GGXRD-R2/Faust/Combos

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 Faust


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Item Toss = 236P
Pogo = 236S
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • 2D > Pogo conversions use Elphelt for reference.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.

P Starters

2P is one of Faust's low hitconfirm starters along with 2K. For combos with 2D, if there's any spacing concerns remove the 5H.

5P is Faust's fastest button, often used in defense and for low risk scenarios. Has very similar routes to 2P with some differences.

6P is one of Faust's strongest Anti-Air buttons as well as it being a check for numerous pokes and specials due to being upper body invincible and having 7F startup.


P starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2P > 2S > 2H > 236S~(9)~H Any 92 22 All [1] Very Easy Standard BnB. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
2P > 2S > 5H > 236S~(9)~H Any 90 22 All [1] Very Easy Variation on standard BnB using 5H instead of 2H. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time.
2P > 2S > 5H > 2D Any 71 8 All [1] Very Easy Alternative to first BnB. If your back is to the corner or you're worried about the character teching GMW follow up, this offers a guaranteed knockdown for less damage. Can cancel 2D into item toss or jump cancel for followup pressure.
2P > 2S > 5H > 2D > 236S~(9)~H Any 102 24 Female characters (excluding Kum) [1] Very Easy Alternative to above BnB that only works on female characters. Nets you more damage than usual. Adding the hop can keep characters from teching out. Damage depends on number of hits you get from 5H.
2P > 2S > 2D > j.9c > j.K > j.S > j.H Any 93 10 Chipp, Faust, Jack-O, Johnny, Kum, May, Millia, Potemkin [1] Very Easy Sacrifice knockdown for extra damage on certain characters. Note that while combo works on  Kum it is very picky with spacing and timing, so not advised. Can be position specific. Damage value taken from  Johnny.
2P > 2S > 2D> j.9c > j.K > j.P > j.K > j.c > j.K > j.S > j.H Any 99 14 Faust [1] Very Easy Same logic as above combo. Extra damage against Faust. If too far away do combo above or stop at 2D.
5P > cS > (2S) > 2H > 236S~(9)~H Any 129 (141) 24 Any [1] Very Easy Basic and easy confirm from hitting a 5P. If you're very close to the opponent you can connect the 2S for more damage.
5P > cS > 5H > 236S~(9)~H Any 127 25 Any [1] Very Easy Basic and easy confirm from hitting a 5P. This works on the spacing where Pogo whiffs after 2H in exchange for slightly less damage
5P > cS > 2D Any 68 6 Any [1] Very Easy Knockdown confirm when Faust is too far from the corner for the wall bounce or looking for stable knockdown on characters prone to tech after Going My Way juggle.
5P > cS > 2D > 236S~(9)~H Any 128 23 Female characters (excluding Kum) [1] Very Easy Alternative to above BnB that only works on female characters. Nets you more damage than usual. Adding the hop can keep characters from teching out after the combo. Damage depends on number of hits you get from 5H.
5P > cS > 2D > j.9c > j.K > j.S > j.H Any 130 12 Chipp, Faust, Jack-O, Johnny, Kum*, May, Millia, Potemkin [1] Very Easy Forgo knockdown to net some extra damage on to some characters. Note that while combo works on Kum it is very picky with spacing and timing, so not advised. Can be position specific. Damage value taken from Johnny.
5P > 2S > 2D Any 66 6 Any [1] Very Easy Generally cS is better but there are slight spacing for 5P where fS will come out instead of cS, so 2S ends up being the backup confirm.
5P > f.S Any 41 4 Any [1] Very Easy A last option for when you're out of range for both cS and 2S. You can cancel into item toss in order to continue pressure, or check any retaliation with pogo for a possible counter-hit combo. If you have 50 meter, you can RRC into 41236K to extend the confirm.
CH 5P > 2H > 236S~(9)~H Any 114 23 Any [1] Very Easy A counter-hit confirm from 5P that allows you to convert directly into 2H.
5P > 2D Any 44 4 Any [1] Very Easy A confirm that works only crouching opponents, though it is usually used to confirm from far hits when the opponent is crouching. Works on standing opponents if

5P counter-hits, but the 2H is better generally.

5P > 2D > 236S~(9)~H Any 113 21 Female characters (excluding Kum) [1] Very Easy Same logic as above but using the pogo follow-up for female characters. Some characters are very likely to tech after GMW.
CH 6P > 236P > 2H > 236S~(9)~H Any 44 4 Kum, I-no, Ky, Slayer (needs more testing) [2] Easy Works on a grounded CH 6P. Opponents may be able to tech out before 2H connects when hit in the air. The following items will interrupt your combo: Hammer, 100t Weight, Chibi Faust along with their jackpot counterparts.

K Starters

2K is a low that hits three times which allows it to be hit-confirmed very easily and is a common combo starter for Faust.

5K is one of Faust's prominent anti-air buttons, but also functions as a punish tool. The ability to confirm from 5K consistently will open up damage for Faust.

K starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2K > 5H > 236S~(9)~H Any 96 26 Any [1] Very Easy Standard low confirm for Faust, can easily hit-confirm from the three hits of 2K for most situations.
2K > 5H > 2D Any 80 15 Any [1] Very Easy Alternative to the above for a knockdown when Going My Way conversion is off the table.
2K > 5H > 2D > 236S~(9)~H Any 108 28 Female Characters (Except Kum) [1] Very Easy Pogo conversion from 2D for female characters.
2K , 2P > 2S > 2D Any 65 10 Any [2] Easy A rare link where you connect 2P from 2K. Generally doesn't see use when the above alternatives exist.
AA 2K > j.c > j.K > j.P > j.K > j.c > j.K > j.S > j.H Any 88 12 Any [1] Very Easy Anti-Air combo from 2K. You can usually sub in other variation of air combo routes based on positioning and character.
5K > c.S > 2H > 236S~(9)~H Any 149 24 Any [1] Very Easy Good damage from a 5K starter from up close
5K > c.S > 5H > 236S~(9)~H Any 136 23 Any [1] Very Easy Slightly less damaging alternative to above
5K > c.S > 2S > 2H > 236S~(9)~H Any 161 24 Answer, Bedman, Dizzy, Faust, Potemkin, Sol, Zato-1 [1] Very Easy More damaging variation of the above combos for certain characters
5K > c.S > 2S > 5H > 236S~(9)~H Any 148 22 Answer, Bedman, Chipp, Dizzy, Elphelt, Faust, Leo, I-No, Raven, Slayer, Sin [1] Very Easy 5H variation of above. Damage values from Sin.
5K > 2S > 2H > 236S~(9)~H Any 147 24 Any [1] Very Easy
5K > 2S > 5H > 236S~(9)~H Any 134 24 Any [1] Very Easy
5K > 2H > 236S~(9)~H Any 134 23 Any [1] Very Easy
5K > 5H > 236S~(9)~H Any 146 26 Any [1] Very Easy   5K starter usually for punishing something on block.
5K > 2D Any 64 4 Any [1] Very Easy
5K > 2D > 236S~(9)~H Any 133 22 Female Characters (Except Kum) [1] Very Easy
CH 5K (66) > 5K > j.c > j.K > j.c j.K > j.S > j.H Corner 135 12 Any [1] Very Easy Counter-hit 5K will cause a wall bounce close to the corner that Faust can confirm from. Depending on distance and timing you can connect 2S and the jump combo can be expanded as well. Dash is optional and depends on distance for pickup.
AA 5K > j.c > j.K > (j.P > j.K) > j.c j.K > j.S > j.H Any 126 12 Any [1] Very Easy Anti-air combo, omit the extra j.Pj.K depending on character and distance.
FDC j.K > c.S > 2H > 236S ~ H Any 127 22 Any [3] Medium Simple FDC combo, must be low to the ground for the c.S to combo.

S Starters

2S functions as both an anti-air and a pressure tool. On CH it forces opponent into stagger state.

c.S the meat of Faust's up close pressure being the button you usually use to get started. It is also typically used as a starter when punishing.

f.S mainly works a mid-range poke but under certain circumstances you can convert from it.

S starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2S > 5H > 236S~(9)~H Any 146 26 All [1] Very Easy Common basic 2S confirm
2S > 2H > 236S~(9)~H Any 134 23 All [1] Very Easy Alternate confirm. No general reason to use this over 5H
AA 2S > j.9c > j.K > j.P > j.K > j.c > j.K > j.S > j.H Any 124 12 Any [1] Very Easy Confirm from Anti-Air 2S
AA 2S > j.9c > j.K > j.9c > j.K > j.S > j.H Any 117 10 Any [1] Very Easy Alternate to above in case you're not close enough to secure the extra hits on the first j.K. Use above alternative as default when possible.
CH 2S > 41236K > 4 > 5K > 2H > 236S~(9)~H Any 137 26 Any [3] Medium Scalpel Pull confirm from CH 2S stagger. The cancel must be quick in order to connect or there's a risk the opponent will break stagger before the special cancel connects.
CH 2S > 41236K > 4 > (236P x3) Any 126 32 Any [1] Very Easy Easier variation of the above by substituting the link for the canned followed up on scalpel pull.
c.S > 5P > c.S > 5H > 236S~(9)~H Any 133 24 Any [1] Very Easy Burst safe punish for when you're up close to the opponent. The two c.S can be jump canceled to handle burst, and bursts can be block after the initial c.S since 5P will recover in time to let you block it.
c.S > f.S > 5H > 236S~(9)~H Any 151 25 Any [1] Very Easy More damaging alternative to the above in exchange for giving up the ability to be burst safe.
cS > 2S > 2H Any 147 24 Any [1] Very Easy If for some reason Faust does a c.S starter at the close to max range, the above combo will whiff, this is an alternative. Pogo may not connect at max range, so you may need to substitute 2D > Item Toss for 2H in order to get knockdown and item pressure.
f.S > RRC > 41236K > 4 > (236P x3) Any 102 8 Any [1] Very Easy Use meter to get damage and kncokdown from a far poke.
f.S > RRC > 41236K > 4 > 5K > 2H > 236S~(9)~H Any 109 7 Any (Standing) [3] Medium Slightly more damage for the link to 5K
f.S > RRC > 41236K > 4 > c.S > 2H > 236S~(9)~H Any 109 7 Any (Crouching) [3] Medium Similar to above but for opponents hit crouching instead.

H Starters

2H is generally a tool that you combo into, usually when its a starter move its due to getting a counterhit due to its long range and disjointed hurtbox.

5H is a great round start tool vs certain characters and can be used from short range to catch opponents. Not a typical combo starter but it has its place.

6H being a long range overhead that goes over some attacks such as 2P and 2K and also has the ability to challenge backdash in knockdown situations. Can be confirmed into damage.

H starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2H > 236S~(9)~H Any 118 21 Any [1] Very Easy Basic confirm for when you catch the opponent with a 2H poke while close enough to land pogo.
CH 2H > 41236K > 4 > (236P x3) Any 140 29 Any [1] Very Easy When you know or suspect that 2H will counter hit the opponent while they are grounded, you can confirm into scalpel pull.
CH 2H > 41236K > 4 > c.S > 2H > 236S~(9)~H Any 152 27 Any (Crouching) [3] Medium Variation of the above vs crouching opponents.
CH 2H > 41236K > 4 > 5K > 2H > 236S~(9)~H Any 152 27 Any (Standing) [3] Medium Variation of the above vs standing opponents.
5H > 236S~(9)~H Any 129 26 Any [1] Very Easy 5H confirm into pogo. Damage value assumes all three hits land, the exact amount will vary in practice.
6H > 236S~(9)~H Any 139 21 Any [1] Very Easy Basic confirm for when you catch the opponent with 6H.
CH 6H > 41236K > 4 > (236P x3) Any 159 34 Any [1] Very Easy Scalpel pull confirm from CH 6H.
CH 6H > 41236K > 4 > c.S > 2H > 236S~(9)~H Any 170 27 Any (Crouching) [3] Medium Variation of the above vs crouching opponents.
CH 6H > 41236K > 4 > 5K > 2H > 236S~(9)~H Any 170 27 Any (Standing) [3] Medium Variation of the above vs standing opponents.

D Starters

2D is the system wide sweep tool. Faust can jump cancel his allowing him some combos in certain circumstances. He's also allowed to pogo juggle some characters.

5D is the system wide overhead tool. Faust has strike invincibility on his dust, so outside of the utility of being an overhead he can use the strike invincibility to land a hit.

D starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D6 > (6P) x 4 > 236S~(9)~H Any 84 25 Any [1] Very Easy Basic sidedust combo.
5D8 > (j.H) x 2 > j.S > j.P > j.K > j.c > j.K > j.S > j.H Any 132 17 Any [2] Easy Rising dust combo. Gives up control and pressure from side dust combo for damage. Have to contend with air tech situation after.

Special Move Starters

Rerere Thrust (41236K):

Spear Point Centripetal Dance (236P):

Love (j.236P):

Combo Theory

When comboing from Pogo (236S) in the corner, depending on character weight and exact distance, you can fit 1, or very rarely 2 Just a Taste (Pogo-P) hits before going into Going My Way (Pogo-H) for extra damage. Whether this still secures you a knockdown is very situation-dependent.

Video Examples

Pandabetic's Faust Combo Guide https://youtu.be/ofq7vMU2w6Y

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