A very easy confirm into Faust's {{clr|5|2D}}, which nets you an item toss and a knockdown.
Faust's gatling tree is very unusual, and as such combos directly into {{clr|5|2D}}, while still easy, require some knowledge of his routing. A basic rule of thumb is that {{clr|1|P}} buttons never combo into {{clr|5|2D}}, and can't gatling into {{clr|2|K}} buttons, so you have to do {{clr|1|P}} > {{clr|3|S}} gatlings instead. {{clr|2|K}} buttons will combo directly into {{clr|5|2D}}, making it much easier to confirm.
}}
|-|
Pogo Ender=
{{TheoryBox
| Title = Combo into Pogo
| Oneliner = Higher damage and better corner carry over {{clr|5|2D}}.
A higher damage midscreen combo that's still very reliable. Press {{clr|5|D}} while on Pogo to throw an item, and then hold down to dismount quickly.
Faust's {{clr|3|236S}} Pogo can be used in combos after {{clr|4|H}} buttons. The floor slide sends them much farther away than ending in {{clr|5|2D}} would, netting more screen space for zoning afterwards. This combo also easily transitions into Faust's corner Pogo extensions, making it rewarding as a beginner combo to learn. Just be wary, as while Pogo itself is +3, the followups are all punishable in some way and Faust cannot block on Pogo.
}}
|-|
Anti-Air Combo=
{{TheoryBox
| Title = Simple Anti-Air Combo
| Oneliner = An easy combo to do after anti-air hits.
A simple combo that can almost always be done after anti-air hits.
Faust's trio of anti-airs all have ways to confirm into air combos for further damage, which is a big part of why they're so scary. This does solid damage, and while it doesn't knock down, it still gets you a safe item toss. You can route into knockdowns using his {{clr|5|j.D}} if they get hit very low, but it's safer to go with this generally.
This combo can be done after a {{clr|1|6P}}, but only on counterhit. Simply link the {{clr|2|5K}} as they fall down, and start the air combo as per usual.
}}
</tabber>
{{CoreComboDef}}
{{TheoryBox
| Title = BnB into j.D
| Oneliner = Your go-to for midscreen oki and metered extensions.
Your usual combo for midscreen okizeme, as it gives a great knockdown next to you and allows for metered extensions with FB Pogo.
{{clr|5|2D}} > {{clr|3|2S}} > {{clr|2|5K}} allows for easy and simple launches, but it does require a fairly close hit, which is why it's usually best after using {{clr|2|2K}} as a meaty attack. This allows Faust to loop his high/low/throw mixups, using item tosses to enforce them.
}}
{{TheoryBox
| Title = Pogo Corner Extensions
| Oneliner = Simple corner combo after any Pogo combo.
| Difficulty = Easy
| Anchor = BeginnerCombo1
| Video = ACPR Faust 5P cS 5H 236S Pogo S Pogo H.webm
An easy and fairly universal extension from Pogo in the corner. {{clr|4|Pogo.H}} generally has to hit very low for it to knock down properly, which is why the delay is required.
Generally you'll always route into this without meter in the corner, as it adds a nice chunk of damage without too much effort. It should be kept in mind however that this will not knock down on lightweight characters, and it requires slight alterations in the delay on different characters to secure a knockdown. Picking up with {{clr|3|Pogo.S}} Flower is tight on a few characters, notably Zappa and Robo-Ky.
}}
{{TheoryBox
| Title = FB Pogo Extensions
| Oneliner = Turn 25 meter into extended corner carry and higher damage from almost any hit.
| Difficulty = Easy
| Anchor = BeginnerCombo1
| Video = ACPR Faust 2K 2D 2S jc jK jD j236D Pogo H.webm
An easy and rewarding combo that you can spend meter on fairly often.
Almost always brings the opponent close to the corner, and unlike corner Pogo extensions, you can secure knockdowns with this across the whole cast. FB Pogo itself is quite combo friendly, as it removes OTG state allowing you to continue combos where they would normally end. You can even jump cancel his {{clr|5|2D}} and land this, extending max range sweep combos where you would otherwise just get a safe item toss. If you're ever at a loss to how you could've extended something, FB Pogo is usually the answer.
}}
{{TheoryBox
| Title = Corner Mettagiri Combo
| Oneliner = Add some damage to Faust's unblockable in the corner.
Linking a {{clr|1|5P}} after Mettagiri in the corner allows for a followup air combo, adding damage and still netting a knockdown at no cost.
You can extend further with meter, but Mettagiri does scale a lot, so generally you won't do this... however, on Potemkin especially, extending with meter after Mettagiri can lead into the corner infinite, which is explained in depth further down this page. Other than that, this is just an easy extension you should always do after landing a corner Mettagiri, which you often will.
}}
{{TheoryBox
| Title = IOH j.K Combo
| Oneliner = Net damage from Faust's instant overhead.
| Difficulty = Hard
| Anchor = BeginnerCombo1
| Video = ACPR Faust FDC jK jc j2K j236D Pogo H.webm
The most universal combo from instant overhead {{clr|2|j.K}}.
FDC Drill is a somewhat difficult technique to master, but it allows Faust to mix high/low extremely well if done right. You can input it as j.1K~P, and then quickly release both buttons and press {{clr|2|j.K}} to get a very fast overhead. The followups to this depend a lot on character, how deep {{clr|2|j.K}} hits, and how fast you FDC, but this combo will generally always work at the cost of 25 meter.
}}
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| {{clr|2|2K}}* > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc** > {{clr|2|j.K}} > {{clr|5|j.D}} || anywhere || Low || works on everyone || {{clr|2|Easy}} || This is probably the most character-universal combo into j.D knockdown. Some characters require a different variation, or a very deep hit, or going right into {{clr|2|5K}} instead of {{clr|3|2S}}. In those cases, you might want to go for Item Toss or Pogo enders instead. *Many other starters or opening gattlings that lead into {{clr|5|2D}} can also lead into this combo. **In some cases, after the first j.K you may want to go directly into j.D instead of jump cancelling into another j.K before j.D depending on the opposing character and/or spacing.
| {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|2S}} > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Anywhere || Low || All except Chipp/Millia || {{ComboDifficulty|Easy}} || 5P is a very simple, effective button for what it is at 5 frames. While 5P in of itself isn't a crazy starter or one that you'll see a lot often, it's useful to know in case you get it while mashing out of pressure while cornered and want a full conversion. On Chipp and Millia the {{clr|3|2S}} pickup will whiff but you can cut it short after {{clr|5|2D}} for standard pressure.
|-
| {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > Pogo Item Toss [Pogo {{clr|3|S}} Flower > Pogo Going My Way] || Anywhere/Corner || Gain 25% || Everyone || {{ComboDifficulty|Easy}} || Very simple combo that can be done off many of your starters, not just 5P. At midscreen you can only followup with an item toss and dismount, but in the corner you'll get a decent chunk of extra damage from the full combo. Timing is tight to flower in the corner against Zappa and Robo-Ky.
|-
| {{clr|2|2K}}* > {{clr|5|2D}} > {{clr|3|2S}} > {{clr|2|5K}} > jc > {{clr|2|j.K}} > jc** > {{clr|2|j.K}} > {{clr|5|j.D}} || anywhere || Low || works on everyone || {{ComboDifficulty|Easy}} || This is probably the most character-universal combo into j.D knockdown. Some characters require a different variation, or a very deep hit, or going right into {{clr|2|5K}} instead of {{clr|3|2S}}. In those cases, you might want to go for Item Toss or Pogo enders instead. *Many other starters or opening gattlings that lead into {{clr|5|2D}} can also lead into this combo. **In some cases, after the first j.K you may want to go directly into j.D instead of jump cancelling into another j.K before j.D depending on the opposing character and/or spacing.
|-
| {{clr|4|6H}} > Pogo > RC ~> 66 > {{clr|4|6H}} > Pogo > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Costs 50 || Jam, Zappa, Ky, Roby Ky, Baiken, Johnny, Testament, Bridget, Anji, Potemkin, and Justice. || {{ComboDifficulty|Easy}} || Easy Combo. Big damage. The RC {{clr|4|6H}} > Pogo extension from Pogo in the corner is a great way to crank damage for 50 bar off good starters. This can be extended with another loop of {{clr|4|6H}} > Pogo for an additional 50% meter for additional damage in the corner too.
|-
| {{clr|4|{{clr|4|6H}}}} > Pogo > RC ~> 66 > {{clr|4|2H}} > Pogo > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Costs 50 || Everyone except for Sol, Order Sol, and Millia. || {{ComboDifficulty|Easy}} || Variant on previous combo that uses {{clr|4|2H}} pickup off Pogo RC slide state instead of {{clr|4|6H}}, which is much more universal. For the characters this doesn't work on, use other followups after RCing instead, such as dash {{clr|3|2S}} > jc > Air combo, or dash > FB Chop > etc.
|-
| [{{clr|4|6H}}/{{clr|4|2H}} crouch or CH, or item] > {{clr|2|41236K}} > {{clr|5|236D}} wallsplat > dash > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|5|j.D}} || near corner || low || Everyone* || {{ComboDifficulty|Easy}} || The wallsplat from the baseball swing off of Scalpel will net a short combo. Not only does this get a hard knockdown, but it is more damage than non-coin karate chop followup, and a very small amount less than spending meter on the FB followup. The distance you can pickup can be hard to gauge, and should be kept to near the corner. For {{clr|4|6H}}/{{clr|4|2H}} crouch/CH it provides more damage than pogo and knocks down. *{{clr|4|6H}}/{{clr|4|2H}} MUST be CH on May, Zappa
|-
|-
| {{clr|4|6H}} > Pogo > RC ~> 66 > {{clr|4|6H}} > Pogo > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Costs 50 || Jam, Zappa, Ky, Roby Ky, Baiken, Johnny, Testament, Bridget, Anji, Potemkin, and Justice. || {{clr|2|Easy}} || Easy Combo. Big damage. The RC {{clr|4|6H}} > Pogo extension from Pogo in the corner is a great way to crank damage for 50 bar off good starters. This can be extended with another loop of {{clr|4|6H}} > Pogo for an additional 50% meter for additional damage in the corner too.
| [{{clr|4|6H}}/{{clr|4|2H}} crouch or CH, or item] (optional) > {{clr|2|41236K}} > {{clr|5|236D}} wallsplat > dash > {{clr|3|2S}} > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || midscreen || low || Everyone* except Chipp || {{ComboDifficulty|Easy}} || Just under round-start distance it's possible to still get the pickup of the combo listed above. However, in this situation, landing the {{clr|5|j.D}} becomes harder. This version covers that while also dealing more damage. Adding {{clr|2|5K}} becomes necessary in a lot of situations in order to elevate the opponent enough to land {{clr|2|j.K}}. *{{clr|4|6H}}/{{clr|4|2H}} MUST be CH on May, Zappa
|-
|-
| {{clr|4|{{clr|4|6H}}}} > Pogo > RC ~> 66 > {{clr|4|2H}} > Pogo > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Costs 50 || Everyone except for Sol, Order Sol, and Millia. || {{clr|2|Easy}} || Variant on previous combo that uses {{clr|4|2H}} pickup off Pogo RC slide state instead of {{clr|4|6H}}, which is much more universal. For the characters this doesn't work on, use other followups after RCing instead, such as dash {{clr|3|2S}} > jc > Air combo, or dash > FB Chop > etc.
| {{clr|2|2K}} > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|5|2D}} > {{clr|1|236P}} || anywhere || Low || works on everyone || {{ComboDifficulty|Easy}} || Bog standard knockdown into Item Toss. Link the item instead of cancelling into it if you want to ensure Hammer connects meaty.
|-
|-
| {{clr|2|2K}} > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|5|2D}} > {{clr|1|236P}} || anywhere || Low || works on everyone || {{clr|2|Easy}} || Bog standard knockdown into Item Toss. Link the item instead of cancelling into it if you want to ensure Hammer connects meaty.
| {{clr|2|2K}} > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Good || works on everyone || {{ComboDifficulty|Easy}} || Bog standard corner knockdown. Better damage, and item toss in their face, even when cornered, can set up some spicy situations (Especially with off-screen bomb.)
|-
|-
| {{clr|2|2K}} > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Good || works on everyone || {{clr|2|Easy}} || Bog standard corner knockdown. Better damage, and item toss in their face, even when cornered, can set up some spicy situations (Especially with off-screen bomb.)
| Most Starters ending in {{clr|4|5H}} or {{clr|4|2H}} into Pogo > Pogo.{{clr|3|S}} > delay > Pogo.{{clr|4|H}} || corner || Good || works on everyone || {{ComboDifficulty|Easy}} || Comboing into Pogo > Flower > Going My Way in the corner is fairly standard across the cast, and you can go into it from {{clr|4|5H}} or {{clr|4|2H}}. This means you can use {{clr|1|2P}}, {{clr|1|5P}}, {{clr|2|2K}} or what not.
|-
|-
| Most Starters ending in {{clr|4|5H}} or {{clr|4|2H}} into Pogo > Pogo.{{clr|3|S}} > delay > Pogo.{{clr|4|H}} || corner || Good || works on everyone || {{clr|2|Easy}} || Comboing into Pogo > Flower > Going My Way in the corner is fairly standard across the cast, and you can go into it from {{clr|4|5H}} or {{clr|4|2H}}. This means you can use {{clr|1|2P}}, {{clr|1|5P}}, {{clr|2|2K}} or what not.
| CH {{clr|1|6P}} > Item Toss > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}}* > {{clr|4|j.H}} || anywhere || Good || works on most characters || {{ComboDifficulty|Easy}} || Common example anti-air 6P combo. *{{clr|3|j.S}} can be substituted here, but for consistency, {{clr|1|j.P}} works better.
|-
|-
| CH {{clr|1|6P}} > Item Toss > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}}* > {{clr|4|j.H}} || anywhere || Good || works on most characters || {{clr|2|Easy}} || Common example anti-air 6P combo. *{{clr|3|j.S}} can be substituted here, but for consistency, {{clr|1|j.P}} works better.
| CH {{clr|1|6P}} Trade > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{ComboDifficulty|Easy}} || This will happen a lot in anti-air situations. Your 6P will trade with their air normal, but you can still combo.
|-
|-
| CH {{clr|1|6P}} Trade > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{clr|2|Easy}} || This will happen a lot in anti-air situations. Your 6P will trade with their air normal, but you can still combo.
| Anti-air {{clr|2|2K}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{ComboDifficulty|Easy}} || {{clr|2|2K}} anti-air situation. Usually happens with the opponent overhead. You may need to substitute {{clr|3|j.S}} with {{clr|1|j.P}} for more consistency depending on the opposing character or air spacing, otherwise {{clr|3|j.S}} will whiff.
|-
|-
| Anti-air {{clr|2|2K}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{clr|2|Easy}} || {{clr|2|2K}} anti-air situation. Usually happens with the opponent overhead. You may need to substitute {{clr|3|j.S}} with {{clr|1|j.P}} for more consistency depending on the opposing character or air spacing, otherwise {{clr|3|j.S}} will whiff.
| {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{ComboDifficulty|Easy}} || Reverse beat from {{clr|5|2D}} allows for some long-distance pickup from opponents who try to stand later in strings or pressure, which is more common when opponents are at a distance, since {{clr|4|2H}} can be blocked standing. Sometimes you'll be too far for a jD knockdown, so taking the damage and air reset instead can be good, depending on the matchup.
|-
|-
| {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{clr|2|Easy}} || Reverse beat from {{clr|5|2D}} allows for some long-distance pickup from opponents who try to stand later in strings or pressure, which is more common when opponents are at a distance, since {{clr|4|2H}} can be blocked standing. Sometimes you'll be too far for a jD knockdown, so taking the damage and air reset instead can be good, depending on the matchup.
| String ending in {{clr|5|2D}}: {{clr|5|2D}} > jc > IAD > FB Pogo > Pogo.44 > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || midscreen || Costs 25 || works on everyone || {{ComboDifficulty|Medium}} || Sideswitch option from {{clr|5|2D}} knockdown. Great for when you start a combo when cornered, or land a stray {{clr|5|2D}} counterpoke.
|-
|-
| String ending in {{clr|5|2D}}: {{clr|5|2D}} > jc > IAD > FB Pogo > Pogo.44 > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || midscreen || Costs 25 || works on everyone || {{clr|3|Medium}} || Sideswitch option from {{clr|5|2D}} knockdown. Great for when you start a combo when cornered, or land a stray {{clr|5|2D}} counterpoke.
| String ending in {{clr|5|2D}}: {{clr|5|2D}} > jc > FB Pogo > Pogo.{{clr|4|H}} || midscreen || Costs 25 || works on everyone || {{ComboDifficulty|Easy}} || Non-specific corner carry and knockdown option from a {{clr|5|2D}} knockdown. Good for bringing your opponent to the corner when you land {{clr|5|2D}} from a distance. This combo has been simplified to not drop, but you can often link Pogo.D (Item) followed by Pogo.{{clr|3|S}} depending on spacing/character. Lighter characters (Girls, Kliff and Bridget) can be rough to knockdown with Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} depending on spacing.
|-
|-
| String ending in {{clr|5|2D}}: {{clr|5|2D}} > jc > FB Pogo > Pogo.{{clr|4|H}} || midscreen || Costs 25 || works on everyone || {{clr|2|Easy}} || Non-specific corner carry and knockdown option from a {{clr|5|2D}} knockdown. Good for bringing your opponent to the corner when you land {{clr|5|2D}} from a distance. This combo has been simplified to not drop, but you can often link Pogo.D (Item) followed by Pogo.{{clr|3|S}} depending on spacing/character. Lighter characters (Girls, Kliff and Bridget) can be rough to knockdown with Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} depending on spacing.
| String ending in {{clr|5|2D}}: {{clr|5|2D}} > {{clr|3|236S}} > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}}|| Corner || Gain 25% || Dizzy, I-No, Justice, Millia, Baiken, Bridget, Jam, Kliff, May || {{ComboDifficulty|Easy}} || {{clr|5|2D}} > {{clr|3|236S}} combos on characters with [[GGACR/Frame_Data#Defense_Values|gravity mod]] 1.05 or 1.1. Has the longest range of all Pogo confirm options, since {{clr|5|2D}} has longer range than {{clr|4|5H}} and does less pushback than {{clr|4|2H}} and {{clr|4|6H}}.
|-
|-
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|5|2D}} > Item Toss || anywhere || Very Low || crouching, works on everyone (Except Zappa) || {{clr|4|Hard}} || Instant overhead/Overhead (Depends on your execution). Drill cancel can be a pretty demanding technique, and the damage/metergain is low without some kind of Item to confirm from. Mix with Drill Cancel ▷ {{clr|1|2P}} or {{clr|2|j.2K}} > whiff ▷ {{clr|1|2P}} to make it more ambiguous. Great when paired with Bomb.
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|5|2D}} > Item Toss || anywhere || Very Low || crouching, works on everyone (Except Zappa) || {{ComboDifficulty|Hard}} || Instant overhead/Overhead (Depends on your execution). Drill cancel can be a pretty demanding technique, and the damage/metergain is low without some kind of Item to confirm from. Mix with Drill Cancel ▷ {{clr|1|2P}} or {{clr|2|j.2K}} > whiff ▷ {{clr|1|2P}} to make it more ambiguous. Great when paired with Bomb.
|-
|-
| Drill Cancel ~> {{clr|2|j.K}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > j.D || anywhere || Low || works on everyone || {{clr|5|Very Hard}} || Requires a very precisely timed "deep" FDC {{clr|2|j.2K}} into {{clr|2|j.K}} in order to be plus enough to link {{clr|3|c.S}}. Offers a more reliable j.D routing on smaller characters, and allows you to combo crouch-state Zappa. Not recommended unless you're suffering from FDC {{clr|2|j.2K}} brain-poison.
| Drill Cancel ~> {{clr|2|j.K}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > j.D || anywhere || Low || works on everyone || {{ComboDifficulty|Very Hard}} || Requires a very precisely timed "deep" FDC {{clr|2|j.2K}} into {{clr|2|j.K}} in order to be plus enough to link {{clr|3|c.S}}. Offers a more reliable j.D routing on smaller characters, and allows you to combo crouch-state Zappa. Not recommended unless you're suffering from FDC {{clr|2|j.2K}} brain-poison.
|-
|-
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > pogo.{{clr|3|S}} > pogo.{{clr|4|H}} || corner || Low || works on most characters || {{clr|4|Hard}} || On crouching hit, {{clr|3|f.S}} will whiff on characters with short crouch states.
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > pogo.{{clr|3|S}} > pogo.{{clr|4|H}} || corner || Low || works on most characters || {{ComboDifficulty|Hard}} || On crouching hit, {{clr|3|f.S}} will whiff on characters with short crouch states.
|-
|-
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > RC ~> 66 > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || anywhere || Costs 50 || works on everyone || {{clr|4|Hard}} || See note from previous combo. Use the RC extension near the corner for more consistency if you want the extra damage or to guarantee a corner push.
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > RC ~> 66 > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || anywhere || Costs 50 || works on everyone || {{ComboDifficulty|Hard}} || See note from previous combo. Use the RC extension near the corner for more consistency if you want the extra damage or to guarantee a corner push.
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || anywhere || Low || works on everyone || {{clr|4|Hard}} || Air combo can be replaced with {{clr|5|j.D}} air ender from combo 1.
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || anywhere || Low || works on everyone || {{ComboDifficulty|Hard}} || Air combo can be replaced with {{clr|5|j.D}} air ender from combo 1.
|-
|-
| {{clr|5|214D}} ▷ 66 ~> {{clr|2|5K}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Anywhere || Costs 25 || works on everyone || {{clr|3|Medium}} || Standard followup combo after reversal or abare FB Chop. Not all characters require the immediate microdash after landing, but it will make it more consistent across everyone.
| {{clr|5|214D}} ▷ 66 ~> {{clr|2|5K}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Anywhere || Costs 25 || works on everyone || {{ComboDifficulty|Medium}} || Standard followup combo after reversal or abare FB Chop. Not all characters require the immediate microdash after landing, but it will make it more consistent across everyone.
|-
|-
| {{clr|2|41236K}} ~ 4 ~ {{clr|5|236D}} ~ {{clr|5|236D}} > 4 ~> IAD ~> FB Pogo > Pogo.{{clr|4|H}} || Anywhere || Costs 50 || works on everyone || {{clr|3|Medium}} || Additional FB pogo followup after FB Explosion followup of scalpel pull. Great for extra damage and corner carry when you have extra meter.
| {{clr|2|41236K}} ~ 4 ~ {{clr|5|236D}} ~ {{clr|5|236D}} > 4 ~> IAD ~> FB Pogo > Pogo.{{clr|4|H}} || Anywhere || Costs 50 || works on everyone || {{ComboDifficulty|Medium}} || Additional FB pogo followup after FB Explosion followup of scalpel pull. Great for extra damage and corner carry when you have extra meter.
|-
|-
| {{clr|2|41236K}} ~ 4 ~ {{clr|5|236D}} ~ {{clr|5|236D}} > SB ~> 66 ~> {{clr|3|2S}} > JI > {{clr|2|5K}} > sjc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || Anywhere || Costs 25 || works on everyone || {{clr|5|Very Hard}} || Example extension of FB explosion followup of scalpel pull when slashbacking the FB explosion. Jump install version used here to be used for additional damage.
| {{clr|2|41236K}} ~ 4 ~ {{clr|5|236D}} ~ {{clr|5|236D}} > SB ~> 66 ~> {{clr|3|2S}} > JI > {{clr|2|5K}} > sjc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || Anywhere || Costs 25 || works on everyone || {{ComboDifficulty|Very Hard}} || Example extension of FB explosion followup of scalpel pull when slashbacking the FB explosion. Jump install version used here to be used for additional damage.
|-
|-
| {{clr|2|j.2K}} > {{clr|5|236D}} ▷ pogo.{{clr|1|P}}, pogo.{{clr|3|S}}, pogo.{{clr|4|H}} || Anywhere || Costs 25 || works on everyone || {{clr|1|Very Easy}} || Standard FB Pogo confirm from j.2K.
| {{clr|2|j.2K}} > {{clr|5|236D}} ▷ pogo.{{clr|1|P}}, pogo.{{clr|3|S}}, pogo.{{clr|4|H}} || Anywhere || Costs 25 || works on everyone || {{ComboDifficulty|Very Easy}} || Standard FB Pogo confirm from j.2K.
|-
|-
| {{clr|4|214H}}, {{clr|1|5P}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|5|j.D}} || Corner || Good || Everyone || {{clr|2|Easy}} || Standard followup after Mettagiri.
| {{clr|4|214H}}, {{clr|1|5P}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|5|j.D}} || Corner || Good || Everyone || {{ComboDifficulty|Easy}} || Standard followup after Mettagiri.
|-
|-
| {{clr|5|5D}} > 8 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || Anywhere || Good || Everyone except Chipp, inconsistent on Millia. || {{clr|1|Very Easy}} || Mostly universal dust combo. On Millia and Chipp, you will need to either slightly delay the initial {{clr|4|j.H}} or use {{clr|5|j.D}} instead for the first two attacks after {{clr|5|5D}}.
| {{clr|5|5D}} > 8 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || Anywhere || Good || Everyone except Chipp, inconsistent on Millia. || {{ComboDifficulty|Very Easy}} || Mostly universal dust combo. On Millia and Chipp, you will need to either slightly delay the initial {{clr|4|j.H}} or use {{clr|5|j.D}} instead for the first two attacks after {{clr|5|5D}}.
|}
|}
==Combo Theory==
==Combo Theory==
===Faust Infinite Combo===
===Basic Faust Theory (Grounded)===
Compared to other characters, Faust typically exchanges higher damage without meter or items with being easy to do. You can get confirms off of basically anything, anywhere on screen. Generally speaking, there are three ways for Faust to route:
* Confirm into Pogo
* Launch the opponent into the air
* Get a knockdown
Most of his starters either do this right away, or only need one gatling to do it. While you can try to add some more hits in, it's usually better to set up pressure, knockdowns, and item tosses in order to keep the opponent pressured. For combos, you need to remember two things:
* {{clr|4|5H}} (any single hit will do) and {{clr|4|2H}} will confirm Pogo on hit.
* {{clr|5|2D}} can confirm {{clr|3|2S}} for air combos at closer ranges.
From there it's a matter of figuring out which normals can confirm your 5H, 2H, or 2D. If the combo starter doesn't, it almost always has a gatling that will - for instance, {{clr|1|5P}} will not combo to 2D on normal hit, but combos into {{clr|3|2S}} which will reverse gatling to 2D and back to 2S for air pickup. You can take a look at the video examples section below for a variety of examples (not necessarily optimal) of how Faust can navigate basically any opening move into a combo that suits his current needs:
===Faust Infinite Combo (Corner Loops Involving S.Pogo and P.Pogo)===
====What does it look like?====
====What does it look like?====
Robo and Ky: https://www.youtube.com/watch?v=NKhp5nPFMeI
Robo and Ky: https://www.youtube.com/watch?v=NKhp5nPFMeI
Line 185:
Line 329:
Your goal is to keep the victim in the right range so that S Flower doesn't miss their OTG box.
Your goal is to keep the victim in the right range so that S Flower doesn't miss their OTG box.
===236236S (Shigekiteki Zetsumei Ken) Comboing===
Faust's reversal super is famously a bit limp in terms of usefulness, despite its damage output potential. Regardless, it has the property that if the super is blocked or after it successfully hits (enemy picks a Reaper), Faust will enter a taunt pose similar to his Instant Kill attack startup. The ''entire'' duration of the taunt can be FRC'd, which makes the super very marginally safer (enemies can just jump you to prevent this from coming into play), but also allows you to hit combos on some characters after hitting it! NOTE: all proration references are taken from Dustloop's full frame data.
Why do it? It's possible to get another hard knockdown with j.D, spam hits with j.KP to finish them off, and because the second hit of the super has '''no proration''' this will do surprising amounts of damage.
'''Basic rules of comboing with Shigekiteki Zetsumei Ken'''
*The super, as a whole, is not reliable and is probably the worst gamble in all of Faust's kit. Just because you hit it does not mean it's going to work thanks to the angel.
*The damage can be 100, 150, or 190 but is always reduced since it lands (bare minimum) second as part of a combo. In training mode the dummy will always pick the 150 Reaper unless you try to somehow change this fact, like not picking a chest.
*Comboing after this super is difficult, and unless done on Potemkin or A.B.A, EXPENSIVE. It should only be done with the goal of killing an already nearly dead enemy or if you're confident you can hit {{clr|5|j.D}} in the combo.
*Gravity is super screwed up after the opponent is hit by the super, meaning you can't get anything super fancy.
*{{clr|3|2S}} is preferred as it doesn't prorate, but sometimes only {{clr|2|5K}} is possible. It doesn't prorate horribly and you will still get decent damage bonuses from it.
With that in mind, here are notes on comboing into the super:
*Any hit from an HS move
*c.S and f.S
*3rd hit of 2K (massively lowers damage)
*5K (lowers damage)
*2D (very bad for damage)
*Items and CHs make this pretty easy to land (even j.2K will confirm it)
And a list of who you can hit (read below for more detail):
''Being able to combo after the super is mostly reliant on enemy's "shocked" animation length. Many characters can be hit 2S even if they cannot be comboed after.''
Notes: It's probably possible to continue the combo on Bridget and I-No, but Bridget goes flying and I-No is just tedious to pick up with 2S.
====Meterless Conversions====
'''Potemkin (easy)'''
Being the enormous lad that he is, Pot can be victim to easily performed combos. In fact, he's so freaking huge you can convert by holding 9 and starting with j.K! Doing so is marginally easier than using {{clr|3|2S}} and prorates less than {{clr|2|5K}}. Since he's so big you can spam j.{{clr|2|K}}{{clr|1|P}}'s self loop a few times if you really need to go through his high guts rating. You would also be surprised at how much damage this is capable of doing with a simple 2S > j.K > j.D for another knockdown.
'''A.B.A (tricky)'''
Much trickier than Potemkin, as there's a slim window to connect 5K or 2S, and you won't be able to do much in either case afterward. Can be useful near higher health values to take her down a notch. Because her animation is insanely long after getting hit, you may also consider FRC to microdash for more comfortable conversion. NOTE: Because this super won't stop her blood meter from draining, and will cause a hard knockdown, it's often best to let it rock and take the advantage you get from draining the meter.
====FRC Conversions====
'''Slayer (easy)'''
Slayer has a pretty long animation after getting hit, though you can't start meterless. FRCing early into a microdash 2S will still be easy to combo off of, and his air-hurtbox isn't that bad to deal with. It's still best to end as early as possible into your re-knockdown (does good damage), but you can also get some extra hits from spamming. Since Slayer is only somewhat tankier than average, the damage and re-knockdown are usually better.
'''Millia Rage (medium-hard)'''
While I consider it highly unlikely a Millia player would ever allow themselves to be hit by this super, doing so is a potential game ender in of itself. The 150 and 190 reapers will do outrageous damage to her, and from full health hitting the super into the 150 reaper already deals ~40% of her total health. Comboing her will be tricky, as it always is for Faust, and you cannot get many hits in. Like A.B.A, it might be best to let her take the knockdown since you won't get a lot of opportunities to run oki on this flighty little bird.
'''Zappa (easy-ish)'''
Zappa strikes three poses before he hops into the air, but sometimes he can be tricky to combo in-air. Does good damage if you can. NOTE: Because Zappa gets ghosts from being knocked down, there is actual application in FRCing and trying to hit him in the air - teching out stops him from getting his ghost, and only higher tier Zappa players will intentionally risk not teching to hit the ground.
'''Axl (hard)'''
Axl can only be hit by 2S after FRCing, 5K is too slow. The pickup can be pretty challenging to time at first, but after you turn him around with it, he is notoriously easy to combo in the air and you will do okay damage. Risky to do as there is a high chance of hitting him on the ground and giving him a free tech.
'''Johnny (medium)'''
5K will work but it is a bit narrow considering Johnny's "pancake" shaped hurtbox. 2S picks up just fine afterward, but beware that Johnny will go flying pretty quickly into the combo - 2S > 5K is impossible to follow up if you hit him too *early* into his fall. Big damage potential off of nothing more than 2S > j.K > j.D and you still get the knockdown.
'''Holy-Order Sol (hard)'''
Timing is super narrow to pick up on this guy, and the only real way to get into the air is to do 2S > 5K. Doesn't have insane reversal potential so playing it safe on a knockdown can be preferred.
'''Robo-Ky (easy-medium)'''
Unlike regular Ky, you can hit Robert Kyle thanks to his longer shocked animation that is also done standing (good for Ky, too, he already despises the Faust MU). Once you turn him around, he's not too difficult to combo on, but he isn't Potemkin either - just get your knockdown and move on since you won't score meaningful damage from this super, EVER, against Robo.
'''Baiken (very easy)'''
Similar-ish to Millia. It's very unlikely this super should ever hit against a good Baiken, but if it does the damage alone can be insanely compromising for her. She takes a long time to recover and is thrown high in the air when it hits, making comboing on her depressingly easy given how much damage you can tack on with only three extra hits. Like Johnny, if you use 5K after 2S, doing it too early will make her impossible to combo in the air.
Numbers represent direction on a keyboard numpad. For example, + 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.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
BnB into 2DYour most reliable confirm.
Easy
5P > c.S > 2D > 236P
A very easy confirm into Faust's 2D, which nets you an item toss and a knockdown.
Faust's gatling tree is very unusual, and as such combos directly into 2D, while still easy, require some knowledge of his routing. A basic rule of thumb is that P buttons never combo into 2D, and can't gatling into K buttons, so you have to do P > S gatlings instead. K buttons will combo directly into 2D, making it much easier to confirm.
Combo into PogoHigher damage and better corner carry over 2D.
Easy
5P > c.S > 5H > 236S ~ Pogo.D
A higher damage midscreen combo that's still very reliable. Press D while on Pogo to throw an item, and then hold down to dismount quickly.
Faust's 236S Pogo can be used in combos after H buttons. The floor slide sends them much farther away than ending in 2D would, netting more screen space for zoning afterwards. This combo also easily transitions into Faust's corner Pogo extensions, making it rewarding as a beginner combo to learn. Just be wary, as while Pogo itself is +3, the followups are all punishable in some way and Faust cannot block on Pogo.
Simple Anti-Air ComboAn easy combo to do after anti-air hits.
Easy
5K/2K > jc j.K > jc j.K > j.S > j.H
A simple combo that can almost always be done after anti-air hits.
Faust's trio of anti-airs all have ways to confirm into air combos for further damage, which is a big part of why they're so scary. This does solid damage, and while it doesn't knock down, it still gets you a safe item toss. You can route into knockdowns using his j.D if they get hit very low, but it's safer to go with this generally.
This combo can be done after a 6P, but only on counterhit. Simply link the 5K as they fall down, and start the air combo as per usual.
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
BnB into j.DYour go-to for midscreen oki and metered extensions.
Easy
2K > 2D > 2S > 5K > jc j.K > j.D
Your usual combo for midscreen okizeme, as it gives a great knockdown next to you and allows for metered extensions with FB Pogo.
2D > 2S > 5K allows for easy and simple launches, but it does require a fairly close hit, which is why it's usually best after using 2K as a meaty attack. This allows Faust to loop his high/low/throw mixups, using item tosses to enforce them.
Pogo Corner ExtensionsSimple corner combo after any Pogo combo.
Easy
5P > c.S > 5H > 236S > Pogo.S > dl.Pogo.H
An easy and fairly universal extension from Pogo in the corner. Pogo.H generally has to hit very low for it to knock down properly, which is why the delay is required.
Generally you'll always route into this without meter in the corner, as it adds a nice chunk of damage without too much effort. It should be kept in mind however that this will not knock down on lightweight characters, and it requires slight alterations in the delay on different characters to secure a knockdown. Picking up with Pogo.S Flower is tight on a few characters, notably Zappa and Robo-Ky.
FB Pogo ExtensionsTurn 25 meter into extended corner carry and higher damage from almost any hit.
Easy
2K > 2D > 2S > jc j.K > j.D > j.236D, Pogo.H
An easy and rewarding combo that you can spend meter on fairly often.
Almost always brings the opponent close to the corner, and unlike corner Pogo extensions, you can secure knockdowns with this across the whole cast. FB Pogo itself is quite combo friendly, as it removes OTG state allowing you to continue combos where they would normally end. You can even jump cancel his 2D and land this, extending max range sweep combos where you would otherwise just get a safe item toss. If you're ever at a loss to how you could've extended something, FB Pogo is usually the answer.
Corner Mettagiri ComboAdd some damage to Faust's unblockable in the corner.
Very Easy
214H, 5P > 2S > jc > j.K > j.D
Linking a 5P after Mettagiri in the corner allows for a followup air combo, adding damage and still netting a knockdown at no cost.
You can extend further with meter, but Mettagiri does scale a lot, so generally you won't do this... however, on Potemkin especially, extending with meter after Mettagiri can lead into the corner infinite, which is explained in depth further down this page. Other than that, this is just an easy extension you should always do after landing a corner Mettagiri, which you often will.
IOH j.K ComboNet damage from Faust's instant overhead.
Hard
j.2K~FDC, j.K > jc j.2K > j.236D, Pogo.H
The most universal combo from instant overhead j.K.
FDC Drill is a somewhat difficult technique to master, but it allows Faust to mix high/low extremely well if done right. You can input it as j.1K~P, and then quickly release both buttons and press j.K to get a very fast overhead. The followups to this depend a lot on character, how deep j.K hits, and how fast you FDC, but this combo will generally always work at the cost of 25 meter.
Combo
Position
Tension Gain
Works on:
Difficulty
Notes
5P > c.S > 2D > 2S > 5K > jc > j.K > j.S > j.H
Anywhere
Low
All except Chipp/Millia
[2] Easy
5P is a very simple, effective button for what it is at 5 frames. While 5P in of itself isn't a crazy starter or one that you'll see a lot often, it's useful to know in case you get it while mashing out of pressure while cornered and want a full conversion. On Chipp and Millia the 2S pickup will whiff but you can cut it short after 2D for standard pressure.
5P > c.S > 2H > 236S > Pogo Item Toss [Pogo S Flower > Pogo Going My Way]
Anywhere/Corner
Gain 25%
Everyone
[2] Easy
Very simple combo that can be done off many of your starters, not just 5P. At midscreen you can only followup with an item toss and dismount, but in the corner you'll get a decent chunk of extra damage from the full combo. Timing is tight to flower in the corner against Zappa and Robo-Ky.
2K* > 2D > 2S > 5K > jc > j.K > jc** > j.K > j.D
anywhere
Low
works on everyone
[2] Easy
This is probably the most character-universal combo into j.D knockdown. Some characters require a different variation, or a very deep hit, or going right into 5K instead of 2S. In those cases, you might want to go for Item Toss or Pogo enders instead. *Many other starters or opening gattlings that lead into 2D can also lead into this combo. **In some cases, after the first j.K you may want to go directly into j.D instead of jump cancelling into another j.K before j.D depending on the opposing character and/or spacing.
Easy Combo. Big damage. The RC 6H > Pogo extension from Pogo in the corner is a great way to crank damage for 50 bar off good starters. This can be extended with another loop of 6H > Pogo for an additional 50% meter for additional damage in the corner too.
Variant on previous combo that uses 2H pickup off Pogo RC slide state instead of 6H, which is much more universal. For the characters this doesn't work on, use other followups after RCing instead, such as dash 2S > jc > Air combo, or dash > FB Chop > etc.
The wallsplat from the baseball swing off of Scalpel will net a short combo. Not only does this get a hard knockdown, but it is more damage than non-coin karate chop followup, and a very small amount less than spending meter on the FB followup. The distance you can pickup can be hard to gauge, and should be kept to near the corner. For 6H/2H crouch/CH it provides more damage than pogo and knocks down. *6H/2H MUST be CH on May, Zappa
Just under round-start distance it's possible to still get the pickup of the combo listed above. However, in this situation, landing the j.D becomes harder. This version covers that while also dealing more damage. Adding 5K becomes necessary in a lot of situations in order to elevate the opponent enough to land j.K. *6H/2H MUST be CH on May, Zappa
2K > 2P > 2S > 2D > 236P
anywhere
Low
works on everyone
[2] Easy
Bog standard knockdown into Item Toss. Link the item instead of cancelling into it if you want to ensure Hammer connects meaty.
2K > 2P > 2S > 2H > 236S > Pogo.S > Pogo.H
corner
Good
works on everyone
[2] Easy
Bog standard corner knockdown. Better damage, and item toss in their face, even when cornered, can set up some spicy situations (Especially with off-screen bomb.)
Most Starters ending in 5H or 2H into Pogo > Pogo.S > delay > Pogo.H
corner
Good
works on everyone
[2] Easy
Comboing into Pogo > Flower > Going My Way in the corner is fairly standard across the cast, and you can go into it from 5H or 2H. This means you can use 2P, 5P, 2K or what not.
2K anti-air situation. Usually happens with the opponent overhead. You may need to substitute j.S with j.P for more consistency depending on the opposing character or air spacing, otherwise j.S will whiff.
Reverse beat from 2D allows for some long-distance pickup from opponents who try to stand later in strings or pressure, which is more common when opponents are at a distance, since 2H can be blocked standing. Sometimes you'll be too far for a jD knockdown, so taking the damage and air reset instead can be good, depending on the matchup.
String ending in 2D: 2D > jc > IAD > FB Pogo > Pogo.44 > Pogo.S > Pogo.H
midscreen
Costs 25
works on everyone
[3] Medium
Sideswitch option from 2D knockdown. Great for when you start a combo when cornered, or land a stray 2D counterpoke.
String ending in 2D: 2D > jc > FB Pogo > Pogo.H
midscreen
Costs 25
works on everyone
[2] Easy
Non-specific corner carry and knockdown option from a 2D knockdown. Good for bringing your opponent to the corner when you land 2D from a distance. This combo has been simplified to not drop, but you can often link Pogo.D (Item) followed by Pogo.S depending on spacing/character. Lighter characters (Girls, Kliff and Bridget) can be rough to knockdown with Pogo.S > Pogo.H depending on spacing.
String ending in 2D: 2D > 236S > Pogo.S > Pogo.H
Corner
Gain 25%
Dizzy, I-No, Justice, Millia, Baiken, Bridget, Jam, Kliff, May
[2] Easy
2D > 236S combos on characters with gravity mod 1.05 or 1.1. Has the longest range of all Pogo confirm options, since 2D has longer range than 5H and does less pushback than 2H and 6H.
Instant overhead/Overhead (Depends on your execution). Drill cancel can be a pretty demanding technique, and the damage/metergain is low without some kind of Item to confirm from. Mix with Drill Cancel ▷ 2P or j.2K > whiff ▷ 2P to make it more ambiguous. Great when paired with Bomb.
Requires a very precisely timed "deep" FDC j.2K into j.K in order to be plus enough to link c.S. Offers a more reliable j.D routing on smaller characters, and allows you to combo crouch-state Zappa. Not recommended unless you're suffering from FDC j.2K brain-poison.
Air combo can be replaced with j.D air ender from combo 1.
214D ▷ 66 ~> 5K > jc > j.K > jc > j.K > j.S > j.H
Anywhere
Costs 25
works on everyone
[3] Medium
Standard followup combo after reversal or abare FB Chop. Not all characters require the immediate microdash after landing, but it will make it more consistent across everyone.
Example extension of FB explosion followup of scalpel pull when slashbacking the FB explosion. Jump install version used here to be used for additional damage.
Mostly universal dust combo. On Millia and Chipp, you will need to either slightly delay the initial j.H or use j.D instead for the first two attacks after 5D.
Combo Theory
Basic Faust Theory (Grounded)
Compared to other characters, Faust typically exchanges higher damage without meter or items with being easy to do. You can get confirms off of basically anything, anywhere on screen. Generally speaking, there are three ways for Faust to route:
Confirm into Pogo
Launch the opponent into the air
Get a knockdown
Most of his starters either do this right away, or only need one gatling to do it. While you can try to add some more hits in, it's usually better to set up pressure, knockdowns, and item tosses in order to keep the opponent pressured. For combos, you need to remember two things:
5H (any single hit will do) and 2H will confirm Pogo on hit.
2D can confirm 2S for air combos at closer ranges.
From there it's a matter of figuring out which normals can confirm your 5H, 2H, or 2D. If the combo starter doesn't, it almost always has a gatling that will - for instance, 5P will not combo to 2D on normal hit, but combos into 2S which will reverse gatling to 2D and back to 2S for air pickup. You can take a look at the video examples section below for a variety of examples (not necessarily optimal) of how Faust can navigate basically any opening move into a combo that suits his current needs:
Faust Infinite Combo (Corner Loops Involving S.Pogo and P.Pogo)
Victims bounce slightly on the ground when landing during a combo, this upsets S Flower launch height (This means there's a valid early timing, an invalid middle timing, and a valid late timing when launching with S.Flower to combo.)
The idea is, you do enough hits to crank gravity scaling before untech scaling kicks in completely. After a certain point (Usually in the 34+ hit range), character gravity is too high, and they can no longer tech out of S.Flower, even at max untech scaling.
You must outpace untech scaling with gravity scaling until you get to the point where the opponent can't tech at all. Everything before that point is kind of tricky, everything past that point is easy-peasy.
Starters
Overview
Mettagiri on it's own, in the corner, can lead to the infinite, however there are a few situations that will make it easier.
Comboing Mettagiri into meteors makes the infinite MUCH easier (All those sudden hits crank gravity sky-high), and Mettagiri with Meteor cover is a pretty solid setup to begin with.
If you manage to combo into meteors and use it as a combo-extension, you can sometimes get enough ground hits to make the infinite work.
There are situations where you can go into the loop via Going My Way > FRC > Forcebreak Pogo.
Time is of the essence here. You need enough hits/gravity before untech scaling kicks in completely, or you can't loop S.Flower or P reliably any longer.
Timing and Manual Delays (Not as bad as you would think!)
[This section is currently under construction, uses notes from testing on Testament only. Be warned.]
Opening String
No delays!
Love! > FB Pogo
After jK > jD > Love!, you want Airdash > FB Pogo to connect after both hits of Love, to get the optimal amount of pushback. [Needs validation] (Ky? Roboky?)
On some characters, this doesn't seem mandatory. [Needs validation]
First Pogo P x2 #1
Delayed just enough to knockdown.
This will also space Faust correctly based on timing [Needs validation]
Height of victim changes amount of pushback on P when it connects. Higher = More pushback. Roboky and Ky need max pushback. [Needs validation]
You want S Flower followup to connect as soon as they touch the ground (Early timing). You shouldn't need to delay S Flower at all to make this happen.
F*** POTEMKIN NOTE
You don't have to delay Pogo Ps here. lol. Take that untech time.
S Flowers #1
No delay!
At this point, you shouldn't need to delay subsequent S Flowers at all. They should all time themselves correctly.
Pogo P x2 #2
First Pogo P needs to be done with the victim as low as possible, then the max amount of delay you can manage on the following P.
Like the first instance of Pogo P x2, you want S Flower followup to connect as soon as they touch the ground (Early timing). You shouldn't need to delay S Flower at all to make this happen.
S Flowers #2
No delay!
Pogo P x2 #3
This is the hardest point in the combo [Note: This is only a feeling. Love, Krack]. It might actually be a good idea to bail here with Going My Way.
Like before, Pogo P needs to be done with the victim low as possible, and the 2nd P needs to be delayed as long as you can manage. This will keep the victim low enough to reach the ground without getting a chance to untech.
Timing is strict here.
S Flowers #3
From here on, you can delay your S Flowers, and take your time. The late window for S Flower launch is much easier to hit, and gravity will be so high, that you might not have time to land the early window anyhow. [Please validate]
Pogo P and Loops From This Point
From here, you should only need one Pogo P to continue looping S Flower x3, however, S Flower x2 or even Pogo P x2 might be beneficial depending on spacing.
Your goal is to keep the victim in the right range so that S Flower doesn't miss their OTG box.
236236S (Shigekiteki Zetsumei Ken) Comboing
Faust's reversal super is famously a bit limp in terms of usefulness, despite its damage output potential. Regardless, it has the property that if the super is blocked or after it successfully hits (enemy picks a Reaper), Faust will enter a taunt pose similar to his Instant Kill attack startup. The entire duration of the taunt can be FRC'd, which makes the super very marginally safer (enemies can just jump you to prevent this from coming into play), but also allows you to hit combos on some characters after hitting it! NOTE: all proration references are taken from Dustloop's full frame data.
Why do it? It's possible to get another hard knockdown with j.D, spam hits with j.KP to finish them off, and because the second hit of the super has no proration this will do surprising amounts of damage.
Basic rules of comboing with Shigekiteki Zetsumei Ken
The super, as a whole, is not reliable and is probably the worst gamble in all of Faust's kit. Just because you hit it does not mean it's going to work thanks to the angel.
The damage can be 100, 150, or 190 but is always reduced since it lands (bare minimum) second as part of a combo. In training mode the dummy will always pick the 150 Reaper unless you try to somehow change this fact, like not picking a chest.
Comboing after this super is difficult, and unless done on Potemkin or A.B.A, EXPENSIVE. It should only be done with the goal of killing an already nearly dead enemy or if you're confident you can hit j.D in the combo.
Gravity is super screwed up after the opponent is hit by the super, meaning you can't get anything super fancy.
2S is preferred as it doesn't prorate, but sometimes only 5K is possible. It doesn't prorate horribly and you will still get decent damage bonuses from it.
With that in mind, here are notes on comboing into the super:
Any hit from an HS move
c.S and f.S
3rd hit of 2K (massively lowers damage)
5K (lowers damage)
2D (very bad for damage)
Items and CHs make this pretty easy to land (even j.2K will confirm it)
And a list of who you can hit (read below for more detail):
Being able to combo after the super is mostly reliant on enemy's "shocked" animation length. Many characters can be hit 2S even if they cannot be comboed after.
Notes: It's probably possible to continue the combo on Bridget and I-No, but Bridget goes flying and I-No is just tedious to pick up with 2S.
Meterless Conversions
Potemkin (easy)
Being the enormous lad that he is, Pot can be victim to easily performed combos. In fact, he's so freaking huge you can convert by holding 9 and starting with j.K! Doing so is marginally easier than using 2S and prorates less than 5K. Since he's so big you can spam j.KP's self loop a few times if you really need to go through his high guts rating. You would also be surprised at how much damage this is capable of doing with a simple 2S > j.K > j.D for another knockdown.
A.B.A (tricky)
Much trickier than Potemkin, as there's a slim window to connect 5K or 2S, and you won't be able to do much in either case afterward. Can be useful near higher health values to take her down a notch. Because her animation is insanely long after getting hit, you may also consider FRC to microdash for more comfortable conversion. NOTE: Because this super won't stop her blood meter from draining, and will cause a hard knockdown, it's often best to let it rock and take the advantage you get from draining the meter.
FRC Conversions
Slayer (easy)
Slayer has a pretty long animation after getting hit, though you can't start meterless. FRCing early into a microdash 2S will still be easy to combo off of, and his air-hurtbox isn't that bad to deal with. It's still best to end as early as possible into your re-knockdown (does good damage), but you can also get some extra hits from spamming. Since Slayer is only somewhat tankier than average, the damage and re-knockdown are usually better.
Millia Rage (medium-hard)
While I consider it highly unlikely a Millia player would ever allow themselves to be hit by this super, doing so is a potential game ender in of itself. The 150 and 190 reapers will do outrageous damage to her, and from full health hitting the super into the 150 reaper already deals ~40% of her total health. Comboing her will be tricky, as it always is for Faust, and you cannot get many hits in. Like A.B.A, it might be best to let her take the knockdown since you won't get a lot of opportunities to run oki on this flighty little bird.
Zappa (easy-ish)
Zappa strikes three poses before he hops into the air, but sometimes he can be tricky to combo in-air. Does good damage if you can. NOTE: Because Zappa gets ghosts from being knocked down, there is actual application in FRCing and trying to hit him in the air - teching out stops him from getting his ghost, and only higher tier Zappa players will intentionally risk not teching to hit the ground.
Axl (hard)
Axl can only be hit by 2S after FRCing, 5K is too slow. The pickup can be pretty challenging to time at first, but after you turn him around with it, he is notoriously easy to combo in the air and you will do okay damage. Risky to do as there is a high chance of hitting him on the ground and giving him a free tech.
Johnny (medium)
5K will work but it is a bit narrow considering Johnny's "pancake" shaped hurtbox. 2S picks up just fine afterward, but beware that Johnny will go flying pretty quickly into the combo - 2S > 5K is impossible to follow up if you hit him too *early* into his fall. Big damage potential off of nothing more than 2S > j.K > j.D and you still get the knockdown.
Holy-Order Sol (hard)
Timing is super narrow to pick up on this guy, and the only real way to get into the air is to do 2S > 5K. Doesn't have insane reversal potential so playing it safe on a knockdown can be preferred.
Robo-Ky (easy-medium)
Unlike regular Ky, you can hit Robert Kyle thanks to his longer shocked animation that is also done standing (good for Ky, too, he already despises the Faust MU). Once you turn him around, he's not too difficult to combo on, but he isn't Potemkin either - just get your knockdown and move on since you won't score meaningful damage from this super, EVER, against Robo.
Baiken (very easy)
Similar-ish to Millia. It's very unlikely this super should ever hit against a good Baiken, but if it does the damage alone can be insanely compromising for her. She takes a long time to recover and is thrown high in the air when it hits, making comboing on her depressingly easy given how much damage you can tack on with only three extra hits. Like Johnny, if you use 5K after 2S, doing it too early will make her impossible to combo in the air.