GGST/Faust/Combos: Difference between revisions

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< GGST‎ | Faust
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| | {{clr|1|5P}} > {{clr|1|5P}} > 88 RC > jump {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} >{{clr|4|5H}} > {{clr|4|6H}} || Anywhere || 138 ||  || Any || [3] {{clr|3|Medium}} || Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense).
| | {{clr|1|5P}} > {{clr|1|5P}} > 88 RC > jump {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} >{{clr|4|5H}} > {{clr|4|6H}} || Anywhere || 138 ||  || Any || [3] {{clr|3|Medium}} || Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense).
|-
|-
| | {{clr|1|5P}} > {{clr|1|2P}} > 66 RC > {{clr|3|c.S}} > {{clr|4|j.H}} >{{clr|3|c.S}} > {{clr|3|236S}} [6]~4 > {{clr|4|6H}} || Anywhere || 132 ||  || Any || [1] {{clr|1|Very Easy}} || Max range 5P combo.
| | {{clr|1|5P}} > {{clr|1|2P}} > 66 RC > {{clr|3|c.S}} > {{clr|4|j.H}} >{{clr|3|c.S}} > {{clr|3|236S}} [6]~4 > {{clr|4|6H}} || Anywhere || 132 ||  || Any || [3] {{clr|3|Medium}} || Max range 5P combo.
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Revision as of 01:51, 27 June 2021



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

Combo List

"Bread and Butter" Combo/String/Conversion Overview

Normal Ground Hit, Midscreen

5P 5P 5P 2P

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • Fairly self-explanatory.

COUNTER Ground Hit, Midscreen

(Assume all the above combos are included here)

cS,5H > Scalpel

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

2S,5H > Scalpel

  • Similar to the above

6H > Scalpel

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

6P > Mix Mix Mix

  • A tricky confirm, but worth it.
  • This combo does not work on normal hit.

2D > Mix Mix Mix

  • A tricky confirm, usually used after 2K as a last-ditch trap.
  • This combo does not work on normal hit.

Normal Ground Hit, Corner

(Assume all above combos function similarly here)

5S fS 5HH > Pickup > Wallbreak

  • 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]

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

Meterless Corner Combos

Grounded

Anti-air

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

Notes

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.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 6P > 236P Anywhere 47 Any [1] Very Easy 1/2 5Ps most of the time, 3 with dash momentum
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.
5Px2 > 66 fast RC > c.S > f.S > 5HH > 236P Anywhere 97 Any [3] Medium Go to route for fullscreen knockdown + item.
5P > 6P > 66 RC > delay c.S > 6H > 236P/41236K Anywhere 83/95 Any [3] Medium Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg.
5Px2 > 66 fast RC > slight delay c.S > 5H > 236S [6] Anywhere 93 Any [4] Hard High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further.
5P > 6P > 66 RC > 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.
5Px2 > 66 fast RC > 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.
5P > 6P > 66 fast RC > c.S > j.S > j.H > c.S > 2S > 5H > 6H Anywhere 167 Any [3] Medium Corner RC combo
5P > 5P > 5P > 66 fast RC > c.S > 5H > delay 236S [6] > 6H Anywhere 133 Any [3] Medium Easy 5P confirm with decent damage. If you don't delay mmm it'll wallbreak (129 dmg).
5P > 5P > 88 RC > jump j.H > c.S > j.S > j.H > c.S >5H > 6H Anywhere 138 Any [3] Medium Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense).
5P > 2P > 66 RC > c.S > j.H >c.S > 236S [6]~4 > 6H Anywhere 132 Any [3] Medium Max range 5P combo.
c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > f.S > 5Hx2 > 236P Anywhere 120 Any [1] Very Easy Go to route for fullscreen knockdown + item.
c.S > 2H > 236S [6]~1 > 236P Anywhere 107 Any [3] Medium MMM item oki route.
c.S > 2H > 236S [6]~1 > c.S > 236S [6]~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
c.S > f.S > 5HH > 5K 6H > 66 RC > walk forward 5K > 6h > 214S Corner 207 Any [2] Easy Easy corner wallbreak combo at the cost of a bar when you can't confirm to 5H immediately.
c.S > f.S > 5Hx2 > dash c.S > 236S Corner 190 Any [3] Medium
c.S > f.S > 5Hx2 > 5K > 6H > 66 fast RC > 6H > 41236K > 6H Corner 213 Any [3] Medium
c.S > 5Hx2 > dash c.S > j.H > j.H > c.S > 5H > 6H Corner 208 Any [3] Medium
c.S > 5Hx2 > j.H > j.H > c.S > 5H > 6H > 236P > 6H Corner 210 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 (208 damage). Alternatively you can do this but end in 214S instead of 236P 6H for 209 damage).
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
236H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
236H > 88 fast RC > j.S > j.H > 5K > 6H > 41236K > 6H Corner 160 Any [3] Medium
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H Corner 165 Any [3] Medium
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H Corner 166 Any but CH, GI, KY, LE and MA [4] Hard
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

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