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.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Special Notation
Any non-standard or unusual notation on this page is noted here.
FPRC~X | Fast Roman Cancel. |
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 ~ 66FPRC~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). Additional details should be provided in the notes of the respective combo. |
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 | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5Px1-4 > 2P
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Anywhere | 41,53,62,69 | Everyone | [1] Very Easy |
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1.24 | |||
5P > 6P > 236S
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Anywhere | 71 | Everyone | [2] Easy |
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1.24 | |||
2K(2-3) > 2D > 236P
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Anywhere | 41,59 | Everyone | [1] Very Easy |
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1.24 | |||
2K(2-3) > 6P > 236S[6]
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Anywhere | 41,59 | Everyone | [2] Easy |
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1.24 | |||
AA 5K > 6H > 214K
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Anywhere | 113 | Everyone | [2] Easy |
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1.24 | |||
c.S > f.S > 5HH > 236P
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Anywhere | 135 | Everyone | [1] Very Easy |
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1.24 | |||
c.S > 2S > 236S[6]
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Anywhere | 100 | Everyone | [1] Very Easy |
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1.24 | |||
c.S > 2S > 236S[6661] > c.S > 236S
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Anywhere | 138 | Everyone | [3] Medium |
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1.24 | |||
c.S > f.S > 5HH > RRC > microdash > c.S > 6H > 41236K
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Anywhere | 178 | Everyone | [3] Medium |
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1.24 | |||
f.S > 2H > 236P
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Anywhere | 65 | Everyone | [1] Very Easy |
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1.24 | |||
c.S > 5HH > 5K > 6H > 236S[6] > 5H
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Corner | 208 | Everyone | [3] Medium |
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1.24 |
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
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. Mix Mix Mix can be steered in a particular way to make looping possible:
236S[6661]
- [6661] = Hold forward for the first 3 hits, then hold down back for the last
- 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 can work, e.g., 236S[6631]
On hit from the air -- for example, CH j.2K -- the input should be modified to move Faust closer to the ground before the last hit of Mix Mix Mix. This is spacing dependent and may take some intuition. An example would be 236S[2221]
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Even with perfect inputs, however, some routes into Mix Mix Mix cannot be looped. In order to loop, the following requirements must be met:
- Gravity scaling: general rule of thumb is 2 or less hits before Mix Mix Mix, or one aerial normal hit
- Spacing: if the opponent is too far away when Mix Mix Mix first connects, looping may be more difficult or impossible (see Kara MMM).
- Character weight: heavier characters will fall faster out of Mix Mix Mix, and lightweights will often bounce further or along the top of the move, 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. Moves like c.S, 5K, and 2K's first hit scale initial combo decay less, allowing approximately 3 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 (j.K, j.H, j.S, j.D) that connect on a grounded opponent scale initial combo decay more than the above, making loops harder, requiring either going into MMM immediately, or sometimes launching with 2S. Holding down during MMM can help at some spacings.
For example:
CH j.D > 236S [6661] , c.S > 236S
j.D ▷ 2S > 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. In general, if the opponent is very high going into the MMM, a loop may be possible, though more difficult.
For Example:
CH AA j.D ▷ c.S > 236S [6661] , c.S > 236S
AA 5K > 6H (low hit) > 214K (wall bounce) > 2K > 6P > 236S [6661] , 5P > WS > 6H
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 [6221]. There is no hard rule for this, and will require feeling out what works best at different heights and spacings. This is most likely to be relevant after j.2K, or crossup MMM.
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.
When it's the first move in a combo, 6P scales combo decay too harshly to allow any pickup post Mix Mix Mix, except rarely in the corner.From starters into Mix Mix Mix that leave Faust too far away to link a c.S, looping regularly may not be possible. 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
Practice string:
Maximum Range 2K > 6P > 236S [6661] , 5K > k.236S
Any MMM that can be normally looped can also be "kara looped", making corner carry stronger and okizeme more advantageous. The main risks of doing so are execution errors and, less commonly, potentially unwanted sideswaps on a low gravity starter, where Faust may travel under the opponent.
Although this usage is niche, kara Mix Mix Mix also technically enables triple MMM loops if MMM lands raw and high enough:
j.236S [2221] , c.S > 236S [6661] , c.S > k.236S
.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 21 frame maneuver (4 frames jump startup + 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. It is most useful off HKDs due to the threat of a same-side safejump, same-side low, and same-side tick throw. You may find this useful after otg c.S, or after snipsnipsnip (236H).
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 [6221].
j.236S[2223] , c.S > dc~236S |
The vast majority of the time, 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) 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 fairly 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.
After j.236S, holding down (specifically 2, rather than 1 or 3) will often leave you -4 or -5. Given that crossupMMM sucks the opponent closer, they will need to throw punish crossupMMM.
Performing a mix loop input on block with particular timing [66~1] 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.
It is technically possible to be -4 from a grounded MMM also, but this is so difficult and impractical, and is both spacing and character specific, and changes on FD and IB, as to be not worth going for. If you wish to attempt it (this is not recommended), the kinds of inputs to do this are [9821], [9511], [6822].
While it suffers from the same inconsistency issues, it is also possible to back off mid MMM, or even to frametrap. There is no strict method for doing this, but 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. This is also incredibly difficult to do with any consistency.Corner Combo Theory
Like many characters, Faust has many small variations and optimisations he can do in the corner, for various reasons. It is also worth checking out the 'Combo Enders' tab below, as often the corner is a common place to choose an unusual ender. If you're wanting actual corner combos, check out The corner combos section.
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 | |||||||||
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(5HH) > dl.5K jc.9 > j.S > j.H ▷ 5K jc.9 > j.D > WS ▷ 6H
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Corner, 196 damage, everyone, Easy | 5K jc.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 jc.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 jc.9 > j.S > dl. j.H ▷ 5K > 6H > WS > 41236K
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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 > jc.9/8 j.H > j.H ▷ dash c.S > 6H > WS > 214S
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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 | |||||||||
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(5K > RRC) > dash 5K jc.9 > j.S > j.H > adc [tap 8] > j.S > j.H ▷ 5K jc.9 > j.D > WS > 6H
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Exact middle of screen, 190 damage | Routing 5K > 9 > j.S > j.H > 66[tap 8] > j.S typically gives the most corner carry possible, but is rarely necessary. | |||||||
(5K > RRC) > dash c.S jc.9 > j.S > j.H > adc > j.H ▷ c.S > 6H > 41236K > WS > 6H
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P2 Starting position, 206 damage | c.S jc.9 > j.S > j.H > air dash > 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 jc.9 > j.H > adc [2] > j.H ▷ c.S > 6H > 41236K > WS > 6H
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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 jc.9 > j.S > dl.j.H ▷ c.S jc.9 > j.S > dl.j.H ▷ c.S > 5H > WS > 6H
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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 jc.8 > j.H > j.H ▷ dash c.S > 2S > 5H > WS > 6H
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In corner, 200 Damage | When in the corner, this kind of routing can work. See the above difficulty table for variations on corner routing. |
Usually you will wallbreak with either 6H (60 damage), or 632146H (if you have the meter, of course). Whenever a combo in one of the lists wallbreaks with 6H, you may wish to replace it with 632146H for the hard knockdown post-wallbreak.
If you're very far away from the wall (probably after wall splatting with 41236K), you may need to break with 41236K, if 6H won't reach.
If 6H was the button that wallsticked, there usually won't be enough time to 6H again, so 214S (50 damage) is the best option. If the opponent bounces off the ground after the 6H hit before hitting the wall, there is enough time to go 6H > 236P (whiff) > 6H, but this is usually not worth the effort.
If the opponent is too high on the wall for 6H to reach, j.D (45 damage) is usually the best option. Sometimes if you are *very* close to the wall, 6H can whiff behind them, so you will either need to walk back a bit or j.D.Combo Enders
These tabs discuss Fausts common combo enders in all situations, and why you might go for them. This should help with why you might go for different routes, beyond just damage, and also why you may choose to deviate from some routes on this page (especially in the corner).
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.
The general close Hard Knockdown situation:
2D and Throw give a hard knockdown, and cannot be easily combod from. Usually go for either an OTG c.S for a safejump, or Item oki.
When safejumping, OTG c.S 9 IAD[2] j.H will autotime it. 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 a manual drift down, as drifting too much will cause the j.D to whiff. This can be useful however, as you can use this to fakeout into 2K or 236H or perhaps crossup MMM. If you are too far for OTG c.S (Fairly common after 2D), it is also possible to manually time a safejump with either a jump or an IAD.
2H gives a soft knockdown, and will usually follow up with an item and return to neutral (with an extra item).
5HH: A fullscreen hard knockdown. Exact frame advantage can vary depending on combo decay, but you're usually about +33 after one item (so you have time to close some distance), or -6 after two (which is safe; you're at fullscreen).
If you want to stay close to the opponent after 5HH, you can cancel into 236S 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. Unlike the 2D/Throw version above, you will have to manually time both the aerial button input and the drift down, and the spacing is usually such that continuing pressure after may be difficult. It is also possible to get an otg 2H > 236P with very particular non-sweetspot timing.
632146H: When not breaking the wall, gives a very similar safejump to the OTG c.S described above. Can instead OTG 2H > 236P, or just go for a meaty c.S.
After super wallbreak, it is also possible to safejump in the same way, though the spacing is slightly worse, so continuing pressure after may be a little more difficult. 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.
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 (please do not take this as a recommendation).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. 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 close. This leaves you the most plus, while staying somewhat close, which can be good for an OTG c.S. There is enough time to throw an item here and still be plus here (about +12, usually), but spacing is likely to be an issue if you want a meaty c.S also. Generally, you can get item oki and a meaty c.S if you ended the combo with c.S > k.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.In the corner, ending with j.D > 236P will net you a meaty love. Generally speaking, this beats all reversals, though some particularly huge ones (Mortobato) can sometimes prove problematic. As meaty projectile oki, it is probably best thought of as similar to a safejump, when considering if you wish to go for it.
It is also possible to land a meaty Love from any hard knockdown midscreen, which could potentially be useful against Baiken or Anji, with their parries, but probably not otherwise (and will require more work to not hit yourself with it).
c.S > 2S > 236S[6661] , c.S > j.K > j.D > 236P |
The most common way to route into love oki is after a Mix loop approaching the corner, when you don't want to break the wall. This will work independently of the exact starter. |
c.S > 2S > 236S[6661] , 5K > dl. jc.8 > j.K > j.236P > air dash [8] |
A different variation, that allows for slightly different setups than the ones below. |
Airdashing after the love can net you an autotimed falling j.S > j.H, which will leave you +11, which is enough for rising j.K to f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters., though you will need meter to convert. However, this situation can be a little unstable, as if the opponent crouches and gets hit by the j.S, the j.H will whiff. This can be called out by doing a drift down into either j.S or j.D.
... > 236S[6661] , c.S jc.9 > j.K > j.D > j.236P > air dash > j.S > j.H ▷ 9 > (f-shiki) j.K > j.2K > 66FRC > j.H ▷ (c.S > ...) |
Standard f-shiki variant, that will very commonly lead to a wallslump. There are alternatives after the j.K, for example j.K > j.D > 66FRRC > j.S > j.H, or j.K > 22FRRC > j.H or j.S(whiff) ▷ 2K, that will have slightly different results if the opponent crouches at a strange time, or blocks everything. |
... > 236S[6661] , c.S jc.9 > j.K > j.D > j.236P > air dash [2] > j.S/j.D |
Variant to call out preemptive crouching. From the dl. j.K variant, drift up less instead (which may be harder to see) |
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).
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. |
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.
214K [4] > c.S jc.8 > j.D > 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 > 214S |
Easy crossup version |
214K[6] > 44RRC > dash > 5[D] , c.S > 5[D] , 5K > 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 > 6H is technically optimal, but very difficult to land consistently. On heavyweights, 5P > 5P > 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. |
Item oki is generally highly variable and spacing specific, and so beyong 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 | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
f.S > 2H > 236P
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Anywhere | 65 | Everyone | [1] Very Easy | Confirm f.S into 2H > 236P. 2H Will whiff from maximum f.S range. 5HH instead will give a better knockdown if close enough. | Link | 1.24 | ||
5HH > 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 | 1.24 | ||
6H > 41236K [4] ~ H
|
Anywhere | 147/137 | Everyone | [3] Medium | 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. |
1.24 |
Other longer range midscreen Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
6H > 214K ~ 66FPRC~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. | 1.24 | |||
f.S > 2H > 66FRRC~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. | 1.24 | |||
f.S > 2H > 214S ~ 66FPRC~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 66FRRC 236S version, and breaks the wall from further away, but is more difficult, and the 236S is prone to hitting weirdly. | 1.24 |
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. | 1.24 | |||
5P > 5P > 6P > 236S
|
Anywhere | 78 | Everyone | [2] Easy | Hit confirm from 5P leading to hard knockdown. On block, or if unable to hitconfirm, probably end with 2P instead. | 1.24 | |||
5K > 2D > 236P
|
Anywhere | 57 | Everyone | [1] Very Easy | 5K into hard knockdown. Can whiff if you hit the 5K from max distance. | Link | 1.24 | ||
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. |
1.24 | |||
6P > 236S
|
Anywhere | 71 | Everyone | [2] Easy | 6P into a hard knockdown. Also works from AA and CH. | Link | 1.24 |
Other fast attack midscreen Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
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. |
1.24 | |||
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. | 1.24 | |||
6P > 236S > 88RRC > c.S jc.9 > j.H (> adc) > j.H ▷ c.S > 5H > WS > 6H
|
Midscreen | 191 | Everyone | [2] Easy | Example metered confirm from 6P. Illustrated 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. | 1.24 |
Combos from other attacks like c.S and 2S | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
c.S > f.S > 5HH > 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 | 1.24 | ||
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. | 1.24 | |||
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. | 1.24 |
Other Midscreen Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
2S > 236S[6661] , c.S jc.9 > j.S > dl. j.H ▷ 5K jc.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. | 1.24 | |||
2S > 5H > 66FRRC~c.S jc.9 > j.S > j.H ▷ 5K > 6H > 41236K > WS > 41236K
|
Midscreen | 215 | Everyone | [3] Medium | An ok way to recover from a 2S that was not confirmed into 236S. | 1.24 | |||
standing c.S jc.9 > j.K > j.2K > 66FRRC~j.H ▷ c.S > 5HH > 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. | 1.24 | |||
standing c.S jc.9 > j.K > j.D > 66FRRC~j.S > j.H ▷ c.S > 5HH > 236P
|
Anywhere | 179 | Everyone | [4] Hard | Higher damage version, but more unstable on block if they crouch at a weird time. | 1.24 |
Corner Combos
Please see also Corner Combo Theory for more in depth advice, and Combo Enders for things to do other than breaking the wall. 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 > 5HH > 5K > 6H > 236S[6] > WS > 6H
|
Corner | 211 | Everyone | [2] Easy | Straightforward corner wallbreak from c.S. | 1.24 | |||
c.S > 5HH > dash c.S jc.9 > j.H > j.H ▷ c.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 | 1.24 | ||
5HH > dl.5K jc.9 > j.S > j.H ▷ 5K > 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. | 1.24 | |||
(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 Combo Enders for things other than breaking the wall, and meter after MMM. | 1.24 |
Other Corner Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 2S > dash 5K jc.9 > j.S jc.9 > j.S > dl.j.H ▷ 5K > 6H > 41236K > WS > 6H
|
Corner | 193 | Everyone | [4] Hard | A good way to break the wall from CH 2S in the corner, which can be a little awkward. | 1.24 | |||
j.S > j.H ▷ c.S > 5HH > 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. | 1.24 | |||
5HH > 9 > j.H jc.9 > dl.j.H > j.H ▷ (dash) c.S > 6H > WS > 214s
|
Corner | 208 | Everyone | [4] Hard | Great 5HH corner combo, probably goto. Can substitute dl.j.H with j.S, and substitute 6H > 214s with j.D > 6H for an easier version | 1.24 | |||
5HH > 214P > c.S jc.8 > j.S > j.H ▷ c.S jc.9 > j.S > j.D > WS ▷ 6H
|
Corner | 213 | Everyone | [5] Very Hard | Optimal corner routing, but very difficult, and doesn't work if you land 5HH very close to the corner. | 1.24 | |||
236S [6661] , c.S jc.9 > j.P > j.P > j.P > j.P > j.P > j.2K > WS > 6H
|
Corner | 156 | Everyone | [3] Medium | Breaking the wall from a 236S starter on non-lightweights. This may actually be the optimal combo. | 1.24 |
Counter Hit Confirms
Note: Landing a counter hit in the corner will not usually change corner routing significantly, as both Mix Loops and the 5HH launch are mostly unaffected.
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. |
Link | 1.24 | ||
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 k.236S is required for this route.
If this is proving difficult, doing the normal non-CH c.S route is only very slightly less damage. |
1.24 | |||
CH 2S > md 5K > 6H
|
Anywhere | 98 | Everyone | [2] Easy | Easy CH 2S route if you don't want to kara MMM. | 1.24 | |||
CH 2S , md 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 > k.236S is preferred. The first 236S will sometimes connect without a dash kara if you hit 2S close enough. | 1.24 | |||
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. | 1.24 | |||
CH 2H > 236S[6661] , cS > 236S
|
Anywhere | 122 | Everyone | [3] Medium | Mix Loop, again, but easier to confirm from the large Counterhit. | 1.24 |
Other Counter Hit Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
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. | 1.24 | |||
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. | 1.24 | |||
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. | 1.24 | |||
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 | 1.24 | ||
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 | 1.24 |
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 | 1.24 | ||
AA 5K > (6P >)/(dc~) 236S [6661} , c.S > 236S
|
Anywhere | 108 | Everyone | [2] Easy / [4] Hard | 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. | 1.24 | |||
AA 5K > 6H > 214K[~6] , 5K jc.9 > j.S > j.H ▷ 5K > 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. | 1.24 | |||
AA 2K > 5K jc.9 > j.H > adc [3] > j.H ▷ 5K > 6H > 41236K > WS > 41236K
|
Midscreen | 183 | Everyone | [4] Hard | Good midscreen AA 2K route, also works from 2 5Ks. | 1.24 | |||
CH AA 2S , dash c.S > 2S > 236S [6661] , c.S > 2S > 5H > WS > 6H
|
Midscreen | 187 | Everyone | [4] Hard | Midscreen meterless wallbreak from a CH AA 2S via a Mix Loop. | 1.24 | |||
CH AA c.S > 6H > 214K([~4/6]) , c.S jc.9 > j.H > j.H ▷ c.S jc.9 > j.D > WS > 6H
|
Midscreen | 256 | Everyone | [4] Hard | This is often the optimal DP punish, and the highest damage Faust can commonly acheive. See AA 5K for alternative easier variations. If you have meter, cutting the combo shorter with c.S > 6H > 632146H does more damage than longer variations. | 1.24 |
Other Anti Air Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
AA 5K > 6H > 214K([~4/6]) , c.S jc.9 > j.H > j.H ▷ c.S jc.9 > j.D > WS ▷ 6H
|
Midscreen | 228 | Everyone | [5] Very Hard | Higher damage midscreen AA 5K confirm. Steering the scarecrow to get the right spacing from the corner is usually required. It is possible to end with 6H > 214S for even more damage. | 1.24 | |||
AA 5K > 6H > 214K([~4/6]) , 2K > 6P > 236S[6661] , 5P > 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. | 1.24 | |||
CH AA 2S , dash 5K jc.9 > j.H > airdash > j.H ▷ 5K > 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. | 1.17 | |||
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. | 1.24 |
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 jc.9 > j.H > j.H ▷ c.S jc.9 > j.D > WS ▷ 6H
|
Midscreen | 211 | Everyone | [4] Hard | Anti air 6H combos almost identically to AA 5K > 6H, see 5K for other variations. If 6H CH, will need to delay Kcrow (214[K]). | 1.24 | |||
CH AA f.S > 41236K
|
Anywhere | 68 | Everyone | [3] Medium | This usually the best meterless damage. 236S can connect rarely, but is very unreliable. | 1.24 | |||
CH AA 5H > 236S[6661] , cS > 236S
|
Anywhere | 122 | Everyone | [3] Medium | If you're very quick, can route CH AA 5H into a Mix Loop, but it is probably better to confirm into Thrust instead, for the consistency. | 1.24 |
Other Odd Anti air Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH AA f.S > 214S ~ 66FPRC~c.S jc.9 > j.S > j.H > air dash > j.H ▷ c.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. | 1.24 |
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 | 1.24 | ||
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. | 1.24 | |||
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. | 1.24 | |||
AA j.K > adc[2] > j.S ▷ 5K > 236S
|
Anywhere | 88 | Everyone | [4] Hard | Probably the most reliable route from air-to-air j.K. Doing a k.236S will help a lot with consistency. It is sometimes possible to mix loop after, with 5K > k.236S if the first MMM connected very high. | 1.24 | |||
CH AA j.K > adc[2] > j.S ▷ c.S jc.9 > j.S > j.H > adc([2]) > j.H ▷ c.S > 6H > WS > 214S
|
Midscreen | 183 | 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. | 1.24 | |||
CH AA j.H > adc > j.H ▷ 5K jc.9 > j.S > j.H ▷ cS jc.9 > j.D > WS > 6H)
|
Midscreen | 196 | 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. | 1.24 |
Other Air to Air Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH AA j.P , j.S jc.9 > j.S > dl.j.H ▷ 5K > 6H > 236S > WS > 6H
|
Midscreen | 171 | 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. | 1.24 | |||
AA j.P , j.S > j.H jc.9 > j.H > j.H ▷ c.S > 6H > 41236K > WS > 6H
|
Midscreen | 185 | Everyone | [5] Very Hard | 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. | 1.24 | |||
CH AA j.S/j.D ▷ c.S > dc~236S[6661] , c.S > 236S
|
Everywhere | 122 | Everyone | [4] Hard | j.S and j.D are fairly unusual and impractical Air to Airs in most scenarios. | 1.24 | |||
CH AA j.S/j.D ▷ c.S jc.9 > j.S > j.H > adc > j.H ▷ 5K > 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. | 1.24 | |||
AA j.S > j.H jc.9 > j.H > j.H ▷ (dash) 5K > 6H > 41236K > WS > 41236K
|
Midscreen | 190 | Everyone | [4] Hard | Alternative j.S routing via immediate j.H. | 1.24 |
Jump-ins
Jump-ins | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH j.2K > 236S[2~1] , c.S > 236S
|
Anyhere | 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. | 1.24 | |||
j.S > j.H ▷ c.S > 2D
|
Everywhere | 97 | Everyone | [1] Very 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. | 1.24 | |||
j.D ▷ 5K > 2D
|
Everywhere | 85 | Everyone | [1] Very Easy | Simple jump in. Will work from any air normal, as long as you land it low enough. | 1.24 | |||
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. | 1.24 | |||
j.D ▷ 2S > 236S[6661] , c.S > 236S
|
Everywhere | 127 | Everyone | [4] Hard | High damage jump in. Does not require CH, though fairly difficult to get on non-CH. | 1.24 |
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 > 5HH > RRC > microdash > c.S > 6H > 41236K
|
Anywhere | 178 | Everyone | [2] Easy | Basic Roman Cancel extension to increase damage | 1.24 | ||
5D > RRC > 5K jc.9 > j.S > j.H ▷ 5K > 6H > 41236K > WS > 6H
|
Corner | 153 | Everyone | [2] Easy | Easy 5D corner route. The wall may break earlier depending on existing walldamage and how fast you do it. | 1.24 | ||
5D > RRC > dash > c.S jc.9 > j.S > j.H > adc ([2]) > j.H ▷ 5K > 6H > 41236K > WS > 6H
|
Midscreen | 172 | Everyone | [2] Easy | Easier 5D route midscreen. The changes from the corner verion are to account for walldamage. | 1.24 | ||
Throw > PRC > 9 > (falling) dl.j.S > j.H ▷ c.S > 2S > 5H > WS > 6H
|
Corner | 165 | Everyone | [2] Easy | Decent conversion into wallbreak from grab. | Link | 1.24 | |
236H > FRRC~5K jc.9 > j.K > j.D > Afro Explosion > 5K > 6H > 214S
|
Corner | 156 | Everyone | [2] Easy | Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup when their health is low. | Link | 1.24 |
Other RC Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
More uncommon routes, routes from uncommon starters, or alternatives to the core routes shown above, though not necessarily less useful. | |||||||||
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5D > 88RRC ▷ 6H > 214K[4] > c.S > 6H > 41236K > WS > 6H
|
Corner | 172 | Everyone | [4] Hard | Optimal 5D route when in the corner. This route is also usually best when walldamage is high. | 1.24 | |||
5D > 88RRC ▷ 6H > 214K([4]) > c.S jc.9 > j.S > j.H ▷ c.S jc.9 > j.D > WS ▷ 6H
|
Midscreen | 172 | Everyone | [4] Hard | Optimal 5D route midscreen. The changes from the corner verion are to account for walldamage. | 1.24 | |||
Throw > 88RRC > 9 > (falling) dl.j.S > j.H ▷ c.S > 6H > 41236K > WS > 6H
|
Corner | 169 | Everyone | [4] Hard | Better damage from throw RC, but a bit harder. | 1.24 | |||
Throw > 44RRC > 214P[~4] > c.S jc.9 > j.H > j.H ▷ dash c.S jc.9 > j.D > WS ▷ 6H
|
Corner | 175 | Everyone | [5] Very Hard | Optimal 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. | 1.24 | |||
236H > 44RRC > 214P[4] > c.S jc.9 > j.D > Afro Explosion ▷ c.S > 2S > 5H > WS > 6H
|
Corner | 165 | Everyone | [4] Hard | Very good metered damage from 236H in the corner. Note the 44RRC, and steering on crow. | 1.24 | |||
236H > 44RRC > 214P[~4] > c.S jc.9 > j.D > Afro Explosion ▷ c.S > 6H > 41236K > WS > 6H
|
Corner | 168 | Everyone | [5] Very Hard | Optimal 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. | 1.24 | |||
236H > 66FRC > c.S jc.9 > j.S > j.D > adc [tap 8] > Afro Explosion > j.S > j.H ▷ 5K jc.9 > j.D > WS ▷ 6H
|
Midscreen | 161 | Everyone | [4] Hard | Reliable metered combo 236H from midscreen | 1.24 |
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. | 1.24 | ||
236S[6661] , c.S jc.9 > j.D > 66BRC > j.D ▷ c.S > 6H > 41236K > WS > 6H
|
Midscreen | 198 | 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. | 1.24 | ||
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. | 1.24 | ||
(6P >) 236S > 88RRC > c.S jc.9 > j.H > j.H ▷ c.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. | 1.24 |
You may also want to spend meter after MMM on block, as it is usually unsafe. Some possibilities include;
236S (blocked) > 66FRRC~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) > 66FRRC~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 66FRRC~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. | 1.24 | |||
41236K~H > RRC > dash 5K > j.S > j.H > 5K > 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. | 1.24 | |||
41236K~SSH > 66FRRC~236S[6] (whiff) > c.S jc.9 > j.H > adc[2] > j.H ▷ c.S > 6H > 41236K > WS > 6H
|
Back to wall/midscreen | 241 | Everyone | [5] Very Hard | This is probably the best thrust route. 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. c.S > j.S > j.H > 66 routing is generally the most stable. | 1.24 | |||
41236K~SSH > 66FRRC~236S[6] (whiff) > c.S jc.9 > j.S > dl.j.H ▷ c.S > 6H > WS > 214S
|
2/3rds screen | 233 | Everyone | [5] Very Hard | An example adaptation for distance from the corner for the 66FRC > 236S[6] (whiff) route. When you're nearer the corner, the 66FRRC~236S[6] (whiff) can sometimes sideswitch (this is bad), so you may prefer some of the alternative routes below. | 1.24 | |||
41236K~SSH > 44RRC > dl. 214K[4] c.S > 6H > 41236K > WS > 6H
|
Midscreen/Corner | 242 | Everyone | [5] Very Hard | When near the corner, the sweet spot will automatically break the wall, regardless of walldamage, and thus 66FRC versions will not work. This can be avoided by 44RRC, which leaves you too far from the wall for it to break. | 1.24 | |||
Other Thrust routes | |||||||||
41236K~(SS)H > RRC > dash under c.S jc.9 > j.S > j.H ▷ c.S > 6H > WS > 214S
|
Back to wall | 233 | Everyone | [3] Medium | Straightforward metered conversion from back to the wall thrust. | 1.24 | |||
41236K~SSH > 44RRC > 214K > c.S jc.7 > j.S > dl. j.H ▷ c.S > 5H > WS > 6H
|
Back to wall | 242 | Everyone | [4] Hard | Very high damage route from back to the wall Thrust. | 1.24 | |||
41236K~SSH > 44RRC > 214K[6] > c.S jc.8 > (dl.)j.H > (dl.)j.H > WS > j.236P(2) (unstick) > 6H > WS > 214S
|
Back to wall | 244 | Non-Heavyweight | [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. | 1.24 | |||
41236K~SSH > dl. 66RRC > dash > 5K jc.9 > j.H > adc > j.H ▷ c.S > 6H > WS > 214S
|
2/3rds screen | 233 | Everyone | [5] Very Hard | An alternative kind of routing that does not use 66FRRC~236S. Largely outdated, due to the FRC saving meter over these routes. | 1.24 | |||
41236K~SSH > 44RRC (whiff) > dash > 5K jc.9 > j.S > j.H > WS > 6H
|
Midscreen/Corner | 215 | Everyone | [3] Medium | Easier 44RRC wall break when near the corner. | 1.24 |
This section is currently incomplete. |
Miscellaneous
Charged Dust Combos | |||||||||
---|---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5[D]8 > j.D > j.H > jc.9 > j.H > j.D > j.Hx2
|
Anywhere | 207 | Everyone | [2] Easy | Easy dust combo for some respectable damage. | Link | 1.24 | ||
5[D]8 > j.D > j.H > jc.9 > j.H > j.D > j.H > jc.9 > j.Kx2
|
Anywhere | 213 | Everyone | [2] Easy | Goto Charged Dust route, Easy strong combo without delayed attacks | Link | 1.24 | ||
5[D]8 > j.D > j.H > jc.9 > j.D > delay j.D > j.H > jc.9 > j.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 | 1.24 | ||
5[D]8 > j.S > j.H > jc.9 > j.S > j.H > j.H > jc.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. | 1.24 |
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 > delay RRC > dash c.S jc.7 > j.S > dl.j.H ▷ dash c.S > 2S > 5H > WS > 6H
|
Back to wall | 203 | Everyone | [3] Medium | Can be used as a side switch when you're in the corner to wallbreak. | 1.24 | |||
5HH > 44RRC > 214K([~6]) > c.S jc.7 > j.S > dl.j.H ▷ c.S > 5H > WS > 6H
|
Back to wall | 212 | Everyone | [4] Hard | Harder side switch when you're in the corner to wallbreak. | 1.24 | |||
5H > 44RRC > dash under > 6H > 214K[6] > c.S jc.8 > j.H > j.H ▷ dash c.S jc.7 > j.D > WS > 6H
|
Back to wall | 238 | Everyone | [5] Very Hard | Optimal back the to wall sideswitch, but requires a somewhat close 5H hit for the 44RRC to connect (and a low gravity starter if not using 5H), probably not worth it. | 1.24 | |||
CH c.S jc.9 > j.236S[2] , c.S > 236S[4443] , c.S > 5H > WS > 6H
|
Back to wall | 199 | Everyone | [5] Very Hard | Extremely difficult and wacky meterless sideswitch route from CH c.S. [4443] is a normal mix loop, just to the left. | 1.24 | |||
(c.S > 2S (launching move)) > 214K ~ FPRC~c.S jc.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 FPRC c.S from some starters, which will save a little meter compared to the RRC routes. | 1.24 | |||
(CH) 2S > (dl.)236S[3?] > ...
|
Back to wall | Everyone | [5] Very Hard | It is possible to sidewitch from 2S > 236S, especially on CH, but is extremely inconsistent and difficult. | 1.24 |
If you're looking for practical item setups, this is the wrong section, try the Strategy page.
Throwing an item midcombo is almost never optimal, and certainly not worth the effort, these routes are (almost) entirely for style and flair only. They have not been notated in full, but the spots indicated here are relatively agnostic to the item you get, and should always be at least acceptable, regardless of the item. It may be possible to find some value in them.
Again, this is for fun only, these combos are probably not worth doing. Incidental combos that you get from items in neutral, and item setups, which are worth doing, are discussed on the Strategy page instead. An indication of how close the item throw is to not being a meme is indicated by the 'difficulty' - all of these routes are extremely hard. In a few places it is even not a meme at all, though it is not at all important to know these routes.
Memes | |||||||||
---|---|---|---|---|---|---|---|---|---|
5HH > 236P > 5K > ... |
Corner | Actually not bad | |||||||
CH 5HH > 236P> 9 > j.H > ... |
Corner, not point blank | Also pretty good | |||||||
6D > 44RRC > 5K > j.H > j.K > ... |
Corner | Not Meme, maybe? | |||||||
5D > 66RRC > c.S > 6H > 236P > j.H > ... |
Corner | Almost not Meme | |||||||
CH AA 2S > 236P > 5K > ... |
Anywhere | Probably not worth the effort | |||||||
Close CH 2S > 236P > 5K > ... |
Anywhere | Weird starter | |||||||
Close CH AA 6H > 236P > 5K > ... |
Anywhere | Completely Unholy starter | |||||||
c.S > 5HH > 236P > c.S > 66BRC > ... |
Corner | Memes | |||||||
c.S > 66BRC > 2S > 236P > 5K > ... |
Anywhere | Very Memes |
Faust does not have many character specific routes, apart from the usual some routes being more challenging on heavyweights, but those he does have that are deemed in some way significant are here.
Character specific routes | |||||||||
---|---|---|---|---|---|---|---|---|---|
(CH f.S) > 236S[6661] , c.S jc.9 > j.S > j.H ... |
Goldlewis, Nagoriyuki, Faust, Anji | From sufficiently low gravity starters before MMM (most significantly CH f.S, generally only a single, non low, hit) can get a bigger extension after a Mix Loop | |||||||
(CH 2H) > 236S[6661] , 5K jc.9 > j.H ... |
Faust only | On Only Faust, can get this kind of extension after a Mix Loop. Unlike the above route, this works on the majority of Mix Loops, including CH 2H and 5K > 6P starters. | |||||||
5P > 5P > 6P > 236S[6661] , c.S > k.236S |
Lightweights | On lightweights can mix loop after 2 5Ps. | |||||||
236S[6661] , c.S jc.9 > j.S > (small delay) j.H ▷ c.S > 2S > 5H > WS > 6H |
Lightweights, Corner | On lightweights can get a better combo from corner 236S than the one with all the j.Ps. |
Any other potentially useful unsortable bits here.