decay (from poorer starters and longer combos).

In the corner, holding 3 will make the opponent bounce, but stay close enough to both throw an item and get a meaty c.S easily. This will also set up easily for OTG c.S into a safejump, or any other oki you prefer.

Note; If you kara MMM into the corner, you can sometimes be so close to the corner that an item will bounce off the wall on the way up, and fall much more rapidly than usual. This may or may not be useful, but is certainly something to be aware of for items like hammer, which will have massively different timings than usual.

Faust has a variety of safejumps, both autotimed and manually timed, and his steerable airdash allows him to be very plus (or even get mix) fairly reliably.

When doing any safejump, remember that you will have to hold back after the air normal to actually block a invincible reversal.

OTG c.S 9 IAD[2] j.H is an autotimed safejump from any sufficiently close hard knockdown. Will usually be +12, can sometimes be +13.

However, j.H will whiff on crouching opponents (and some other situations, like jump startup), so against savvy opponents you may need to represent OTG c.S 9 IAD[~2] j.D to hit crouching.
This is a manual steer down, as holding 2 will make j.D whiff entirely. If you do not steer down, the j.D will be +5, which means a followup c.S or 5K can be thrown (if you are close enough, fairly uncommon outside the corner), and it will not beat 9f invincible reversals. A perfect steer down j.D will be up to +10 and will safejump (though will often be around +7 to +8).
Whiffing can be useful however, as you can use this to fakeout into 2K or 236H (command grab). Whiffing with OTG c.S 9 IAD[2] j.D will leave you -4, so be cautious about overrepresenting this option.
You can also crossup MMM after the IAD if you wish, though you will need to delay the MMM - delay required increases the further away the OTG c.S hit.

If you are too far for OTG c.S after a hard knockdown (fairly common after 2D, or perhaps Early hit Thrust, or a 236S[3]), it is also possible to manually time a safejump with either a jump or an IAD, using any air normal that you please, but this can be difficult - fully manually timed.

After a SnipSnipSnip (236H), an immediate IAD j.D (with no steering) will be +10 automatically, no steering is required.
An immediate IAD j.H will whiff, a delay will be required. A perfect delay and steer down j.H can be up to +13 (and hit crouchers), though if not steered down can be as poor as +3.
IAD[2] j.D will also whiff; can be +1 on whiff here - good for fakeouts into a low or throw.
Will need very slight delay for crossup MMM to not have crossup protection.

After a 632146H (non wallbreak), you can safejump with IAD j.D (no steering), however you will need to delay by about 5 frames to not whiff, you are too plus for it to be autotimed.
After a 632146H (wallbreak), situation is almost identical to OTG c.S, but a little further away. (wallbreak) 9 IAD[2] j.H is an autotimed safejump (will be consistently +13). However, very similar to the OTG c.S situation, this will whiff on crouching opponents (and jump startup). You can safejump with IAD[~2] j.D, though you be a little further, and it can be harder to maintain pressure afterwards.

It is also possible to option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. to beat backdash on nearly any safejump by pressing 5P/5K during the blockstun of the jump in, though it can be tricky to time, and will make you vulnerable to either fast or slow DP's, depending on how you time it.

Item oki is generally highly variable and spacing specific, and so beyond the scope of the combo page. Ways to route into it are discussed in other tabs here, and executing it will be discussed further on the Strategy page.

Combos

Faust Combos, sorted by when you'll probably use them. This is not an exhaustive list (particularly in regards to meter usage), and instead prioritises common and useful routes.

In each section, the routes visible by default should be more than enough to get by, but you can see Other Combos for routes from uncommon starters and alternatives to the core routes. They will also sometimes contain more difficult higher damage routes, and very uncommon routes when there is no better option.

Midscreen Combos

Combos that work from anywhere on the screen. It will be particularly valuable to know all of these.

Combos from longer range pokes like f.S and 5H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S 2H 236P Anywhere 65 Everyone [1] Very Easy Confirm f.S into 2H 236P. 2H Will whiff from maximum f.S range. 5H ~ H instead will give a better knockdown if close enough. On block, may wish to go into 236[P] instead. Link 1.34
5H ~ H 236P Anywhere 87 Everyone [1] Very Easy 5H into 5HH into an item, or possibly 2. 5H 236S into a Mix Loop can connect at very close spacings. Link 1.34
6H 41236K [4] ~ H Anywhere 147/137 Everyone [2] Easy 41236K will not combo if opponent recovers from stagger quick enough. See metered combos and thrust enders for more detailed advice on thrust.
If close enough, confirm 6H into a Mix Loop. If further away or on block, cancel into either 236P or perhaps a delayed 236S or a scarecrow.
1.34
Other longer range midscreen Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H 214K ~ 66PRC~236H Everywhere 114 Everyone [3] Medium 6H's stagger state lets you combo into SnipSnipSnip using Scarecrow RC. You can also go for c.S or some other strike instead of 236H. 1.34
f.S 2H 66RRC~236S[6661], c.S 2S 236S ([6] WS 6H) Anywhere (Corner) 135(179) Everyone [4] Hard Metered conversion from f.S using 66RRC~236S, which will break the wall if close enough. 1.34
f.S 2H 214S ~ 66PRC~c.S 2S 236S[6661], c.S 2S 5H WS 6H Midscreen 194 Everyone [4] Hard Alternative metered conversion from f.S using 214S 66FPRC, leading to wallbreak if close enough to the corner. This does more damage than the 66RRC~236S version, and breaks the wall from further away, but is more difficult, and the 236S is prone to hitting weirdly. 1.34
Combos from faster attacks like 5P and 2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P Anywhere 25 Everyone [1] Very Easy 2P does not usually combo into anything, though it is still an invaluable tool due to its speed, range, and safety. 1.34
5P 5P 6P 236S Anywhere 78 Everyone [3] Medium Hit confirm from 5P leading to hard knockdown. On block, or if unable to hitconfirm, probably end with 2P instead. 1.34
5K 2D 236P Anywhere 57 Everyone [1] Very Easy 5K into hard knockdown. Can whiff if you hit the 5K from max distance. Link 1.34
2K 6P 236S[6661], c.S 236S Anywhere 91 Everyone [3] Medium Higher reward hitconfirm from 2K into a Mix Loop via 6P.
This also works from a 5K starter, but is much more difficult to hit confirm, and 6P will whiff at max range.
1.34
6P 236S Anywhere 71 Everyone [2] Easy 6P into a hard knockdown. Also works from AA and CH. Link 1.34
Other fast attack midscreen Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P 6P 236S[6661], c.S 236S Anywhere 98 Everyone [5] Very Hard From a single 2P/5P, it is possible to Mix Loop, though especially difficult.
6P will not reach after 2P at further spacings.
On lightweights, can Loop after 2 5Ps, but is particularly difficult.
Just confirming 2P into 6P is already impressive, and enough for most situations.
1.34
CH 2P, 5P 6P Anywhere 60 Everyone [4] Hard CH 2P can link into 5P. On a crouching CH, can link into 5K 2D. Both of these will not connect at longer ranges. You can also confirm a CH 2P directly into 236S and a Mix Loop loop, but also will not connect at longer ranges. 1.34
6P 236S 88RRC c.S 9 j.H, (adc) j.Hc.S 5H (236[P] WS 6H Midscreen 191 Everyone [3] Medium Example metered confirm from 6P. Included here, as 6P's higher combo decay makes it much more difficult to work with than other starters. Will need to adapt corner routing to account for spacing. 1.34
Combos from other attacks like c.S and 2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S f.S 5H ~ H ~ 236P Anywhere 135 Everyone [1] Very Easy Straight forward route from c.S into a decent knockdown that does not need hitconfirming, as this is also a reasonable blockstring (except the item toss). Link 1.34
c.S 2S 236S[6661], c.S 236S Anywhere 138 Everyone [3] Medium Confirming c.S into a Mix Loop is usually best, if you can do it. 2S can be swapped out with 2H (or perhaps 5H) for a little more damage. 1.34
2S 236S[6661], c.S 236S Anywhere 110 Everyone [3] Medium A non-CH 2S is generally best confirmed into immediate Mix Loop, if possible. If you get a very close 2H starter this is also usually best. 1.34
Other Midscreen Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2S 236S[6661], c.S 9 j.S dl.j.H5K 9 j.D ▷ WS 6H Midscreen 184 Everyone [5] Very Hard Optimal 2S route when near the corner, requires very good Mix steering and a specific delay on the j.H. Can be useful as a punish to certain moves, for example stun dipper. 1.34
2S 5H 66RRC~c.S 9 j.S j.H5K 6H 41236K WS 41236K Midscreen 202 Everyone [3] Medium An ok way to recover from a 2S that was not confirmed into 236S. 1.34
standing c.S 9 j.K j.2K 66RRC~j.Hc.S 5H ~ H ~ 236P Anywhere 171 Everyone [4] Hard On a standing opponent, j.K can give f-shiki after blocked standing c.S, which may lead to you doing this route by mistake. 1.34
standing c.S 9 j.K j.D 66RRC~j.S j.Hc.S 5H ~ H ~ 236P Anywhere 179 Everyone [4] Hard Higher damage version, but more unstable on block if they crouch at a weird time. 1.34

Corner Combos

Something to consider is that the majority of the time you land a hit in the corner, the wall will already be damaged, meaning you will rarely get to do these combos to completion. Cutting combos shorter with something like c.S > 6H > 41236K > WS > 6H can often lead to more damage, as long as it wallsticks.

Corner Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S 5H ~ H, 5K 6H 236S[6] Corner 202 Everyone [2] Easy Straightforward corner wallbreak from c.S. 1.34
c.S 5H ~ H dash c.S 9 j.H, j.Hc.S 5H WS 6H Corner 224 Everyone [3] Medium Meterless wallbreak with great damage from cornered c.S. Can substitute 5H with j.D for one more damage. Link 1.34
c.S 5H ~ H 236[P] dash c.S 9 j.H, j.Hc.S 5H ~ 236[P] WS 6H Corner 224 Everyone [4] Hard Meterless wallbreak with great damage from cornered c.S, but with Monches integrated to reroll for item after wallbreak. 1.34
5H ~ H dl.5K 9 j.S j.H5K 6H WS 214S Corner 197 Everyone [2] Easy This kind of routing (5K j.S j.H into either 5K 6H or c.S 2S 5H) is a good place to start from most starters in the corner. See the jH variants tab for more detailed advice. 1.34
(c.S 2S) 236S[6661], c.S 2S 236S Corner 180 Everyone [3] Medium If approaching the corner with a Mix Loop, can break the wall. End with c.S, 5K j.K j.2K WS, or c.S 5D WS for a little more damage. See the oki tabs for things other than breaking the wall, and meter after MMM. 1.34
Other Corner Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2S, (236[P]) 5K 9 j.H 9 j.S dl.j.H5K 6H 236[P] WS 6H Corner 201 Everyone [3] Medium A good way to break the wall from CH 2S in the corner, which can otherwise be a little awkward. 1.34
CH 2S, (236[P]) 5K 6H 236[P] dash 5K 6H 41236[K] WS 6H Corner 213 Everyone [4] Hard Excellent damage and much monch from CH 2S in the corner, though can be challenging from further spacings. 1.34
j.S j.Hc.S 5H ~ H ~ 236S WS 6H Corner 180 Everyone [3] Medium It can sometime be a little tricky to wallbreak meterlessly from jump-ins, but it is rare to land this kind of hit without prior walldamage. 1.34
5H ~ H (236[P]) 9 j.H 9 dl.j.S j.H ▷ (dash) c.S 6H 236[P] WS 6H Corner 207 Everyone [3] Medium 5HH corner combo. Can substitute dl.j.S with dl.j.H for a little more damage 1.34
5H ~ H (236[P]) dash c.S 6H 236[P] 5K 6H 236[P] WS 6H Corner 210 Everyone [3] Medium 5HH corner combo with Maximum Monch and Great damage. 1.34
5H ~ H, 6H 236[P], 5K 6H 41236[K] WS dash 6H Corner 217 Everyone [5] Very Hard Optimal damage corner routing, but inconsistent depending on spacing. Probably not worth going for. 1.34
[one hit starter] 236S[6661], c.S 9 j.K 9 j.K 236S([2]) WS ▷ 6H (Close to) Corner ~176 Everyone* [4] Hard If you land a single hit into a Mix Loop close to the corner, and want to break the wall without meter. Works from other starters like CH 2H and CH f.S, especially difficult from CH 2D. If you have meter and wish to end with Super, ending with c.S 2S 632146H instead usually outdamages this. 1.34
[one hit starter] 236S[6661], 5K 9 j.S j.H5K 9 j.D WS ▷ 6H (Close to) Corner ~180 Everyone* [5] Very Hard Very high damage route, but difficult. Does not require CH, but fairly unlikely to route into MMM otherwise. Works on everyone from a single mid into a Mix Loop (will not work from CH 2H, for example). Can substitute 5Ks with c.Ss for more damage but a harder combo. 1.34
236S[6661], c.S 9 j.K j.236S [2] 5K 9 j.D WS 6H Corner 167 Everyone [4] Hard Breaking the wall from a 236S starter, higher damage version. This routing also works from any one hit starter, though on low starters subsitute 5K with 5P. 1.34

The majority of Fausts common corner combos involve the j.H wallbounce, which has a lot of variance in how precisely you route in and out of it. However, this routing is often fairly independent on the actual starter, and based more on the height and distance from the corner. Therefore, learning the principles behind why you might do these different routes is probably more useful than trying to learn all the variations off every possible starter.

This list shows a set of routes from 5H, from most to least forgiving. Note that the earlier routes are not 'worse', but easier; 5H has been chosen as a fairly representative starter, but if for example you get a strange starter, like the opponent being hit by a bomb towards you, it may be worth taking a more stable route than trying to optimise purely for optimal damage. It is important to find a balance between the most damage you can technically do in training mode, and something that you can land in a real match. Consider that the easiest route shown here and the most optimal route are only a 17 damage difference.

From easiest to hardest - not recommended routes, for illustrative purposes
(5HH) dl.5K 9 j.S j.H5K 9 j.D WS ▷ 6H Corner, 196 damage, everyone, Easy 5K 9 j.S j.H, with lots of active frames, no proximity requirement, and the most lenient height demands, is usually the easiest and most stable route. Ending with either 5K 9 j.D or c.S 2S 5H is usually most stable, and only loses a tiny amount of damage compared to more optimal enders.
(5HH) dl.c.S 9 j.S dl.j.H5K 6H WS 41236K Corner, 202 damage, Everyone, Medium Swapping out 5K for c.S is a relatively easy way to increase damage, but the proximity check on c.S means more precise timing or a microdash is often required. Swapping j.D for 6H does more damage, but 6H requires the opponent to be higher. Delaying your j.H after a j.S (such that you j.H while falling) will often keep the opponent higher.
(5HH) dash c.S 9 or 8 j.H, j.H ▷ (dash) c.S 6H WS 214S Corner, 209 damage, Everyone, Hard Using only j.H where possible, and doing the most optimal wallbreaks (generally ending with c.S 6H 41236K 6H) will typically do the most damage, but is the most difficult and spacing dependent.

If you're having problems with j.H going backwards, jumping with 8 instead of 9 can often help, but will leave you further after the second j.H, so will require bigger dashes.

5K RRC has been chosen to depict changes relating to distance from corner, giving average height and gravity scaling. Again, please do not take these as recommended combos, but educational examples. Experimenting yourself and learning why certain options work when they do, rather than learning by rote, will likely prove invaluable when attempting to route around items.

From Further from corner to closest - not recommended routes, for illustrative purposes
(5K RRC) dash 5K 9 j.S j.H adc [tap 8] j.S j.H5K 9 j.D WS 6H Exact middle of screen, 190 damage Routing 5K 9 j.S j.H adc [tap 8] j.S typically gives the most corner carry possible, but is rarely necessary.
(5K RRC) dash c.S 9 j.S j.H adc j.Hc.S 6H 41236K WS 6H P2 Starting position, 206 damage c.S 9 j.S j.H adc j.H is probably the most forgiving and stable of all of these routes, so should probably be your goto route if you aren't exactly sure of the spacing. At further spacings and higher gravities, steering the airdash down a bit can help (air dash [2]).
(5K RRC) dash c.S 9 j.H adc [2] j.Hc.S 6H 41236K WS 6H P2 Starting position, 205 damage Removing j.S's and only using j.H's can be helpful at higher combo decays (later in combos or from poorer starters) as the j.H wallbounce height is less affected.
(5K RRC) dash c.S 9 j.S dl.j.Hc.S 9 j.S dl.j.Hc.S 5H WS 6H 75% screen, 201 damage Routes at around 75% screen, when your first j.H will begin bouncing of the wall, are very varied, this is just one suggestion. If walldamage is higher for any reason, ending c.S 6H 41236K WS 6H can be good, but will not always break the wall from shorter starting routes (like this one). Experiment around with what feels best to you, and consider using 236S if you think it might drop.
(5K 88RRC) dash c.S 8 or 9 j.H j.H ▷ dash c.S 2S 5H WS 6H In corner, 200 Damage When in the corner, this kind of routing can work. See the above difficulty table for variations on corner routing.

You will usually want to wallbreak with 6H for the most damage meterlessly. 236D and 632146H are almost always worth doing for the hard knockdown if you have the resources. As Faust generally uses meter better than Wild Assault, it may be worth prioritizing wallbreaking with 236D where possible.

If you wallstick with a grounded button, there is time to 236[P] and then wallbreak with 6H (this is necessary to do if the button that stuck was 6H. If you do not wish to Monch but wallstuck with 6H, 214S is the best option.

6H can whiff behind the opponent if you are especially close to the corner, or they are extremely high. In this case, j.D is the highest damage option.

If the opponent falls directly down onto K crow in the corner, they will be inside your collision box, and you can do a 50/50 left right by holding 4 or 6 to steer the crow. You will generally only do this with meter to make the crossup version safe/combo.

It is important to consider damage potential here, as this is a setup that requires meter, in the corner, and so is actively competing with a simple super wallbreak. You will generally be losing around 50 damage from not doing a super wallbreak, but gaining around 190 from the 50/50 if it hits (assuming you do optimal routing). When this is good to go for will depend on the match state and personal preference. For example, it may not be a good idea to go for this if the opponent when the opponent has burst, as you then may be bursted into the corner. Also, probably don't do this against Leo (as he can simply flash kick you).

The most common way to route into Kcrow oki is to end a corner combo early with c.S 2S 214K, though you can also do it after 6H, or occasionally 5K (although these will often require some manual delay on the crow or more specific spacing).

If you land a CH AA 6P in the corner, it is possible to do this setup with Charged scarecrow, which is plus 7 on block. This therefore means you don't need to spend meter to stay safe if they block crossup.

c.S 2S 236S[6661], c.S 2S 214K([4] or [6]) Routing into scarecrow oki when approaching the wall with a mix loop
AA 5K 6H 214K[~4] c.S 6H 214K ([4] or [6]) and from a midscreen anti air. After 6H it is possible to time the scarecrow to hit so meaty as to be up to +3, making this useful meterless, but is difficult to do so consistently.

These are the (almost certainly metered, given when you'll do this setup) routes to convert from the scarecrow hit.

214K[4] c.S 8 j.D WS 632146H Same side variant. (Very likely to super wallbreak, as you need meter to make the crossup version threatening)
214K[6] RRC dash under c.S 6H WS 214S Easy crossup version
214K[6] 44RRC dash under 5[D] c.S 5[D], 5K WS 6H Optimal crossup version. This situation has very unique routing, as walldamage is very high, but combo decay very low. After the second 5[D], 5P 6P WS 6H is technically optimal, but very difficult to land consistently. On heavyweights, 5P 5P WS 6H is best (5K will not land).
214K [~4] 2K(1) 214K([4] or [6]) From the sameside version, it is possible to loop the situation with 2K (1), but whether this is worth doing is debatable. It looks cool though.

Counter Hit Confirms

Counter Hit Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H 41236K [4] ~ H Anywhere 120/106 Everyone [2] Easy CH 5H and CH 6H can be confirmed into thrust, from any range.

See metered Thrust combos and thrust enders for more detailed advice on thrust, as metered thrust routes are often the highest damage available.

Link 1.34
CH c.S 6H 236S[6661], c.S 632146H Midscreen 240 Everyone [3] Medium High damage from CHc.S, however succesfully getting a Mix Loop after 6H can often prove a little finicky.

If this is proving difficult, doing the normal non-CH c.S 2H route is only very slightly less damage.

1.34
CH c.S 5[D], 5K dc~236S[6661], c.S 236S Anywhere 164 Everyone [4] Hard Usually the most reliable high damage CH c.S combo into a Mix Loop. The dc~236S is required in most cases. Doing the normal non-CH c.S route, with 2H instead is only very slightly less damage and much easier. 1.34
CH c.S 5[D], 5K dc~236S[6661], c.S 5D WS 6H Midscreen 213 Everyone [4] Hard High damage CH c.S combo, leading to wallbreak. As before, 2H instead for an easier route. 1.34
CH 2S, (dash) 5K 6H Anywhere 98 Everyone [1] Very Easy Easy CH 2S route if you don't want to kara MMM. 1.34
CH 2S (dash) 5K dc~236S[6661], c.S 236S Anywhere 124 Everyone [4] Hard After CH 2S the launch is so high that immediate 236S will often be finicky, making mix loops very difficult and inconsistent, so 5K dc~236S is preferred. The first 236S will sometimes connect without a dash kara if you hit 2S close enough. You can fit a 236[P] after the 2S if you are quick. 1.34
CH f.S 236S[6661], c.S 236S Anywhere 115 Everyone [4] Hard CH f.S routes into a Mix Loop, though fairly tricky to hitconfirm. 1.34
CH 2H 236S[6661], cS 236S Anywhere 122 Everyone [3] Medium Mix Loop, again, but easier to confirm from the large Counterhit. 1.34
Other Counter Hit Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H 236S[6661], cS 236S Anywhere 122 Everyone [3] Medium Depending on your opinion of the oki after Thrust, you may wish to convert CH 5H (and CH 6H if close enough) into a Mix Loop instead. 1.34
CH c.S (5H) 41236K [4] ~ H Anywhere 154 (170) Everyone [3] Medium c.S can also confirm into Thrust (41236K). When close or with dash momentum, Thrust can also connect with a 5H in between, but will not work at further c.S ranges. 1.34
CH 2P, 5P 6P Anywhere 60 Everyone [4] Hard CH 2P can link into 5P. On a crouching CH, can link into 5K 2D. Both of these will not connect at longer ranges. You can also confirm a CH 2P directly into 236S and a Mix Loop, but also will not connect at longer ranges. 1.34
CH 6P 236P > OTG 2H 236P Anywhere 63 Everyone [1] Very Easy Gets you 2 items with a little damage and gives you a lot of space. Link 1.34
CH f.S 41236K [4] ~ H Anywhere 135 Everyone [2] Easy This route will only work if the CH f.S hits fairly close (for example as a gatling from c.S), or at any range if they are crouching. See metered Thrust combos and thrust enders for more detailed advice on thrust. Link 1.34

Anti Air Combos

Faust has an assortment of excellent anti airs, the majority of which convert into excellent damage. Choosing the right one for the situation will be very important, as they all cover different areas, at different speeds.

Anti Air Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P 236S Anywhere 71 Everyone [2] Easy 6P, with its upper body invulnerability and extreme tallness, is usually a reliable antiair against opponents in front of you. 236S will be plus on airblock. Link 1.34
AA 5K (6P)/(dc~) 236S[6661], c.S 236S Anywhere 108 Everyone [3] Medium AA 5K into a mixloop Mix Loop. If hitting a backdash, 6P will usually not reach, and a dash kara MMM may often be needed to reach when outside the corner. 1.34
AA 5K 6H 214K[~6], 5K 9 j.S j.H5K WS 6H Midscreen 212 Everyone [3] Medium Goto midscreen AA 5K confirm, if you can pull it off. Steering the scarecrow can help with the corner combo. This route can also work from AA 2K, though the uncertainty in which side they are on may make this challenging. Note that the 6H will whiff on a low non-CH air hit, for example when catching a backdash. 1.34
AA 2K, 5K 9 j.H adc [3] j.H5K 6H 41236K WS 41236K Midscreen 178 Everyone [3] Medium Good midscreen AA 2K route, also works from 2 5Ks. 1.34
CH AA 2S, (236[P]) dash c.S 2S 236S[6661], c.S 2S 5H (236[P]) WS 6H Midscreen 187 Everyone [3] Medium Midscreen meterless wallbreak from a CH AA 2S via a Mix Loop. 1.34
CH AA c.S 6H 214K([~4/6]), c.S 6H 236[P], 5K 6H 236[P] WS 6H Midscreen 260 Everyone [4] Hard This is often the highest damage DP punish, and the highest damage Faust can commonly acheive. See AA 5K for alternative easier variations. 1.34
Other Anti Air Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 5K 6H 214K([~4/6]), 2K 6P 236S[6661], 5P (236[P]) WS 6H Midscreen 195 Everyone [4] Hard If the 6H connected very low, or if you were a little slow, sometimes a c.S will not connect after 214K, and can be recovered like this, with a 2K. This kind of pickup can be useful after any particularly low scarecrow hit, for example after AA CH 2S, 5K 6H 214K. This route can also connect somewhat reliably after 2 5Ks on lightweights, or if the first CH. 1.34
CH AA 2S (236[P]), dash 5K 9 j.H adc ([2]) j.H5K 6H 41236K WS 41236K Midscreen 200 Everyone [4] Hard Different, higher damage routing from CH AA 2S, though a little more picky about screen position. 1.34
CH AA 2S, (236[P]) dash c.S(/5K) 9 j.D 9 j.S dl.j.H5K 6H 41236K WS 6H Midscreen 209 Everyone [4] Hard Alternative routing from CH AA 2S that works from slightly further from the corner, though a little more picky about being close to your opponent and having enough height. 1.34
AA 5P, 5K dc~236S[6661], c.S dc~236S Anywhere 93 Everyone [4] Hard A reliable AA 5P route. 5P is not common to use as an antiair, but in specific circumstances (For example against Foudre Arc) its speed can be useful. The combo routes from AA 5P are extremely varied, and you can often link a c.S. 1.34

Conversions from odd anti airs; attacks that you probably shouldn't use to intentionally antiair, but here is how to convert from them on air hit.

Unusual Anti airs
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 6H 214K([~4/6]), c.S 9 j.H j.Hc.S 5H (236[P]) WS ▷ 6H Midscreen 223 Everyone [4] Hard Anti air 6H combos almost identically to AA 5K 6H, see 5K and below for other variations. If 6H CH, will need to delay K crow release. (214[K]). 1.34
AA 6H 214K([~4/6]), 5K 9 j.S j.H5K 9 j.D WS ▷ 6H Midscreen 212 Everyone [3] Medium Easier and more reliable AA 6H route. Delay K crow release on CH. 1.34
AA 6H (dl.)236S[66~1], c.S dc~236S Anywhere 124 Everyone [4] Hard It is also possible to Mix Loop from an AA 6H, but it can often be a little finicky, as the MMM will not hit 4 times. This is may useful if the 6H connects especially low (for example on a backdash), where 214K may not connect reliably or be impossible to hitconfirm. 1.34
CH AA f.S 41236K Anywhere 68 Everyone [3] Medium This usually the best meterless damage. 236S can connect rarely, but is very unreliable. 1.34
CH AA 5H 236S[6661], cS 236S Anywhere 122 Everyone [5] Very Hard If you're very quick, can route CH AA 5H into MMM, but it is difficult to Mix Loop, as the opponent will often bounce along the top of the MMM. If you do get the loop, you can usually get cS j.S j.H > ... afterwards, if close enought to the corner. It is probably better to route into 41236K instead for the consistency, 1.34
Other Odd Anti air Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH AA f.S 214S ~ 66PRC~c.S 9 j.S j.H adc j.Hc.S 6H 41236K WS 6H Midscreen 211 Everyone [5] Very Hard Pretty good metered damage from AA f.S, but an incredibly difficult hitconfirm. This combo can even work from non-CH, but if you land that please send us all clips. This kind of routing works from nearly any hit, for example AA 5H or AA 2D, but should likely never be something to intentionally go for. 1.34

Air-to-Air Combos

Routing from air to air hits is often a bit wooly, often being both height and spacing dependent, both from your opponent and distance from the corner. There are many ways to route other than the ones shown here, but these should provide a good starting point. Most routes shown here are pretty difficult, so labbing out what kind of routing you prefer is highly recommended; Managing to confirm into 236S is usually enough. It is worth checking out the j.H corner combo theory also, as similar logic often applies.

Air to Airs
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA j.P, j.P j.H Anywhere 57 Everyone [2] Easy Simple reliable Air-to-air confirm with a fast jumping normal. Link 1.34
AA j.K 236S Anywhere 57 Everyone [2] Easy Its usually pretty hard to Mix loop from this kind of hit, but it still secures a hard knockdown from an air-to-air. 1.34
AA j.P, j.S j.H Anywhere 66 Everyone [3] Medium j.P > falling j.S (j.H) is also usually pretty good on block, though this can whiff at some spacings. More consistent on CH. 1.34
AA j.K adc[2] j.S5K 236S ( > 5K) Anywhere 88 Everyone [4] Hard Probably the most reliable route from air-to-air j.K. Doing a dc~236S will help a lot with consistency. It is sometimes possible to mix loop after, with 5K dc~236S if the first MMM connected very high. 1.34
CH AA j.K adc[2] j.Sc.S 9 j.S j.H adc([2]) j.Hc.S 6H 236[P] WS 6H Midscreen 185 Everyone [4] Hard Difficult wallbreak from air-to-air j.K from about roundstart distance. Usually requires either CH, or a very high air hit, or to be from a super jump. 1.34
CH AA j.H adc j.H5K 9 j.S j.HcS 5H (236[P]) WS 6H Midscreen 195 Everyone [4] Hard j.H, transitioning into a corner combo. On non-CH, or if you cannot reach the corner, it is usually very difficult to combo without meter unless you hit them especially close. However, air dashing forward to claim space is usually good anyway. 1.34
{{GGST-ComboTableRow
Other Air to Air Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH AA j.P, j.S 9 j.S dl.j.H5K 6H 41236K WS 41236K Midscreen 169 Everyone [5] Very Hard Meterless wallbreak midscreen from Air to Air j.P from about roundstart spacing. Very spacing and height dependent. Works better if the j.P hit higher up. 1.34
combo = AA j.P, j.S j.H jc.9 j.H, j.H5K 6H 41236K WS 6H position = Midscreen damage = 169 worksOn = Everyone difficulty = Very Hard notes = Different meterless wallbreak midscreen from Air to Air j.P from about roundstart spacing. Also Very spacing and height dependent. Possibly works better if the j.P hit lower. Big air to air combos just be like that. video = checkedVersion = 1.34

}

CH AA j.S/j.Dc.S dc~236S[6661], c.S dc~236S Everywhere 122 Everyone [4] Hard j.S and j.D are fairly unusual and impractical Air to Airs in most scenarios. 1.34
CH AA j.S/j.Dc.S 9 j.S j.H adc j.H5K 6H 41236K WS 6H Midscreen 194 Everyone [4] Hard j.S and j.D are fairly unusual and impractical Air to Airs in most scenarios. Difficult wallbreak from about roundstart distance. 1.34
AA j.S j.H 9 j.H j.H ▷ (dash) 5K 6H 41236K WS 41236K Midscreen 190 Everyone [4] Hard Alternative j.S routing via immediate j.H. 1.34

Jump-ins

Jump-ins
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH j.2K 236S[2~1], c.S 236S Anywhere 114 Everyone [3] Medium Will usually Mix Loop from CH j.2K. 236S can also connect on a crouching hit. If j.2K is very low can also link buttons like c.S and 5H. j.2K is a very unusual move with a lot of nuance, see strategy page for more. 1.34
j.S j.Hc.S 2D Everywhere 97 Everyone [2] Easy This is usually Fausts preferred jump in. From further spacings can get f.S > 2H instead. This can be a little unstable, as the j.H will whiff on crouchers, so probably don't do this exclusively. 1.34
j.D5K 2D Everywhere 85 Everyone [1] Very Easy Simple jump in. Will work from any air normal, as long as you land it low enough. 1.34
CH j.D 236S[2], c.S 236S Everywhere 121 Everyone [3] Medium Stable CH j.D route, even from high up, for example after jumping a throw. Will very often sideswitch. 1.34
j.D2S 236S[6661], c.S dc~236S Everywhere 127 Everyone [4] Hard High damage jump in. Does not require CH, though fairly difficult to get on non-CH. 1.34

Due to his unique steerable airdash, the sitation from IAD is more difficult to precisely quantify for Faust than for other characters. This list attempts to show the things worth doing, though the situation will always be fairly variable. Note that due to Faust's large hurtbox, IAD[2] will often get clipped by many things that usually will not hit an IAD, like many f.S's and 5H's. Frame data is on block, unless specified otherwise.

IAD[8] j.S j.H ▷ (c.S ... ) Anywhere, Everyone, Easy IAD[8] j.S will put the j.H at the minimum height, leaving you +13, which is amusingly plus for an IAD. j.H will whiff on crouchers, j.S will be +5 on crouching hit (can link 5P). IAD j.S will take 39f to hit from the first jump input.
IAD[(~)2] j.S/j.H/j.D ▷ ... Anywhere, Everyone, Medium j.H will typically be +9 after IAD[2], but will whiff on crouching, most pre-jump startup, most crouching normals. (Will hit meaty and safejump after otg c.S and be about +12). Hypothetically up to +13 with a perfect delay.

j.S and j.D can be manually steered down, up to +10, but typically around ~+8 (common safejump after otg c.S or Snip). Will whiff if IAD[2].

If not steered IAD j.S will be +6, and j.D +5. After 236H (SnipSnipSnip), will hit meaty and be +10, even without steering.

j.2K ( ▷ 2K/2P / j.236S/j.236P) Anywhere, Everyone j.2K has been included in this section, as it often fulfills a role similar to an IAD in Faust's gameplay. On CH, or a sufficiently close crouching hit, combos into 236S.

Very variable on block, both framedata and spacing. From point blank a j.2K as low as possible will be -2, and leave Faust at point blank spacing. A perfectly spaced low j.2K can be +4, and outside 5P range, but this is not possible to do consistently, do not rely on this. A well spaced low j2k will usually be somewhere unpredicatable between these two values, about -2 is fairly common, and a reasonable default to assume.

A high j.2K without meter (even on hit) forces Faust into an unfavourable RPS between j.236S and j.236P.

IAD[2] j.K j.2K ▷ (2K ... ) Anywhere, Everyone, Medium The j.2K can be up to +4 (minimum height, inside the opponent) and link into 2K on crouching hit. The j.2K can be manually delayed to frametrap, though it is extremely difficult to do this and also get the perfect height, as a delayed j.2K will whiff from IAD[2], will require manual IAD[~2].

IAD[2] j.K (no delay) will be +2 on block (+6 on crouching hit). IAD j.K (and j.P) will take 32f to hit from the first jump input.

IAD[~2] j.P j.P ▷ (c.S ... ) Anywhere, Everyone*, Hard Up to +6 if done at the perfect height (Requires specific manual down steer), though the first j.P can often hit later in the active frames or whiff if the opponent is crouching (depending on character), disrupting the height (stable on afro).

IAD[2] j.P (no delay) will be 0 on block (crouching hit will range from +5 to +7, depending on character - cannot get second j.P from IAD[2]).

IAD[~2] j.P j.2K ▷ (2K ... ) Anywhere, Everyone*, Hard The j.2K is up to +4 if done at the perfect height (minimum height, inside the opponent) and will frametrap (Requires specific manual down steer), though the first j.P will hit later in the active frames or whiff entirely if the opponent is crouching (depending on character), disrupting the height (stable on afro).
IAD[tap 8] j.K j.D ▷ (c.S ... ) Anywhere, Standing Only, Medium Up to +10 if done at the perfect height (Though more usually about +8), j.D will frametrap. The j.K will whiff entirely on all crouchers, and is prone to whiffing behind also, very unstable. If not cancelled the j.K will be around -7.
IAD[~2] (dl.)236S [2] (, c.S ... ) Anywhere, Everyone, Hard Crossup Mix Mix Mix from an airdash. Will typically be -4 or -5 on block, depending on steering. Only practical from some kind of knockdown.
(editors note: move to strategy page later?)

Spending Meter

When is best to spend meter, is a very difficult question that does not have a clear answer. You will have to decide for yourself exactly what you want to do with it yourself, but these tabs should provide some ideas for good places. You can spend meter on Overdrives, Faultless Defense and 4 Different Roman cancels. These tabs mostly cover using Roman cancels for the purposes of conversions (this is the combo page), but please do not do this at the expense of using meter for neutral or defense. Unusual metered conversions that are particular to certain starters or situations have been noted in other sections.

The 5D RRC combos are also pretty good to do from any fairly low gravity RRC, take these as reference. See also the sideswitching section for some other RRC routes.

Other starters you may potentially want to roman cancel in certain circumstances include j.2K AA f.S, AA 5H, 2P and AA 6P, but it is possible to roman cancel from any starter, if you think the damage gain is worth the meter.

It is not usually worth spending meter to RC from throw or SnipSnipSnip unless it will kill.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S f.S 5H ~ H RRC dash c.S 6H 41236K Anywhere 178 Everyone [2] Easy Basic Roman Cancel extension to increase damage 1.34
5D RRC 5K 9 j.S dl.j.H5K 6H 236[P] WS 6H Corner 149 Everyone [2] Easy Easy 5D corner route. The wall may break earlier depending on existing walldamage and how fast you do it. 1.34
5D RRC dash c.S 9 j.S j.H adc ([2]) j.H5K 6H 41236K WS 6H Midscreen 172 Everyone [2] Easy Easier 5D route midscreen. The changes from the corner verion are to account for walldamage. 1.34
Throw dl.PRC 9 (falling) dl.j.S j.Hc.S 2S 5H WS 6H Corner 165 Everyone [2] Easy Decent conversion into wallbreak from grab. Link 1.4
236H RRC c.S 9 j.D Afro c.S 6H 41236K WS 6H Corner 164 Everyone [3] Medium Good easy dmg using Afro, good for killing the opponent after a successful 236H mixup when their health is low. 1.34
Other RC Combos
More uncommon or difficult routes, routes from uncommon starters, or alternatives to the core routes shown above.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D 88RRC ▷ 6H 214K[4], c.S 6H 41236[K] WS 6H Midscreen/Corner 177 Everyone [4] Hard Optimal 5D route when reaching the corner. This route is also usually best when walldamage is high. 1.34
Throw 88RRC 9 (falling) dl.j.S j.Hc.S 6H 41236K WS 6H Corner 169 Everyone [4] Hard Better damage from throw RC, but a bit harder. 1.34
Throw 44RRC 214P[~4], c.S 9 j.H, j.H ▷ dash c.S 9 j.D WS ▷ 6H Corner 175 Everyone [4] Hard Very high damage from throw, assuming no walldamage. Note the 44RRC. A slight backdrift on 214P is needed to not sideswitch. If walldamage, routing c.S > 6H > 41236K > 6H instead will usually do more. 1.34
236H 44RRC 214P[~4] c.S 9 j.D Afro ▷ c.S 6H 41236K WS 6H Corner 168 Everyone [4] Hard Very high metered damage from 236H in the corner, but the 6H is particularly hard to connect on some characters. A slight backdrift on 214P is needed to not sideswitch. 1.34
236H(1-17) 88RRC j.H j.Dc.S 6H 41236K WS 6H Corner 172 Everyone [5] Very Hard Even higher metered damage from 236H. RCing before the afro is actually applied can give very sightly more damage, due to throw having 75% scaling before the final hit, and 50% after. Try to RRC after as many hits as you can without getting a PRC. 1.34
236H 66RRC~c.S 9 j.S j.D adc [tap 8] > Afro j.S j.H5K 9 j.D WS ▷ 6H Midscreen 161 Everyone [3] Medium Reliable metered combo 236H from midscreen 1.34

Faust Wild assault combos are generally fairly limited due to his weaker grounded combos at higher combo decay, but it can still be an extremely valuable tool to route into wallbreak when nearer the corner.

Wild Assault
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236D ~ 2S 236S[6661], c.S 236S Anywhere 88 Everyone [3] Medium Raw wild assault combo, will wallbreak from roundstart or closer. Can also work from one hit starters like 5H and CH f.S. 1.34
236[D] ~ 6H 214K([~4/6]), c.S 6H 41236[K] WS 6H Midscreen 234 Everyone [3] Medium Raw Charged wild assault combo, potentially useful as a punish for blocked reversals, as it cannot be bursted. 1.34
6P 236D ~ 5K dc~236S[6661], 2K(1,2) 6P (236[P]) WS 6H Midscreen 143 Everyone [4] Hard Uncharged wild assault from midscreen, works from launching starters, including f.S 2H at closer spacings, 6P and raw 2H. 1.34
CH 6P 236[D] 9 j.S j.H AD[2] j.H5K 6H 41236K WS 6H Midscreen 199 Everyone [4] Hard Charged wild assault from midscreen, works from most starters that lead into 236[D] like CH 5H, CH 2H and CH 6H. 1.34
c.S 2S 236S[6661], c.S 236D c.S 5H (236[P]) WS 6H Midscreen 183 Everyone [3] Medium Wild assault extension after a Mix loop when nearer the corner when trying to wallbreak. Works regardless of starter before the Mix Mix Mix. 1.34
c.S 2S 236S[6661], c.S 2S 236[D] 9 j.S j.H AD[2] j.Hc.S 5H (236[P]) WS 6H Midscreen 200 Everyone [4] Hard Charged wild assault extension after a Mix loop from further from the corner; can be inconsistent or impossible from higher decay starters like 2K. 1.34

It may be a good idea to spend meter after 236S, especially in a mix loop when approaching the corner to break the wall. When exactly it is better to do this rather than just taking a safejump or item oki is up to you, but here are some good routes.

For other metered options after 236S approaching the corner, see Love oki, and Scarecrow oki.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236S[6661], c.S 2S 632146H Corner 193 Everyone [3] Medium Super wallbreak after Mix Loop when in the corner. Straightforward, but don't forget this one. 1.34
236S[6661], c.S 9 j.D 66BRC j.Dc.S 6H 41236[K] WS 6H Midscreen 201 Everyone [3] Medium Very stable consistent extension from a mix loop when you want to wallbreak, but are too far from the corner to super. 1.34
236S[6661], c.S 66BRC 6H 214K, c.S 2S 5H WS 6H Midscreen 202 Everyone [4] Hard Slightly more damage than j.D 66BRC, but also much more picky about spacing. 1.34
(6P) 236S 88RRC c.S 9 j.H, j.Hc.S 5H WS 6H Midscreen 191 Everyone [2] Easy You can also combo with a red roman cancel (88RRC will usually give the easiest routing). This is useful if you are not able to mix loop for whatever reason, for example after 6P, or if you got a weird hit after j.2K that you aren't sure if it'll loop or not. 1.34

You may also want to spend meter after MMM on block, as it is usually unsafe. Some possibilities include;

236S (blocked) 66RRC~j.K ▷ (c.S) High option after MMM. You can also do strike/throw after either the j.K or the followup grounded button. Using j.P instead may let you throw a little sooner, but may telegraph a throw is coming.
236S (blocked) 22RRC ▷ 2K ... Low option after MMM. Hitconfirm into 6P on hit.
236S (blocked) 66RRC~j.K 9 > 236S (crossup) Likely unnecessary given the preceding high/low 50/50, but an option that exists, possibly for closing out a round. The 236S will not combo from the j.K (this is necessary to avoid absolute guard crossup protection).

There are also variants that involve steering the MMM up (like double j.P, or j.K j.D), but these are typically fairly unstable, and may not be needed over the simple high/low.

It is also possible to 66FPRC the very early startup of MMM and get a quick j.K j.D that leaves you plus, however without specific setups it is prone to flying over the opponents head. Using just FPRC instead alleviates this issue, but then makes you more susceptible to FD. In the majority of cases doing some kind of scarecrow RC will likely be superior to this. It could possibly be useful to get a gapless overhead after 2H on a particularly flash kick happy Leo.

Metered Thrust combos are generally the highest damage grounded combos Faust has access to, but can be a little tricky. For Comboing purposes, there is very little reason to not go for the sweet spot, as it does the most damage, and allows corner-to-corner wall carry, breaking the wall from anywhere on the screen.

If you can pull them off the 66RRC~236S[6] (whiff) variants are likely the best, as the shorter meter penalty coupled with the long duration of the MMM means that you can often start generating meter again before the combo even ends, and thus have a functionally much lower meter cost than other routes. However, they are very hard, and much easier combos are almost as good, so don't stress about them too much.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
41236K~SSH Everywhere 120 Everyone [2] Easy Hitting the sweet spot will do the most damage, and is generally the version you will want for combos. 1.34
41236K~H RRC dash 5K 9 j.S j.H5K WS 6H Midscreen/Corner 206 Everyone [2] Easy Easier, non sweet spot route to break the wall when you hit thrust near the corner. Does not matter if RRC hits or whiffs, or if you hit sweet spot or not. 1.34
41236K~SSH dl 66RRC~236S[6](whiff) c.S 9 j.H (adc[2]) j.Hc.S 6H 41236K WS 6H Back to wall 241 Everyone [4] Hard Does one less damage than the 44RRC verion, but the FRC will save a substantial amount of meter (~30). If routing to here from CH c.S, the third c.S will need to be replaced with 5K. You will need to change the routing slightly from different screen positions - see below combo. 1.34
41236K~SSH 66RRC~236S[6](whiff) c.S 9 j.S dl.j.Hc.S 6H 236P WS 6H Anywhere not in Corner 237 Everyone [4] Hard A resilient route that works from nearly anywhere on the screen, using a FRC and does great damage. 1.34
41236K~SSH 44RRC dl.214K[4], c.S 6H 41236K WS 6H Midscreen/Corner 242 Everyone [4] Hard When near the corner, the sweet spot will automatically break the wall, regardless of walldamage, and thus 66FRRC versions will not work. This can be avoided by 44RRC, which leaves you too far from the wall for it to break. 1.34
41236K~SSH 88RRC~j.H adc[2] j.Hc.S 6H 236[P] WS 6H Corner 236 Everyone [4] Hard More meter efficient route when the opponent is cornered, though a little less damage. 1.34
Other Thrust routes, including easier and very hard alternatives
41236K~(SS)H RRC dash under c.S 9 j.S j.Hc.S 6H WS 214S Back to wall 233 Everyone [3] Medium Straightforward metered conversion from back to the wall thrust. 1.34
41236K~SSH 44RRC (whiff) dash 5K 9 j.S j.H WS 6H Midscreen/Corner 215 Everyone [3] Medium Easier 44RRC wall break when near the corner. 1.34
41236K~SSH 44RRC 214K c.S 7 j.S dl.j.Hc.S 5H WS 6H Back to wall 242 Everyone [4] Hard Very high damage route from back to the wall Thrust. 1.34
41236K~SSH 44RRC 214K[6] c.S 8 (dl.)j.H (dl.)j.H WS j.236P(2) (unstick) 6H WS 214S Back to wall 244 Everyone? [5] Very Hard Probably the true optimal damage route from Back to the wall thrust, but not recommended, due to character specificity, and variance depending on the starter. 1.34
41236[K]~SSH 66RRC~dl 214K[4] c.S 6H 41236[K] WS 6H Midscreen 273 Everyone? [5] Very Hard Probably the true optimal damage route from midscreen thrust, but not recommended, as it needs you to be a very specific distance away from the corner to not wallbreak immediately, and the final hit of charged scarecrow is very prone to whiffing. 1.34
41236K~SSH 88RRC~j.H adc[2] dl.j.H6H 41236[K] WS 6H Corner 241 Everyone [5] Very Hard Even more damage, but requires an extremely picky delay on the second j.H - too early and the 6H will whiff, too late and the wall will break early. Probably not worth the effort or the risk. 1.34
41236K~SSH dl.66RRC(whiff) dash 5K 9 j.H adc j.Hc.S 6H WS 214S 2/3rds screen 233 Everyone [4] Hard An alternative kind of routing that does not use 66RRC~236S. Largely outdated, due to the FRC saving meter over these routes. 1.34

Ambox warning.png This section is currently incomplete.
Go wild, Scarecrow PRC is a ridiculously powerful option, both in neutral, to punish otherwise unpunishable things, wacky mixups (especially with items) and to convert from anything. A fairly unrestricted teleport is an immensely powerful tool. (But please don't overuse raw Scarecrow, it's much worse).

Miscellaneous

Charged Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 j.D j.H 9 j.H j.D j.Hx2 Anywhere 207 Everyone [2] Easy Easy dust combo for some respectable damage. Link 1.30
5[D]8 j.D j.H 9 j.H j.D j.H 9 j.Kx2 Anywhere 213 Everyone [2] Easy Goto Charged Dust route, Easy strong combo without delayed attacks Link 1.30
5[D]8 j.D j.H 9 j.D delay j.D j.H 9 j.Hx2 Anywhere 219 Any but AN, CH, GI, IN, JC, KY, RA, SO [5] Very Hard Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. Link 1.30
5[D]8 j.S j.H 9 j.S j.H j.H 9 j.D Anywhere 169 Everyone [4] Hard Decent damage for when you want to go for (typically very unexpected) burning Afro oki after a dust combo. 6H is a good option afterward to capitalize on this. This is probably mostly a meme. Will require variable delays depending on screen position of the 5[D] hit. 1.30

Faust is usually not able to sideswap without meter. The RC routes below should work from any comparable starter, 5H is just used as an example. Jumps are notated as if faust started the combo facing right, in the left corner.

Some Sideswitching Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5HH RRC dash c.S 7 j.S dl.j.H ▷ dash c.S 2S 5H (236[P]) WS 6H Back to wall 203 Everyone [3] Medium Can be used as a side switch when you're in the corner to wallbreak. 1.30
5HH 44RRC 214K([4]) c.S 6H 236[P] 5K 7 j.D WS 6H Back to wall 215 Everyone [4] Hard Harder side switch when you're in the corner to wallbreak. 1.30
CH c.S 9 j.236S[2], 5K 236S[4443], 5K 6P (236[P]) WS 6H Back to wall 188 Everyone [4] Hard Difficult and wacky meterless sideswitch route from CH c.S, likely useful if you backdash a throw while cornered. The first236S should go over their head and put you on the other side. [4443] is a normal mix loop, just to the left. 1.30
CH c.S 9 j.236S[2], c.S 7 j.S dl.j.H ad[2] j.Hc.S 5H (236[P]) WS 6H Back to wall 212 Everyone [4] Hard Harder, but higher damage version of the above combo. Useful if you backdash a throw while cornered. 1.30
(c.S 2S (launching move)) > 214K ~ PRC~c.S 7 j.H, j.H ▷ dash c.S 6H 41236K WS 6H Back to wall 229 Everyone [4] Hard It is also possible to sideswitch using 214K PRC~c.S from some starters, which will save a little meter compared to the RRC routes. 1.30
(CH) 2S (dl.)236S[3?], c.S 7 j.S j.H AD > ... Back to wall Everyone [5] Very Hard It is possible to sidewitch from 2S > 236S, especially on CH, but is extremely inconsistent and difficult. 1.30

Any other potentially useful unsortable bits here.

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