GGST/Faust/Combos

From Dustloop Wiki
< GGST‎ | Faust
Revision as of 22:39, 18 April 2023 by Lonelymaw (talk | contribs) (→‎Mix Mix Mix: Begin streamlining MMM Loop section; remove subheaders (poor readability in a tabber layout))
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB = A.B.A
AN = Anji Mito
AS = Asuka R♯
AX = Axl Low
BA = Baiken
BE = Bedman?
BR = Bridget
CH = Chipp Zanuff
EL = Elphelt
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
JO = Johnny
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Special Notation

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

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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5Px1-4 > 2P Anywhere 41,53,62,69 Everyone [1] Very Easy
  • Good option to reset to +0 if confirming into 6P is difficult
  • x4 requires dash momentum
  • Can slightly delay 2P to fish for a CH, which leaves Faust significantly plus (+6)
1.24
5P > 6P > 236S Anywhere 71 Everyone [2] Easy
  • Straightforward confirm off of 5P for good damage and okizeme
  • Confirm 5P hit before routing; highly punishable on block
  • Can add a second 5P at close ranges for an easier hit confirm
1.24
2K(2-3) > 2D > 236P Anywhere 41,59 Everyone [1] Very Easy
  • Go-to knockdown option from 2K
  • Consistent setup into item okizeme
1.24
2K(2-3) > 6P > 236S[6] Anywhere 41,59 Everyone [2] Easy
  • Corner carry & okizeme from 2K
  • Knockdown is less plus than above 2D route, okizeme can be less consistent
  • Punishable on block; confirm 2K hit before routing
1.24
AA 5K > 6H > 214K Anywhere 113 Everyone [2] Easy
  • Great anti-air followup that can lead to corner combos from midscreen
1.24
c.S > f.S > 5HH > 236P Anywhere 135 Everyone [1] Very Easy
  • Straightforward confirm from c.S into decent damage, item, & fullscreen knockdown
1.24
c.S > 2S > 236S[6] Anywhere 100 Everyone [1] Very Easy
  • Great corner carry & okizeme from c.S
1.24
c.S > 2S > 236S[6661] > c.S > 236S Anywhere 138 Everyone [3] Medium
  • The "Mix Mix Mix loop", a more advanced extension of the previous combo
  • Staple midscreen combo with more info in later sections
1.24
c.S > f.S > 5HH > RRC > microdash > c.S > 6H > 41236K Anywhere 178 Everyone [3] Medium
  • Basic Roman Cancel extension to increase damage
1.24
f.S > 2H > 236P Anywhere 65 Everyone [1] Very Easy
  • Go-to option from f.S, Faust's longest conventional poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.
  • 2H whiffs at max f.S distance
  • Ending on 2H is -12 on block, canceling into 236P is -22; try to hit confirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. into item toss
1.24
c.S > 5HH > 5K > 6H > 236S[6] > 5H Corner 208 Everyone [3] Medium
  • Straightfoward wallbreak off of a c.S starter
  • Going straight into 5HH without a f.S causes a higher wallbounce & more time to combo
1.24

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

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

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

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.D2S > 236S [6661] , c.S > 236S

This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a Loop later in the combo. 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.Dc.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.

Advice for opponents trying to punish; Nominally -7, but it is easy to make -6 fairly consistently, so use a 6f punish. Crossup MMM will often be better (-4), but will always be in throw range, so throw punish it.

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
(5HH) > dl.5K jc.9 > j.S > j.H5K jc.9 > j.D > WS ▷ 6H 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.H5K > 6H > WS > 41236K Corner, 202 damage, Everyone, Medium Swapping out 5K for c.S is a relatively easy way to increase damage, but the proximity check on c.S means more precise timing or a microdash is often required. Swapping j.D for 6H does more damage, but 6H requires the opponent to be higher. Delaying your j.H after a j.S (such that you j.H while falling) will often keep the opponent higher.
(5HH) > dash c.S > jc.9/8 j.H > j.H ▷ dash c.S > 6H > WS > 214S Corner, 209 damage, Everyone, Hard Using only j.H where possible, and doing the most optimal wallbreaks (generally ending with c.S > 6H > 41236K > 6H) will typically do the most damage, but is the most difficult and spacing dependent.

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

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

From Further from corner to closest - not recommended routes, for illustrative purposes
(5K > RRC) > dash 5K jc.9 > j.S > j.H > adc [tap 8] > j.S > j.H5K jc.9 > j.D > WS > 6H 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.Hc.S > 6H > 41236K > WS > 6H 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.Hc.S > 6H > 41236K > WS > 6H P2 Starting position, 205 damage Removing j.S's and only using j.H's can be helpful at higher combo decays (later in combos or from poorer starters) as the j.H wallbounce height is less affected.
(5K > RRC) > dash c.S jc.9 > j.S > dl.j.Hc.S jc.9 > j.S > dl.j.Hc.S > 5H > WS > 6H 75% screen, 201 damage Routes at around 75% screen, when your first j.H will begin bouncing of the wall, are very varied, this is just one suggestion. If walldamage is higher for any reason, ending c.S > 6H > 41236K > WS > 6H can be good, but will not always break the wall from shorter starting routes (like this one). Experiment around with what feels best to you, and consider using 236S if you think it might drop.
(5K > 88RRC) > dash c.S jc.8 > j.H > j.H ▷ dash c.S > 2S > 5H > WS > 6H In corner, 200 Damage When in the corner, this kind of routing can work. See the above difficulty table for variations on corner routing.

214[S] is technically the highest damage single hit that Faust has, at 70, but is too slow to wallbreak outside of vanishingly rare scenarios.

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)
It is also possible to just fall and run up after Love, and unlike a j.H safejump be unafraid of crouching. From the j.D corner version here, you can usually jail into c.S, though other versions can be even more plus (depending on the height of the love).

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
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 2H > 236P Anywhere 65 Everyone [1] Very Easy Confirm f.S into 2H > 236P. 2H Will whiff from maximum f.S range. 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.Hc.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.H5K 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.H5K > 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.Hc.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.Hc.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.Hc.S > 5H > WS > 6H Corner 224 Everyone [3] Medium Meterless wallbreak with great damage from cornered c.S. Can substitute 5H with j.D for one more damage. Link 1.24
5HH > dl.5K jc.9 > j.S > j.H5K > 6H > WS > 214S Corner 197 Everyone [2] Easy This kind of routing (5K > j.S > j.H into either 5K > 6H or c.S > 2S > 5H) is a good place to start from most starters in the corner. 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.H5K > 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.Hc.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.Hc.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.H5K > WS > 6H Midscreen 212 Everyone [3] Medium Goto midscreen AA 5K confirm, if you can pull it off. Steering the scarecrow can help with the corner combo. This route can also work from AA 2K, though the uncertainty in which side they are on may make this challenging. Note that the 6H will whiff on a low non-CH air hit, for example when catching a backdash. 1.24
AA 2K > 5K jc.9 > j.H > adc [3] > j.H5K > 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.Hc.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.Hc.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.H5K > 6H > 41236K > WS > 41236K Midscreen 200 Everyone [4] Hard Different, higher damage routing from CH AA 2S, though a little more picky about screen position. 1.17
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.Hc.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.Hc.S > 6H > 41236K > WS > 6H Midscreen 211 Everyone [5] Very Hard Pretty good metered damage from AA f.S, but an incredibly difficult hitconfirm. This combo can even work from non-CH, but if you land that please send us all clips. This kind of routing works from nearly any hit, for example AA 5H or AA 2D, but should likely never be something to intentionally go for. 1.24

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.S5K > 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.Sc.S jc.9 > j.S > j.H > adc([2]) > j.Hc.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.H5K jc.9 > j.S > j.HcS 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.H5K > 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.Hc.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.Dc.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.Dc.S jc.9 > j.S > j.H > adc > j.H5K > 6H > 41236K > WS > 6H Midscreen 194 Everyone [4] Hard j.S and j.D are fairly unusual and impractical Air to Airs in most scenarios. Difficult wallbreak from about roundstart distance. 1.24
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.Hc.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.D5K > 2D Everywhere 85 Everyone [1] Very Easy Simple jump in. Will work from any air normal, as long as you land it low enough. 1.24
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.D2S > 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.H5K > 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.H5K > 6H > 41236K > WS > 6H Midscreen 172 Everyone [2] Easy Easier 5D route midscreen. The changes from the corner verion are to account for walldamage. 1.24
Throw > PRC > 9 > (falling) dl.j.S > j.Hc.S > 2S > 5H > WS > 6H Corner 165 Everyone [2] Easy Decent conversion into wallbreak from grab. Link 1.24
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.Hc.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.Hc.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.H5K 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.Dc.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.Hc.S > 5H > WS > 6H Midscreen 191 Everyone [2] Easy You can also combo with a red roman cancel (88RRC will usually give the easiest routing). This is useful if you are not able to mix loop for whatever reason, for example after 6P, or if you got a weird hit after j.2K that you aren't sure if it'll loop or not. 1.24

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.Hc.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.Hc.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.Hc.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.Hc.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.Hc.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

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

Miscellaneous

Charged Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.D > j.H > 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.Hc.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
There are other places it is possible to throw items midcombo if you are willing to spend meter, but it is quite hard to justify except for style points. If you find something that you feel is worth it, please don't take this as advice to stop, and please share clips.

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.Hc.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.

Navigation

Systems Pages
Application & Advanced Information
Archived Information