GGST/Faust/Combos

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 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

Combo List

Day 1 Combos/Strings/Conversions

On Normal Hit
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 5P > 5P > 2P Anywhere TBD + Everyone [1] Very Easy
  • 5P doesn't combo into much on hit, so your goal here is a favourable situation.
  • Leaves Faust 0 on hit.
  • Leaves Faust at a decent range to play footsies with 5H
  • Link
5P > 5P > 6P > 236P Anywhere TBD + Everyone [1] Very Easy
  • Finicky, as 6P whiffs at max 5P range.
  • Horribly unsafe on block, lol
  • If you can't confirm, go into the above string (5P > 5P > 5P > 2P)
  • Link
f.S > 2H > 236P Anywhere TBD + Everyone [1] Very Easy
  • Long distance challenge against forward movement.
  • Excellent whiff punish.
  • Go to option from f.S.
  • Let 2H rock on block, -14. 236P on block is -23, be forewarned.
  • 2H whiffs at max f.S distance.
  • Link
2H > 236P Anywhere TBD + Everyone [1] Very Easy
  • You can confirm from 2H alone. Delay the cancel so you don't throw item on block.
  • Sometimes you'll want to forgo f.S, when hedging against moves that would crush f.S (Yolo 6P,  Sol's 214SGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17, etc).
  • Catches toes where f.S would be blocked.
  • Link
c.S > 2S > 5HH > 236P Anywhere TBD + Everyone [2] Easy
  • Go to meterless option. 5H has a command follow up with an extra H input.
  • Lots of layered, high-reward frame traps in this string.
  • Can go into 2H on block in place of 5H. Depending on spacing might be safe, based on matchup.
  • Can go into 236S frame trap on block, challenge attempts to punish 2H.
  • Link
2K(3) > 2D > 236P Anywhere TBD + Everyone [2] Easy
  • Low option, sets up cool item situations.
  • When you have RC, very potent when mixed with 2K > 2D.
  • Unsafe on block, but 236S traps always on deck.
  • Raw 2K leads to throw mix from disadvantage (You're -2 after), but the cancel options of 2D, 5D and 236S allow you control of the situation
6D or 4D > OTG 2D > 236P Anywhere TBD + Everyone [1] Very Easy
  • Fairly self-explanatory.
  • Link
6P > 236S Anywhere TBD + Everyone [1] Very Easy
  • A tricky confirm, but can be worth it.
  • Creates tons of great situations for you, unless whiffed or blocked on the ground.
  • Plus on air block, so you can go for a cheeky c.S meaty for some great reward.
  • This used to require CH 6P to work, but not anymore.
  • Link
6P > 236P Anywhere TBD + Everyone [1] Very Easy
  • Usually the better option over 236S.
  • Gives you great spacing with items to either pressure the opponent or wall them off.
  • On CH, you can easily go for 2 items or 1 item + safejump. 2H is also a great option after if you're close enough.
c.S jc > j.2K Anywhere TBD + Everyone [2] Easy
  • Done low enough to the ground, this is a pretty safe string to poke with.
  • Further ranges work much better on block, and can be used to bait options from your opponent such as DP.
  • Works well with crawl to set up opportunities on block, and is good for setting up fast meaties to catch people pressing buttons on hit.
On Counter Hit
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH c.S > 5H > 41236K Anywhere TBD + Everyone [2] Easy
  • Go-to CH confirm.
  • Wall breaks with homerun timing as you approach the corner.
  • Great routing to wallbreak with RC.
  • Link
CH 2S > 5H > 41236K Anywhere TBD + Everyone [2] Easy
  • Similar to the above
  • Link
CH 6H > 41236K Anywhere TBD + Everyone [2] Easy
  • A tricky confirm, but worth it.
  • Slightly different cancel timing on air hit, be warned. Link
  • This combo does not work on normal hit.
  • Link
CH 2D > 236S Anywhere TBD + Everyone [2] Easy
  • A tricky confirm, usually used after 2K as a last-ditch trap.
  • CH 2D allows for a full 236S combo whereas on normal hit it is an OTG combo
  • Link
With 50 Meter
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > f.S > 5HH > 5K > j.H > 236S > Wallbreak Corner 202 + Everyone [3] Medium
  • Near or in the corner, 5HH causes wall bounce, giving you a strong, meterless wall break opportunity.
  • Link
5D > RRC > 8 > j.H > c.S > jc > j.S > j.H > WS > 236S > WB Corner 126 - Everyone [3] Medium
  • When paired with 2K lows and 2D, this is something you'll want to get down.
  • Incredibly good when paired with Items. Link
  • Link
c.S > 2H > 236S > RRC > c.S > jc > j.S > j.H > 5K > 6H > WS > 236S > WB Corner TBD - Everyone [3] Medium
  • Carries midscreen

Notes

High gravity ender: 5P5P5P6P Ender in corner for wallbreak. Mixmixmix loops Throw > Chibi Link from Chibi into Scalpel

  • Currently, every damage value here has only been dealt to Ky. May need to recheck which characters the combos work on.
5P/2P/6P/j.P Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > 6P > 236P Anywhere 47 Any [1] Very Easy 1/2 5Ps most of the time, 3 with dash momentum Link
5Px2 > 2P Anywhere 53 Any [1] Very Easy Up to 3 5Ps most of the time, 4 with dash momentum. Cutting it short at 5P is slightly better as 2P is +0 on hit. Link
5Px2 > 66FRC > c.S > f.S > 5HH > 236P Anywhere 104 Any [3] Medium Go to route for fullscreen knockdown + item. Link
5P > 6P > 66 RC > delay c.S > 6H > 236P/41236K Anywhere 87/99 Any [2] Easy Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg. Link
5Px2 > 66FRC > c.S > 5H > 236S [6] Anywhere 93 Any [3] Medium High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. Link
5P > 6P > 66RRC > c.S > 2S > 236S > 236P Anywhere 89 Any [3] Medium Item oki rc route. Can be done from 5Px2/5P 2P but for that route below is more dmg. Link
5Px2 > 66FRC > c.S > 2D > 236P Anywhere 75 Any [3] Medium Go to route for close knockdown. c.S can be replaced with 2K (5K on standing) for confirms from further but for that route above is better. Link
5P > 6P > 66FRC > c.S > j.S > j.H > c.S > 2S > 5H > 6H Corner 167 Any [3] Medium Corner RC combo Link
5Px3 > 66FRC > c.S > 5HH > 236S [6] > 6H Corner 140 Any [3] Medium Easy 5P confirm with decent damage. Link
5Px2 > 88RRC > jump delay j.H > c.S > j.S > j.H > c.S >5H > 6H Corner 141 Any [4] Hard Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). Link
5P > 2P > 66RRC > delay j.S > j.H >c.S > 6H > 236S [6] > 6H Corner 138 Any [3] Medium Max range 5P combo. Link
5Px2 > 88RRC > dash c.S > j.S > j.H > dash 5K > 6H > 214K Midscreen 94 Any [3] Medium Great for setting up Scarecrow oki from midscreen from your fastest option.
2P > FRC > f.S > 2H > 236P Anywhere 67 Any [2] Easy Can be useful for a bit of extra damage and defensive spacing. Connects from pretty long range. Link
2P > 66PRC > c.S > 2S > 5HH > 236P Anywhere 104 Any [3] Medium From decently long range, you can still connect this. Great for getting some accidental CH c.S setups if you're late on the timing. It is hard to reversal this due to how fast the option comes out, and you can choose to Snip them instead of c.S.
2P > 66FRC > 2K > 2D > 236P Anywhere 58 Any [3] Medium Really low damage, but it converts one of your fastest low options into a hard knockdown for some great oki. Link
AA 5P > delay c.S > 5H > 214P/K/S Anywhere 71 Any [2] Easy Useful when trying to find gaps in someone's offense + pretty good scarecrow oki. You can use 236P instead for good item oki as well. Link
AA 5P > delay c.S > j.S > j.H > 236P Anywhere 86 Any [2] Easy Better damage that grants fullscreen defensive position. Link
AA 5P, 5Px2 > 6P > 236P Anywhere 66 Any [3] Medium Awkward to time, and the # of 5Ps need to be adjusted based on how the opponent was hit. Useful for buying time when being pressured, as you can delay them by a good bit depending on momentum. Link
AA 5P > delay c.S > j.D > airdash j.D Anywhere 74 Any [2] Easy Creates a safejump situation easily. Link
AA 5P > delay c.S > j.S > delay j.H > c.S > 6H > 236S [6] > walk [4] 6H Corner 172/165 Any [4] Hard Anti air 5P starter into meterless wallbreak. May be useful quickly on reaction after seeing someone mess up their forward jump out of corner, or for someone expecting a grab and they jump in place to avoid it. 6H will whiff after the wallsplat if you don't walk back for just the right amount of time. Depending on certain factors, the MMM may wallbreak before the 6H. Link
AA 5P > delay 2S > 5H > 236S [3]~1 > 236P Corner 91 Any [2] Easy Easy combo than above that sets up items in corner. In some cases, the trajectory of the item may be unfavorable. Link
AA 5P > delay 5Kx2 > 6H > 214K [4] or [6] Corner 87 Any [2] Easy Decent damage with Scarecrow 50/50. Can also go for item at a pretty favorable trajectory. Link
AA 5P > delay c.S > j.Px5 Corner 87 Any [2] Easy Meme combo that makes people laugh. :) In all seriousness, this is quite good for creating wallbreak pressure, leads into basically any mixup you'd like, and can be used easily with j.236P to create a situation where you're plus on block (or get a free combo). To take advantage of Love more effectively, you may need to decrease the amount of j.5Ps. Link
AA 5P > delay 5K, 5K > j.H > j.D > j.236P Corner 96 Any [2] Easy Good for applying pressure with Love. They don't get hit by it if they jump, but you have fantastic options to cover this (such as j.H or j.D) as you're still actionable after using Love. Link
AA 5P > delay 5K > 6H > whiff 66RRC > dash j.H > j.H > 5K > 6H > 41236K Midscreen 177 Any [4] Hard Midscreen wallbreak using meter. Link
CH 6P > 236P > 2H > 236P Anywhere 63 Any [1] Very Easy Gets you 2 free items with a little damage and great defensive positioning. Good poke positioning in corner. Link
AA 6P > 214S > PRC > c.S > j.D > airdash Anywhere 96 Any [3] Medium A decent option to go for off of AA 6P, but it may not work at some heights. Creates a safejump situation. Decent for baiting Burst or reversals with.
j.P > c.S > 2S > 5HH > 236P Anywhere 111 Any [2] Easy Decent confirm for j.P if you ever get it on a grounded opponent. Sometimes doing the j.P early can net you a CH c.S. Link
AA j.P, j.P > j.H Anywhere 57 Any [2] Easy Air-to-air confirm with a fast jumping normal. Could be useful in matchups where the opponent is easily out-ranged in the air. Wallbreaks from midscreen if you use meter, but it's probably not worth it. Link
AA j.P, j.P > j.H > 236S [3]~1 > c.S > 2S > 5H > 6H Corner 157 Any [3] Medium Corner wallbreak from j.P. Link
AA j.P, j.P > j.D > j.236P Corner 59 Any [2] Easy Corner meaty Love setup from j.P. Link
5K/2K/j.K/j.2K Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K > 2D > 236P Anywhere 57 Any [1] Very Easy Good confirm for a free item when throwing this move out in neutral. Can whiff if you hit the 5K from max distance. Link
5K > 2D > 236S [3] Anywhere 89 Any [1] Very Easy Can be used well to surprise the opponent by forcing them into a fast recovery. Can substitute 5K with c.S for more damage with the same properties, but less range on the initial hit. c.S is a very good option after this combo to catch mashers, but isn't safe against invincible reversals. Link
AA 5K > 6P > 41236K > 214P/K/S Anywhere 83 Any [1] Very Easy Great for setting up Scarecrow oki. Link
AA 5K > 6P > 236S [3]~1 > c.S > 236S [3]~1 > 236P Anywhere 123 Any [3] Medium More bang for your buck. Great wall carry with great item oki and safejump potential. Link
AA 5K > 6H > 236P Anywhere 77 Any [1] Very Easy Basic Anti Air 5K confirm. 6H can whiff if 5K hits the opponent too low in the air. Can link two 5K's if close enough. 2K(1) can also start. Link
AA 5K > j.K > j.2K Anywhere 69 Any [2] Easy Sets up perfect Thrust opportunities, and midscreen sets up into wallbreak with meter. Can whiff the j.2K by performing it early to mix up the timing of Thrust, or to trick the opponent into thinking you whiffed. Be warned that this setup is particularly weak against reversals and 6P. Link
AA 5K , 5K > 6H > whiff 214K > PRC > delay c.S > 6H > 41236K Anywhere 157 Any *(MI,RA) [3] Medium Wall carry potential. PRC 214K as soon as the camera moves. Delay c.S until opponent passes overhead. 5K instead of c.S for easier combo. *(Delay 41236K slightly or microwalk after PRC if using 5K and far from the wall). If you don't reach the wall, you can go for Scarecrow oki afterwards. Link
AA 5K > 6P > 236S [3]~1 > c.S > f.S > 5H > 41236K Corner 175 Any [2] Easy Meterless wallbreak anti air combo with great range. Link
AA 5K > hold 5D > 5P > 6P > 236P Corner 103 Any [2] Easy Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item. This combo can be used anywhere if you dash after the 5D, but it's not very useful when compared to other options. Link
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K Corner 202 Any [3] Medium Meterless wallbreak to cover the same situation as the above combo. Link
AA 5K, 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H Corner 186 Any [2] Easy Great for creating frustrated responses from people. Not great for keeping friends. Link
AA 5K > 5Kx2 > j.H > j.K > dj.K > j.2K > j.236P Corner 125 Any [4] Hard Looks pretty cool and doesn't do much damage, but it sets up great wallbreak pressure with a nice meaty Love. ;)
AA 5K > 6H > whiff 214K > PRC > delay 5K > j.S > j.H > c.S > 6H > 41236K > 6H Midscreen 214 Any [4] Hard Move after PRC to reposition if needed. PRC 214K as soon as the camera moves. Delay 5K until opponent passes overhead. 5K instead of c.S for easier combo. Link
AA 5K, 5K > j.H > airdash [3] j.H > 5K > 6H > 41236K > 41236K Midscreen 195 Any [3] Medium Go to midscreen meterless wallbreak off of AA 5K. If you're close enough for it, you can go for a 6H at the end for 200 damage instead. To connect this, you may need to dash a little before the 6H. Link
2K(X) > 2D > 66RRC > dash c.S > 2S > 236S [3]~1 > 236P Anywhere 92/102/112(73/81) Any [3] Medium The damage varies depending on spacing and how many hits you get, and it's not great damage, but you do get some decent wall carry and oki for 1 meter.
AA 2K > 5K > j.H > airdash [3] > j.H > 5K > 6H > 41236K > 41236K Midscreen 178 Any [5] Very Hard Pretty sick looking combo if you can pull it off.
AA 2K > 5K > 6H > 214P/K/S Anywhere 75 Any [2] Easy Most effective when closer to walls to get 50/50s, but can still be used to bait out DPs beyond midscreen if you hold back. This setup may give charged Scarecrow an actual use, especially with meter for baiting out punishes and stealing turns. Link
AA 2K > 5K > 6H > whiff 214K > PRC > delay c.S > 2S > 236S [3]~1 > 236P Anywhere 128 Any [3] Medium Pretty useful conversion if you want a lot of wall carry.
AA 2K > c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > delay 6H Corner 167 Any [3] Medium Not a terribly difficult confirm from corner AA hit into meterless wallbreak.
AA 2K > c.S > j.H > j.D > 236S [3] > c.s Corner 126 Any [3] Mediumm Great AA tool for keeping wall pressure with safejumps.
AA 2K > 2K > 5K > j.K > j.2K > 236S [3]~1 > 236P Corner 85 Any [4] Hard Meme combo that gives good wallbreak pressure from a pretty safe move.
AA 2K > c.S > j.S > j.H > 5K > j.S > j.H > 5K > 6H Corner 176 Any [2] Easy Grants meterless wallbreak with good damage from a safe move.
AA 2K > whiff 214K > PRC > c.S > j.S > j.H > c.S > j.H > j.H > dash c.S > 5H > 6H Corner 190 Any [5] Very Hard Hard confirm using meter, but pretty worth it if you suspect jump-ins from the opponent and you're in the corner.
c.S/f.S/2S/j.S Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > f.S > 5Hx2 > 236P Anywhere 135 Any [1] Very Easy Go to route for fullscreen knockdown + item. Link
c.S > 2H > 236S [3]~1 > 236P Anywhere 107 Any [3] Easy MMM item oki route. Link
c.S > 2H > 236S [3]~1 > c.S > 236S [3]~1 Anywhere 143 Any [4] Hard High dmg MMM oki route. Doesn't let you go for item+throw/strike oki unless you end in the corner but still throw item and meaty with 2P, f.S or 2H. This combo doesn't work if you're in the corner, but works everywhere else. Link
c.S > 2S > 5H > 66FRC > f.S > 2H > 236P Anywhere 138 Any [3] Medium Sets up item + very good Thrust positioning from most screen placements. Good defensive setup when you're in the corner, and great offensive setup when you have the enemy in the corner. The opponent is barely in reach for a mixup if choosing to not go for the free item. Provides amazing wallbreak pressure. Link
c.S > j.K > j.2K > FRC > j.H > f.S > 2H > 236P Anywhere 142 Any [3] Medium Provides great, reactable spacing for getting an item or two, but does cost a meter. Alternatively, you can 66FRC instead for more damage after landing.
c.S > 2S > 66FRC > c.S > 2S > 5HH > 236P Anywhere 160 Any [4] Hard Gives a soft bounce on the wall. In the corner, you're just in range to fish for CH f.S, 2H, or 5H right after throwing item. This will create very interesting and powerful situations! You can do this string anywhere, but it's pointless without setups in mind.
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > dash 5K > 6H > 214S Corner 215 Any [2] Easy Easy corner wallbreak combo at the cost of a bar when you can't confirm to 5H immediately. You can PRC instead omitting walk forward. Link
c.S > f.S > 5Hx2 > dash c.S > 236S [3]~1 Corner 163 Any [3] Hard MMM oki setup with wallbreak pressure in corner. The dash requires pretty tight timing, but the c.S can be performed while holding forward to make it easier. The damage got nerfed on this pretty significantly, but it is still useful. Link
c.S > f.S > 5Hx2 > 2S > 236S Corner 159 Any [3] Medium Alternate route that's much easier to perform than the above combo, but does less dmg. Link
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > 6H > 41236K > 6H Corner 227 Any [3] Medium Pretty easy to perform for how much dmg this does. Link
c.S > 5HH > dash c.S > j.H > j.H > c.S > 5H > 6H Corner 224 Any [3] Medium Meterless wallbreak with great damage, and easy to pull off. No need to dash to get the c.S off, just walk forwards a little before pressing. Link
c.S > 5HH > 632146H Corner 229 Any [2] Easy Good for burning meter for damage quickly. Useful in situations where you need to do good damage, but can't afford to let your opponent's Burst meter go up by much. Link
c.S > 5HH > dash c.S > 6H > 632146H Corner 241 Any [3] Medium Really good and pretty easy damage using Super. Link
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H Corner 220 Any but AN, GI, KY, LE and RA [5] Very Hard You will know you hit this right if you throw item before they hit the wall. If they didn't you can j.D to somewhat salvage the route. Alternatively you can do this but end in 214S instead of 236P 6H. Link
c.S > 2S > 5HH > 66RRC > delay j.S > j.H > dash 5K > 5D > 6H Midscreen 201 Any [5] Very Hard This combo looks super sick, and it confirms from one of Faust's most basic strings. Link
f.S > 2H > 236P Anywhere 65 Any [1] Very Easy Go to f.S confirm. Careful on spacing as it will whiff if too far. Link
f.S > 5HH > 236P Anywhere 105 Any [1] Very Easy Use if within 5H range. Link
f.S > 2H > 236S [3] > 2H > 236P Anywhere 112 Any [2] Easy Sometimes this can be the only decent route in certain situations where you're going for c.S > 2H > 236S, but you get a f.S instead; it happens occasionally. Only works at somewhat close ranges.
f.S > 2H > 66FRC > 236S [3]~1 > c.S > 2S > 236S [6] > 6H Anywhere 179 Any [3] Medium Does good damage for 1 meter considering the distance.
f.S > 66RRC > dash j.S > j.H > dash 5K > 6H > 214K Midscreen 115 Any [5] Very Hard Midscreen into Scarecrow 50/50 from f.S.
AA c.S > j.S > airdash j.2K > FRC > j.H > 5K > j.S > j.H > 5K > 236P > 6H Midscreen 206 Any [4] Hard Stylish combo that gives item near the end of the combo. Getting a hammer can put the opponent in a unique corner situation if you don't finish off with the 6H and let them recover from the wallsplat.
CH c.S > 5H > 41236K [4] > H Anywhere 145,160,170 Any [2] Easy Great and easy confirm for lots of dmg. Great for making people blow their Burst. Provides great oki with Scarecrow, or can be used to get some items out. Link
CH c.S > j.S > j.H > c.S > 5HH > 236P Anywhere 169 Any [3] Medium Extended meterless damage from CH. Especially useful vs opponents who can't low profile your j.H.
CH c.S > 6H > 66RRC > delay c.S > j.S > delay j.H > 5K > 5D > 6H Corner 214 Any [3] Medium Good damage combo using meter that isn't too hard to pull off. Link
CH c.S > 2H > 41236K > 66RRC > dash c.S > j.H > j.H > c.S > 2S > 236P > 6H Midscreen 213 Any [5] Very Hard Midscreen wallbreak using meter on c.S counter hit. Link
CH c.S > 6H > 88RRC > c.S > hold 5D > 5K > 632146H Corner 239 Any [5] Very Hard Memey double meter high damage combo. Looks cool. Link
CH c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 66RRC > dash c.S > j.K > j.D > hold 5D Midscreen 227 Any [5] Very Hard Pretty sweet looking combo that does great damage, but requires 2 bars.
CH c.S > 5H > 41236K [4] > Hole in One! H > 66RRC > dash c.S > j.H > j.H > 5K > 6H > 41236K Midscreen 228,237 Any [5] Very Hard Good damage in exchange for a meter.
CH f.S > (5H) > 41236K [4] > H Anywhere 108,124,135 (127,140,150) Any [2] Easy 5H can land with dash momentum, otherwise just start with f.S > 41236K Link
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > c.S > hold 5D > 5K > j.2K > 6H Corner 215 Any [4] Hard Looks pretty cool and does big boy damage. :)
CH f.S > 41236K [4] > Hole in One! H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H Midscreen 222 Any [5] Very Hard f.S CH wallbreak confirm using 1 meter. Can be used on reaction to getting the Hole in One!
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > 41236K Midscreen 219 Any [5] Very Hard Same as above, but can be used on reaction to getting the Early Hit.
CH f.S > 41236K[4] > Hole in One! H > 44RRC > 214K [6] > 5K > 6H > 41236K > 6H Midscreen 234 Any [5] Very Hard Pretty crazy looking combo that's equally as crazy to pull off with big reward.
CH AA c.S > j.S > c.S > 2S > 236S [3]~1 > 236P Anywhere 142 Any [3] Medium Meterless CH AA combo with decent damage and wall carry.
CH AA c.S > c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 6H Corner 235 Any [4] Hard Pretty high damage from 1 meter, but from a somewhat unlikely situation.
CH AA c.S > j.Px2 > j.H > 6H > 41236K Midscreen 148 Any [4] Hard Pretty cool meterless combo.
CH AA c.S > delay j.S > j.H > dash 5K > 6H > 41236K Midscreen 168 Any [5] Very Hard Good damage for no meter, but very hard to pull off.
CH AA c.S > c.S > 6H > 214S > PRC > dash c.S > j.H > j.H > dash c.S > 6H > 214S Midscreen 242 Any [3] Medium Good damage combo using 1 meter.
CH AA f.S > 41236K Anywhere 68 Any [1] Very Easy Rarely will you ever need this, but if you do, this is the optimal meterless damage.
CH AA f.S > 214S > PRC > c.S > j.S > j.H > dash 5K > j.S > j.H > 5K > 6H Midscreen 193 Any [3] Medium Pretty good damage for not being a difficult combo. Can carry to wall a bit further away than midscreen.
AA 2S > 5H > 66FRC > c.S > j.S > j.H > 5K > 6H > 41236K > 41236K Midscreen 215 Any [3] Medium Pretty high reward combo, great for when you read the opponent on their overhead options.
CH AA 2S > dash c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > 6H Midscreen 202 Any [4] Hard Midscreen meterless wallbreak from a CH AA 2S.
CH AA 2S > dash c.S > 6H > 236P Corner 114 Any [3] {{{2}}} Sets up for some crazy wall combos with great damage, or you can take some oki.
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > 6H > delay 236S [9] > 4 > Bomb Explosion > c.S > 6H Corner 246 Any [5] Very Hard Really cool combo that does a lot of damage. The trick is to hit the Bomb with your 6H, and then avoid hitting it with your 236S.
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > jc > 100TWeight > j.H > c.S > 2S > 5H Corner 226 Any [5] Very Hard Pretty hard combo that uses the 100TWeight as a followup.
CH AA 2S > dash c.S > 6H > 236P > 100TWeight > j.S > j.H > 5K > 6H Corner 230 Any [4] Hard Meterless, easier, and more damaging version of the above combo that requires you to dash a bit further.
5H/2H/6H/j.H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5Hx2 > 236P Anywhere 92 Any [1] Very Easy Since 5H is a great poke move at mid range, and the extension of this move has lots of utility packed into it, this confirm is very convenient for setting up item pressure. Link
CH 5H > 5HH > 236P Anywhere 123 Any [2] Easy More damage, easy as 1,2,3. Link
5H > 66FRC > c.S > f.S > 2H > 236P Anywhere 125 Any [2] Easy Worse damage, spacing is a bit better. Link
5H > 66FRC > c.S > 2S > 5HH > 236P Anywhere 154 Any [2] Easy Better damage, spacing less advantageous. Link
5HH > sj j.H > j.H > f.S > 2H > 41236K Corner 207 Any [4] Hard Pretty sick combo, but deceptively hard.
5HH > dash c.S > c.S > 2S > 236S [6] > 6H Corner 204 Any [3] Medium Pretty easy combo. Link
5HH > dash c.S > j.H > j.H > 5H > 6H Corner 215 Any [2] Easy Pretty easy corner combo that does good damage. Link
5HH > dash c.S > j.H > j.H > dash c.S > 6H > 236P > 6H Corner 224 Any [4] Hard Does great damage for no meter.
5H > 66FRC > c.S > 2S > 5HH > 236S [3] > 236P Corner 166 Any [3] Medium Has potential to be a pretty powerful string in the corner. Sets up huge wallbreak pressure, with item + more than enough time to set up for meaties. Link
5HH > delay RRC > dash c.S > j.S > j.H > dash c.S > 2S > 236P > 6H Corner 196 Any [3] Medium Can be used as a side switch when you're in the corner to wallbreak.
5HH > hold 5D > 66PRC > c.S > j.H > j.H > delay 2S > 5H > 6H Corner 223 Any [5] Very Hard Great damage for 1 meter, but pretty hard to pull off.
5HH > delay j.H > j.H > j.H > j.H > 6H Corner 216 Any [3] Medium Because the game lets you.
AA 5H > 214S > PRC > c.S > j.S > j.H > 5K > j.S > j.H > 6H Midscreen 207 Any [4] Hard Midscreen 5H AA wallbreak starter. Doesn't even look like it should work, but it does. Only ever useful if you're trying to poke with 5H and the opponent jumps into it.
AA 6H > 214K > PRC > c.S > j.S > j.H > 5K > 6H > 41236K > 6H Midscreen 211 Any [3] Medium Good damage for 1 meter and not much effort for a wallbreak. Doesn't seem to break the wall consistently unless some hits are delayed in a particular way.
AA 6H > 214K > PRC > c.S > j.S > j.H > dash c.S > 6H > 214K Midscreen 160 Any [3] Medium Decent damage with Scarecrow 50/50 in exchange for 1 meter.
AA 6H > 236P > dash 5K Corner 80 Any [3] Medium Only works from certain distances. Needs to be adjusted based on what item you get. Can be done from anywhere, but is much more potent in the corner.
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 6H > 214S > Bomb > Scarecrow Hit > 5K Corner 212 Any [4] Hard Bomb version of the AA 6H > 236P > dash 5K string.
AA 6H > 236P > dash 5K > j.S > 100T Weight > j.H > 5K > 6H > 236S [6] Corner 188 Any [4] Hard 100T Weight version of the AA 6H > 236P > dash 5K string.
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 236S [6] > 6H Corner 191 Any [3] Medium Banana/Donut version of the AA 6H > 236P > dash 5K string.
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 6H > 41236K > 6H Corner 193 Any [3] Medium Afro version of the AA 6H > 236P > dash 5K string, also works with Meteor. Will apply and keep the Afro after wallbreak.
AA 6H > 236P > dash 5K > delay jc 66BRC > j.H > land > [6] side switch > delay c.S > 236S [1]~3 > 236P Corner 141 Any [4] Hard Mini Faust version of the AA 6H > 236P > dash 5K string. No wallbreak found yet, but this puts you midscreen with mini faust pressure, an extra item, and great spacing for 2H or 6H afterwards. Depending on your spacing in the corner, you can do AA 6H > 236P > dash 5K > 6H to item farm up to 3 times due to Mini Faust pressure; with the opponent in the corner, this can create some very crazy situations for them to enjoy dealing with.
AA 6H > 236P > dash 5K > 6H > delay 236S [3]~1 > c.S > 2S > delay 236S [3] > Mini Faust Army [3] > 6H Corner 207   Any [4] Hard Trumpet version of the AA 6H > 236P > dash 5K string. Unique wallbreak combo using Mini Faust Army's peculiar knock back properties.
AA 6H > 236P > dash 5K > j.S > Hammer > j.H > 5K > 6H > 41236K > 6H Corner 214 Any [3] Medium Hammer version of the AA 6H > 236P > dash 5K string.
CH 5H > 5P > 2P Anywhere 82 Any [2] Easy Gatlings pretty nicely into 6H. Can throw a lot of people off. Link
CH 5H > 41236K [4] > H Anywhere 124,141,154 Any [2] Easy Can OS by inputting 5HH and delay 41236K to confirm the CH. Link
CH 2H > 6P > 236P Anywhere 71 Any [2] Easy The timing on the 6P is a little difficult, but not too crazy. Useful for getting people off of you after landing a stray hit. Link
CH 2H > 5K > 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > dash 6H Midscreen 190 Any [5] Very Hard Only works at close range, but a useful option to keep in mind. Link
CH 5H > 5HH > dash c.S > j.H > j.H > 2S > 5H > 6H Corner 227 Any [4] Hard Great meterless damage from CH starter. Timing for the second 5H is a bit tricky.
5D/2D/j.D Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
hold 5D [8] > j.D > j.H > dj.H > j.D > j.Hx2 Anywhere 207 Any [2] Easy Easy dust combo for some respectable damage. Link
hold 5D [8] > j.D > j.H > dj.D > delay j.D > j.Hx2 Anywhere 208 Any [3] Medium Stronger version of the combo above but not too hard. Link
hold 5D [8] > j.D > j.H > dj.D > delay j.D > j.H > dj.Hx2 Anywhere 219 Any but AN, CH, GI, IN, JC, KY, RA, SO [4] Hard Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. Link
hold 5D [8] > j.D > j.H > dj.H > j.D > j.H > dj.Kx2 Anywhere 213 Any [2] Easy Easy strong combo without delayed attacks Link
hold 5D [8] > j.K > j.Px2 > dj.K > j.Px2 > j.K > j.D Anywhere 130 Any [5] Very Hard Optimally disrespectful. Good (typically unexpected) oki with Afro applied to the opponent. Link
hold 5D [8] > j.S > j.H > dj.S > j.H > j.H > dj.D Anywhere 169 Any [4] Hard Easier, better damage for when you want to go for burning Afro oki after a dust combo. Super powerful - if the opponent does pretty much anything except for block after landing, you can just about win the round for free. If they do block, you get to mix them up. 6H is a fantastic option afterward to capitalize on this.
5D > 66RRC > dash c.S > j.S > j.H > dash 5K > 6H > 214P/K/S Midscreen 89 Any [3] Medium Decent option from uncharged 5D midscreen if you want Scarecrow 50/50 in the corner.
5D > 88RRC > dash c.S > j.S > j.H > airdash > j.H > c.S > j.H > j.D > j.236P Midscreen 140 Any [3] Medium Midscreen wallbreak followup on an uncharged 5D.
5D > RRC > dash c.S > j.S > j.H > c.S > 2S > 5H > 6H Corner 133 Any [3] Medium Wallbreak corner combo from uncharged 5D.
5D > 88RRC > dash c.S > j.S > j.H > c.S > 6H > 41236K > 6H Corner 141 Any [3] Medium Side switch wallbreak combo from uncharged 5D.
CH 5D > 2P > 6P > 236P Anywhere 69 Any [2] Easy Easy to use string to get the opponent off of you, and provides great defensive spacing.
CH 5D > 5Px2 > 2P Anywhere 72 Any [2] Easy Can be used easily on reaction to getting a CH with an uncharged 5D to create good defensive spacing.
CH 5D > dash c.S > f.S > 2H > 236P Anywhere 91 Any [3] Medium Depending on spacing, the c.S may require a quick dash right before it or you will get a f.S instead.
CH 5D > dash c.S > 2S > 5HH > 236P Anywhere 106 Any [3] Medium Will always require the dash before the c.S using this route, but it does more damage.
CH AA 5D > 5K > 6H > 214K > PRC > c.S > j.S > j.H > 5K > 6H Midscreen 161 Any [3] Medium Midscreen wallbreak combo from the relatively rare situation of getting a counterhit anti-air from an uncharged 5D.
Special Move Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236H > FRC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S Corner 156 Any [3] Medium Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup when their health is low. Link
236H > 88FRC > j.S > j.H > 5K > 6H > 41236K > dash 6H Corner 160 Any [4] Very Hard Keeps afro after wallbreak. Link
236H > 66FRC > c.S > j.D > c.S > 6H > 41236K > 6H Corner 164 Any [4] Hard Sacrifices afro for slightly more damage (usually not worth it). Link
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H Corner 165 Any [3] Medium Decent conversion into wallbreak from grab. Link
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H Corner 161 Any but CH, GI, KY, LE and MA [4] Hard Harder conversion. This used to do more damage, but it doesn't seem to do more after the 1.10 patch. Link
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

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