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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
GO = GGST Goldlewis Dickinson Icon.png Goldlewis
IN = GGST I-No Icon.png I-No
JC = GGST Jack-O' Icon.png Jack-O'
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

Combo List

"Bread and Butter" Combo/String/Conversion Overview

Normal Ground Hit, Midscreen

5P 5P 5P 2P Link

  • 5P doesn't combo into much on hit, so your goal here is a favourable situation.
  • Leaves Faust 0 on hit.
  • Leaves Faust at a decent range to play footsies with 5H

5P 5P 6P > Item Toss Link

  • Finicky, as 6P whiffs at max 5P range.
  • Horribly unsafe on block, lol
  • If you can't confirm, go into the above string (5P 5P 5P 2P)

fS 2H > Item Toss Link

  • Long distance challenge against forward movement. Excellent whiff punish.
  • Go to option from fS.
  • Let 2H rock on block, -14. Item Cancel on block is -23, be forewarned.
  • 2H whiffs at max far.S distance.

2H > Item Toss Link

  • You can confirm from 2H alone. Delay the cancel so you don't throw item on block.
  • Sometimes you'll want to forgo far.S, when hedging against moves that would crush far.S (Yolo 6P, Night Raid Vortex, etc).
  • Catches toes where far.S would be blocked.

cS 2S 5HH > Item Toss Link

  • Go to meterless option. 5H has a command follow up with an extra H input.
  • Lots of layered, high-reward frame traps in this string.
  • Can go into 2H on block in place of 5H. Depending on spacing might be safe, based on matchup.
  • Can go into MixMixMix frame trap on block, challenge attempts to punish 2H.

2K(3) 2D > Item Toss Link

  • Low option, sets up cool item situations.
  • When you have RC, very potent when mixed with 2K(X)5D.
  • Unsafe on block, but MMM traps always on deck.
  • Raw 2K leads to throw mix from disadvantage (You're -2 after), but the cancel options of 2D, 5D and MMM allow you control of the situation.

Throw > OTG 2D > Item Toss Link

  • Fairly self-explanatory.

6P > Mix Mix Mix Link

  • A tricky confirm, but can be worth it.
  • Creates tons of great situations for you, unless whiffed or blocked on the ground.
  • Plus on air block, so you can go for a cheeky c.S meaty for some great reward.
  • This used to require CH 6P to work, but not anymore.

6P > Item Toss

  • Usually the better option over Mix Mix Mix.
  • Gives you great spacing with items to either pressure the opponent or wall them off.
  • On CH, you can easily go for 2 items or 1 item + safejump. 2H is also a great option after if you're close enough.

COUNTER Ground Hit, Midscreen

(Assume all the above combos are included here)

cS 5H > Scalpel Link

  • Go-to CH confirm.
  • Wall breaks with homerun timing as you approach the corner.
  • Great routing to wallbreak with RC.

2S 5H > Scalpel Link

  • Similar to the above

6H > Scalpel Link

  • A tricky confirm, but worth it.
  • Slightly different cancel timing on air hit, be warned. Link
  • This combo does not work on normal hit.

2D > Mix Mix Mix Link

  • A tricky confirm, usually used after 2K as a last-ditch trap.
  • CH 2D allows for a full MMM combo whereas on normal hit it is an OTG combo

Normal Ground Hit, Corner

(Assume all above combos function similarly here)

5S fS 5HH > Pickup > Wallbreak Link

  • Near or in the corner, 5HH causes wall bounce, giving you a strong, meterless wall break opportunity.

2K(X) 5D > RC > Combo to Wall Break [Please update post-release] Link

  • When paired with 2K lows and 2D, this is something you'll want to get down.
  • Incredibly good when paired with Items. Link

Meterless Corner Combos



Stage-spacing Specific Combos

Metered Conversions/Extensions

Midscreen Carry (Most ground starters?): 66RC > Dash As Far The Combo Allows > cS jc jS>jH 5K>6H>MMM

Corner, high proration starter: 66RC > jS>jH > 5K>6H>MMM


High gravity ender: 5P5P5P6P Ender in corner for wallbreak. Mixmixmix loops Throw > Chibi Link from Chibi into Scalpel

  • Currently, every damage value here has only been dealt to Ky. May need to recheck which characters the combos work on.
5P/ 2P/ 6P/ j.P Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P > 6P > 236P Anywhere 47 Any [1] Very Easy 1/2 5Ps most of the time, 3 with dash momentum Link
5Px2 > 2P Anywhere 53 Any [1] Very Easy Up to 3 5Ps most of the time, 4 with dash momentum. Cutting it short at 5P is slightly better as 2P is +0 on hit. Link
5Px2 > 66FRC > c.S > f.S > 5HH > 236P Anywhere 104 Any [3] Medium Go to route for fullscreen knockdown + item. Link
5P > 6P > 66 RC > delay c.S > 6H > 236P/ 41236K Anywhere 87/99 Any [2] Easy Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg. Link
5Px2 > 66FRC > c.S > 5H > 236S [6] Anywhere 93 Any [3] Medium High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. Link
5P > 6P > 66RRC > c.S > 2S > 236S > 236P Anywhere 89 Any [3] Medium Item oki rc route. Can be done from 5Px2/5P 2P but for that route below is more dmg. Link
5Px2 > 66FRC > c.S > 2D > 236P Anywhere 75 Any [3] Medium Go to route for close knockdown. c.S can be replaced with 2K ( 5K on standing) for confirms from further but for that route above is better. Link
5P > 6P > 66FRC > c.S > j.S > j.H > c.S > 2S > 5H > 6H Corner 167 Any [3] Medium Corner RC combo Link
5Px3 > 66FRC > c.S > 5HH > 236S [6] > 6H Corner 140 Any [3] Medium Easy 5P confirm with decent damage. Link
5Px2 > 88RRC > jump delay j.H > c.S > j.S > j.H > c.S > 5H > 6H Corner 141 Any [4] Hard Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). Link
5P > 2P > 66RRC > delay j.S > j.H > c.S > 6H > 236S [6] > 6H Corner 138 Any [3] Medium Max range 5P combo. Link
AA 5P > delay c.S > 5H > 214 P/ K/ S Anywhere 71 Any [2] Easy Useful when trying to find gaps in someone's offense + pretty good scarecrow oki. You can use 236P instead for good item oki as well. Link
AA 5P > delay c.S > j.S > j.H > 236P Anywhere 86 Any [2] Easy Better damage that grants fullscreen defensive position. Link
AA 5P, 5Px2 > 6P > 236P Anywhere 66 Any [3] Medium Awkward to time, and the # of 5Ps need to be adjusted based on how the opponent was hit. Useful for buying time when being pressured, as you can delay them by a good bit depending on momentum. Link
AA 5P > delay c.S > j.D > airdash j.D Anywhere 74 Any [2] Easy Creates a safejump situation easily. Link
AA 5P > delay c.S > j.S > delay j.H > c.S > 6H > 236S [6] > walk [4] 6H Corner 172/165 Any [4] Hard Anti air 5P starter into meterless wallbreak. May be useful quickly on reaction after seeing someone mess up their forward jump out of corner, or for someone expecting a grab and they jump in place to avoid it. 6H will whiff after the wallsplat if you don't walk back for just the right amount of time. Depending on certain factors, the MMM may wallbreak before the 6H. Link
AA 5P > delay 2S > 5H > 236S [3]~1 > 236P Corner 91 Any [2] Easy Easy combo than above that sets up items in corner. In some cases, the trajectory of the item may be unfavorable. Link
AA 5P > delay 5Kx2 > 6H > 214K [4] or [6] Corner 87 Any [2] Easy Decent damage with Scarecrow 50/50. Can also go for item at a pretty favorable trajectory. Link
AA 5P > delay c.S > j.Px5 Corner 87 Any [2] Easy Meme combo that makes people laugh. :) In all seriousness, this is quite good for creating wallbreak pressure, leads into basically any mixup you'd like, and can be used easily with j.236P to create a situation where you're plus on block (or get a free combo). To take advantage of Love more effectively, you may need to decrease the amount of j.5Ps. Link
AA 5P > delay 5K, 5K > j.H > j.D > j.236P Corner 96 Any [2] Easy Good for applying pressure with Love. They don't get hit by it if they jump, but you have fantastic options to cover this (such as j.H or j.D) as you're still actionable after using Love. Link
AA 5P > delay 5K > 6H > whiff 66RRC > dash j.H > j.H > 5K > 6H > 41236K Midscreen 177 Any [4] Hard Midscreen wallbreak using meter. Link
CH 6P > 236P > 2H > 236P Anywhere 63 Any [1] Very Easy Gets you 2 free items with a little damage and great defensive positioning. Good poke positioning in corner.
j.P > c.S > 2S > 5HH > 236P Anywhere 111 Any [2] Easy Decent confirm for j.P if you ever get it on a grounded opponent. Sometimes doing the j.P early can net you a CH c.S.
AA j.P, j.P > j.H Anywhere 57 Any [2] Easy Air-to-air confirm with a fast jumping normal. Could be useful in matchups where the opponent is easily out-ranged in the air. Wallbreaks from midscreen if you use meter, but it's probably not worth it.
AA j.P, j.P > j.H > 236S [3]~1 > c.S > 2S > 5H > 6H Corner 157 Any [3] Medium Corner wallbreak from j.P.
AA j.P, j.P > j.D > j.236P Corner 59 Any [2] Easy Corner meaty Love setup in corner from j.P.
5K/ 2K/ j.K/ j.2K Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K > 2D > 236P Anywhere 57 Any [1] Very Easy Good confirm for a free item when throwing this move out in neutral. Can whiff if you hit the 5K from max distance. Link
5K > 2D > 236S [3] Anywhere 89 Any [1] Very Easy Can be used well to surprise the opponent by forcing them into a fast recovery. Can substitute 5K with c.S for more damage with the same properties, but less range on the initial hit. c.S is a very good option after this combo to catch mashers, but isn't safe against invincible reversals. Link
AA 5K > 6P > 41236K > 214 P/ K/ S Anywhere 83 Any [1] Very Easy Great for setting up Scarecrow oki. Link
AA 5K > 6P > 236S [3]~1 > c.S > 236S [3]~1 > 236P Anywhere 123 Any [3] Medium More bang for your buck. Great wall carry with great item oki and safejump potential. Link
AA 5K > 6H > 236P Anywhere 77 Any [1] Very Easy Basic Anti Air 5K confirm. 6H can whiff if 5K hits the opponent too low in the air. Can link two 5K's if close enough. 2K(1) can also start. Link
AA 5K > j.K > j.2K Anywhere 69 Any [2] Easy Sets up perfect Thrust opportunities, and midscreen sets up into wallbreak with meter. Can whiff the j.2K by performing it early to mix up the timing of Thrust, or to trick the opponent into thinking you whiffed. Be warned that this setup is particularly weak against reversals and 6P. Link
AA 5K , 5K > 6H > whiff 214K > PRC > delay c.S > 6H > 41236K Anywhere 157 Any *(MI,RA) [3] Medium Wall carry potential. PRC 214K as soon as the camera moves. Delay c.S until opponent passes overhead. 5K instead of c.S for easier combo. *(Delay 41236K slightly or microwalk after PRC if using 5K and far from the wall). If you don't reach the wall, you can go for Scarecrow oki afterwards. Link
AA 5K > 6P > 236S [3]~1 > c.S > f.S > 5H > 41236K Corner 175 Any [2] Easy Meterless wallbreak anti air combo with great range. Link
AA 5K > hold 5D > 5P > 6P > 236P Corner 103 Any [2] Easy Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item. This combo can be used anywhere if you dash after the 5D, but it's not very useful when compared to other options. Link
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K Corner 202 Any [3] Medium Meterless wallbreak to cover the same situation as the above combo. Link
AA 5K, 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H Corner 186 Any [2] Easy Great for creating frustrated responses from people. Not great for keeping friends. Link
AA 5K > 6H > whiff 214K > PRC > delay 5K > j.S > j.H > c.S > 6H > 41236K > 6H Midscreen 214 Any [4] Hard Move after PRC to reposition if needed. PRC 214K as soon as the camera moves. Delay 5K until opponent passes overhead. 5K instead of c.S for easier combo. Link
AA 5K, 5K > j.H > airdash [3] j.H > 5K > 6H > 41236K > 41236K Midscreen 195 Any [3] Medium Go to midscreen meterless wallbreak off of AA 5K. If you're close enough for it, you can go for a 6H at the end for 200 damage instead. To connect this, you may need to dash a little before the 6H. Link
c.S/ f.S/ 2S/ j.S Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > f.S > 5Hx2 > 236P Anywhere 135 Any [1] Very Easy Go to route for fullscreen knockdown + item. Link
c.S > 2H > 236S [3]~1 > 236P Anywhere 107 Any [3] Easy MMM item oki route. Link
c.S > 2H > 236S [3]~1 > c.S > 236S [3]~1 Anywhere 143 Any [4] Hard High dmg MMM oki route. Doesn't let you go for item+throw/strike oki unless you end in the corner but still throw item and meaty with 2P, f.S or 2H. This combo doesn't work if you're in the corner, but works everywhere else. Link
c.S > 2S > 5H > 66FRC > f.S > 2H > 236P Anywhere 138 Any [3] Medium Sets up free item + very good Thrust positioning from most screen placements. Good defensive setup when you're in the corner, and great offensive setup when you have the enemy in the corner. The opponent is barely in reach for a mixup if choosing to not go for the free item. Provides amazing wallbreak pressure. Link
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > dash 5K > 6H > 214S Corner 215 Any [2] Easy Easy corner wallbreak combo at the cost of a bar when you can't confirm to 5H immediately. You can PRC instead omitting walk forward. Link
c.S > f.S > 5Hx2 > dash c.S > 236S [3]~1 Corner 163 Any [3] Hard MMM oki setup with wallbreak pressure in corner. The dash requires pretty tight timing, but the c.S can be performed while holding forward to make it easier. The damage got nerfed on this pretty significantly, but it is still useful. Link
c.S > f.S > 5Hx2 > 2S > 236S Corner 159 Any [3] Medium Alternate route that's much easier to perform than the above combo, but does less dmg. Link
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > 6H > 41236K > 6H Corner 227 Any [3] Medium Pretty easy to perform for how much dmg this does. Link
c.S > 5HH > dash c.S > j.H > j.H > c.S > 5H > 6H Corner 224 Any [3] Medium Meterless wallbreak with great damage, and easy to pull off. No need to dash to get the c.S off, just walk forwards a little before pressing. Link
c.S > 5HH > 632146H Corner 229 Any [2] Easy Good for burning meter for damage quickly. Useful in situations where you need to do good damage, but can't afford to let your opponent's Burst meter go up by much. Link
c.S > 5HH > dash c.S > 6H > 632146H Corner 241 Any [3] Medium Really good and pretty easy damage using Super. Link
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H Corner 220 Any but AN, GI, KY, LE and RA [5] Very Hard You will know you hit this right if you throw item before they hit the wall. If they didn't you can j.D to somewhat salvage the route. Alternatively you can do this but end in 214S instead of 236P 6H. Link
c.S > 2S > 5HH > 66RRC > delay j.S > j.H > dash 5K > 5D > 6H Midscreen 201 Any [5] Very Hard This combo looks super sick, and it confirms from one of Faust's most basic strings. Link
f.S > 2H > 236P Anywhere 65 Any [1] Very Easy Go to f.S confirm. Careful on spacing as it will wiff if too far. Link
f.S > 5HH > 236P Anywhere 105 Any [1] Very Easy Use if within 5H range. Link
CH f.S > ( 5H) > 41236K [4] > H Anywhere 108,124,135 (127,140,150) Any [2] Easy 5H can land with dash momentum, otherwise just start with f.S > 41236K Link
CH c.S > 5H > 41236K [4] > H Anywhere 145,160,170 Any [2] Easy Great and easy confirm for lots of dmg. Great for making people blow their Burst. Provides great oki with Scarecrow, or can be used to get some items out. Link
CH c.S > 6H > 66RRC > delay c.S > j.S > delay j.H > 5K > 5D > 6H Corner 214 Any [3] Medium Good damage combo using meter that isn't too hard to pull off. Link
CH c.S > 2H > 41236K > 66RRC > dash c.S > j.H > j.H > c.S > 2S > 236P > 6H Midscreen 213 Any [5] Very Hard Midscreen wallbreak using meter on c.S counter hit. Link
CH c.S > 6H > 88RRC > c.S > hold 5D > 5K > 632146H Corner 239 Any [5] Very Hard Memey double meter high damage combo. Looks cool. Link
5H/ 2H/ 6H/ j.H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5Hx2 > 236P Anywhere 92 Any [1] Very Easy Since 5H is a great poke move at mid range, and the extension of this move has lots of utility packed into it, this confirm is very convenient for setting up item pressure. Link
CH 5H > 41236K [4] > H Anywhere 124,141,154 Any [2] Easy Can OS by inputting 5HH and delay 41236K to confirm the CH. Link
CH 2H > 6P > 236P Anywhere 71 Any [2] Easy The timing on the 6P is a little difficult, but not too crazy. Useful for getting people off of you after landing a stray hit. Link
CH 2H > 5K > 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > dash 6H Midscreen 190 Any [5] Very Hard Only works at close range, but a useful option to keep in mind. Link
5D/ 2D/ j.D Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
hold 5D [8] > j.D > j.H > dj.H > j.D > j.Hx2 Anywhere 207 Any [2] Easy Easy dust combo for some respectable damage. Link
hold 5D [8] > j.D > j.H > dj.D > delay j.D > j.Hx2 Anywhere 208 Any [3] Medium Stronger version of the combo above but not too hard. Link
hold 5D [8] > j.D > j.H > dj.D > delay j.D > j.H > dj.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
hold 5D [8] > j.D > j.H > dj.H > j.D > j.H > dj.Kx2 Anywhere 213 Any [2] Easy Easy strong combo without delayed attacks Link
hold 5D [8] > j.K > j.Px2 > dj.K > j.Px2 > j.K > j.D Anywhere 130 Any [5] Very Hard Optimally disrespectful. Good (typically unexpected) oki with Afro applied to the opponent. Link
Special Move Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236H > FRC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S Corner 156 Any [3] Medium Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup when their health is low. Link
236H > 88FRC > j.S > j.H > 5K > 6H > 41236K > dash 6H Corner 160 Any [4] Very Hard Keeps afro after wallbreak. Link
236H > 66FRC > c.S > j.D > c.S > 6H > 41236K > 6H Corner 164 Any [4] Hard Sacrifices afro for slightly more damage (usually not worth it). Link
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H Corner 165 Any [3] Medium Decent conversion into wallbreak from grab. Link
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H Corner 161 Any but CH, GI, KY, LE and MA [4] Hard Harder conversion. This used to do more damage, but it doesn't seem to do more after the 1.10 patch. Link
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard