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*{{clr|5|2D}} > Pogo conversions use Elphelt for reference. | *{{clr|5|2D}} > Pogo conversions use Elphelt for reference. | ||
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated. | *Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated. | ||
===={{clr|1|P}} Starters==== | |||
{{clr|1|2P}} is one of Faust's low hitconfirm starters along with {{clr|2|2K}}. For combos with {{clr|5|2D}}, if there's any spacing concerns remove the {{clr|4|5H}}. | |||
{{clr|1|5P}} is Faust's fastest button, often used in defense and for low risk scenarios. Has very similar routes to {{clr|1|2P}} with some differences. | |||
{{clr|1|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. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ {{clr|1|P}} starters | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| {{clr|1|2P}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 92 || 22|| All || <span style="color:lightblue">[1] Very Easy</span> || 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. {{clr|3|236S}}~{{clr|4|H}} won't connect if your back is to the corner as you won't make the juggle in time. | |||
|- | |||
| {{clr|1|2P}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 90 || 22|| All || <span style="color:lightblue">[1] Very Easy</span> || Variation on standard BnB using {{clr|4|5H}} instead of {{clr|4|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. {{clr|3|236S}}~{{clr|4|H}} won't connect if your back is to the corner as you won't make the juggle in time. | |||
|- | |||
| {{clr|1|2P}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|2D}} || Any || 71 || 8 || All || <span style="color:lightblue">[1] Very Easy</span> || 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 {{clr|5|2D}} into item toss or jump cancel for followup pressure. | |||
|- | |||
| {{clr|1|2P}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 102 || 24 || Female characters (excluding Kum) || <span style="color:lightblue">[1] Very Easy</span> || 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 {{clr|4|5H}}. | |||
|- | |||
| {{clr|1|2P}} > {{clr|3|2S}} > {{clr|5|2D}} > j.9c > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Any || 93 || 10 || Chipp, Faust, Jack-O, Johnny, Kum, May, Millia, Potemkin || <span style="color:lightblue">[1] Very Easy</span> || Sacrifice knockdown for extra damage on certain characters. Note that while combo works on {{Character Label|GGXRD-R2|Kum}} it is very picky with spacing and timing, so not advised. Can be position specific. Damage value taken from {{Character Label|GGXRD-R2|Johnny}}. | |||
|- | |||
| {{clr|1|2P}} > {{clr|3|2S}} > {{clr|5|2D}}> j.9c > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > j.c > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Any || 99 || 14 || Faust || <span style="color:lightblue">[1] Very Easy</span> || Same logic as above combo. Extra damage against Faust. If too far away do combo above or stop at {{clr|5|2D}}. | |||
|- | |||
|{{clr|1|5P}} > {{clr|3|cS}} > ({{clr|3|2S}}) > {{clr|4|2H}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 129 (141) || 24 || Any || <span style="color:lightblue">[1] Very Easy</span> || Basic and easy confirm from hitting a {{clr|1|5P}}. If you're very close to the opponent you can connect the {{clr|S|2S}} for more damage. | |||
|- | |||
|{{clr|1|5P}} > {{clr|3|cS}} > {{clr|4|5H}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 127 || 25 || Any || <span style="color:lightblue">[1] Very Easy</span> || Basic and easy confirm from hitting a {{clr|1|5P}}. This works on the spacing where Pogo whiffs after {{clr|4|2H}} in exchange for slightly less damage | |||
|- | |||
|{{clr|1|5P}} > {{clr|3|cS}} > {{clr|5|2D}} || Any || 68 || 6 || Any || <span style="color:lightblue">[1] Very Easy</span> || 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. | |||
|- | |||
|{{clr|1|5P}} > {{clr|3|cS}} > {{clr|5|2D}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 128 || 23 || Female characters (excluding Kum) || <span style="color:lightblue">[1] Very Easy</span> || 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 {{clr|4|5H}}. | |||
|- | |||
|{{clr|1|5P}} > {{clr|3|cS}} > {{clr|5|2D}} > j.9c > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Any || 130 || 12 || Chipp, Faust, Jack-O, Johnny, Kum*, May, Millia, Potemkin || <span style="color:lightblue">[1] Very Easy</span> || 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. | |||
|- | |||
|{{clr|1|5P}} > {{clr|3|2S}} > {{clr|5|2D}} || Any || 66 || 6 || Any || <span style="color:lightblue">[1] Very Easy</span> ||Generally {{clr|3|cS}} is better but there are slight spacing for {{clr|1|5P}} where {{clr|3|fS}} will come out instead of {{clr|3|cS}}, so {{clr|3|2S}} ends up being the backup confirm. | |||
|- | |||
|{{clr|1|5P}} > {{clr|3|cS}} || Any || 41 || 4 || Any || <span style="color:lightblue">[1] Very Easy</span> || A last option for when you're out of range for both {{clr|3|cS}} and {{clr|3|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 {{clr|2|41236K}} to extend the confirm. | |||
|- | |||
|CH {{clr|1|5P}} > {{clr|4|2H}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 114 || 23 || Any || <span style="color:lightblue">[1] Very Easy</span> || A counter-hit confirm from {{clr|1|5P}} that allows you to convert directly into {{clr|4|2H}}. | |||
|- | |||
|{{clr|1|5P}} > {{clr|5|2D}} || Any || 44 || 4 || Any || <span style="color:lightblue">[1] Very Easy</span> || 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 | |||
{{clr|1|5P}} counter-hits, but the {{clr|4|2H}} is better generally. | |||
|- | |||
|{{clr|1|5P}} > {{clr|5|2D}} > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 113 || 21 || Female characters (excluding Kum) || <span style="color:lightblue">[1] Very Easy</span> || Same logic as above but using the pogo follow-up for female characters. Some characters are very likely to tech after GMW. | |||
|} | |||
===={{clr|2|K}} Starters==== | ===={{clr|2|K}} Starters==== |
Revision as of 04:06, 24 May 2022
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
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 > cS | 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. |
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.
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. |
S Starters
2S
c.S
f.S
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|
H Starters
2H
5H
6H
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|
D Starters
2D
5D
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|
Combo Theory
Video Examples
Pandabetic's Faust Combo Guide {{#evt: service=youtube |id=https://youtu.be/2vh_NBxYYPc }}