GGST/Faust/Combos: Difference between revisions

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< GGST‎ | Faust
(→‎c.S/f.S/2S Starters: Added 2 f.S combos. One is from the above combo list but I figure that they should also be in the table.)
(Updated damage values, replaced old combo links with new ones, changed some combos that were outdated, fixed up notations, and changed some difficulty values and descriptions to make more sense to newcomers.)
(32 intermediate revisions by 5 users not shown)
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==Combo List==
==Combo List==
==="Bread and Butter" Combo/String/Conversion Overview===
==="Bread and Butter" Combo/String/Conversion Overview===
====Normal Ground Hit, Midscreen====
====Normal Ground Hit, Midscreen====
5P 5P 5P 2P
5P 5P 5P 2P [https://youtu.be/xNQzNUMtP4Y Link]
* 5P doesn't combo into much on hit, so your goal here is a favourable situation.
* 5P doesn't combo into much on hit, so your goal here is a favourable situation.
* Leaves Faust 0 on hit.
* Leaves Faust 0 on hit.
* Leaves Faust at a decent range to play footsies with 5H
* Leaves Faust at a decent range to play footsies with 5H


5P 5P 6P > Item Toss
5P 5P 6P > Item Toss [https://youtu.be/lKIMikd7z_0 Link]
* Finicky, as 6P whiffs at max 5P range.
* Finicky, as 6P whiffs at max 5P range.
* Horribly unsafe on block, lol
* Horribly unsafe on block, lol
* If you can't confirm, go into the above string (5P 5P 5P 2P)
* If you can't confirm, go into the above string (5P 5P 5P 2P)


fS 2H > Item Toss
fS 2H > Item Toss [https://youtu.be/EcoqPOWAq3k Link]
* Long distance challenge against forward movement. Excellent whiff punish.
* Long distance challenge against forward movement. Excellent whiff punish.
* Go to option from fS.
* Go to option from fS.
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* 2H whiffs at max far.S distance.
* 2H whiffs at max far.S distance.


2H > Item Toss
2H > Item Toss [https://youtu.be/DveSeK5CqmM Link]
* You can confirm from 2H alone. Delay the cancel so you don't throw item on block.
* 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).  
* 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.
* Catches toes where far.S would be blocked.


cS 2S 5HH > Item Toss
cS 2S 5HH > Item Toss [https://youtu.be/MxdqC0JHA2c Link]
* Go to meterless option. 5H has a command follow up with an extra H input.
* 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.
* Lots of layered, high-reward frame traps in this string.
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* Can go into MixMixMix frame trap on block, challenge attempts to punish 2H.
* Can go into MixMixMix frame trap on block, challenge attempts to punish 2H.


2K(3) 2D > Item Toss
2K(3) 2D > Item Toss [https://youtu.be/3G871aojFt0 Link]
* Low option, sets up cool item situations.
* Low option, sets up cool item situations.
* When you have RC, very potent when mixed with 2K(X)5D.
* When you have RC, very potent when mixed with 2K(X)5D.
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* 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.
* 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
Throw > OTG 2D > Item Toss [https://youtu.be/GHVi8DPjj_o Link]
* Fairly self-explanatory.
* Fairly self-explanatory.
6P > Mix Mix Mix [https://youtu.be/pkSWaOxk9N8 Link]
* A tricky confirm, but worth it.
* Creates tons of great situations for you, unless whiffed or blocked on the ground.
* This used to require CH 6P to work, but not anymore.


====COUNTER Ground Hit, Midscreen====
====COUNTER Ground Hit, Midscreen====
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(Assume all the above combos are included here)
(Assume all the above combos are included here)


cS,5H > Scalpel
cS 5H > Scalpel [https://youtu.be/o1mJvzs7ftw Link]
* Go-to CH confirm.
* Go-to CH confirm.
* Wall breaks with homerun timing as you approach the corner.
* Wall breaks with homerun timing as you approach the corner.
* Great routing to wallbreak with RC.
* Great routing to wallbreak with RC.


2S,5H > Scalpel
2S 5H > Scalpel [https://youtu.be/crjwqAEkFBc Link]
* Similar to the above
* Similar to the above


6H > Scalpel
6H > Scalpel [https://youtu.be/nkYDKu90fog Link]
* A tricky confirm, but worth it.
* A tricky confirm, but worth it.
* Slightly different cancel timing on air hit, be warned.
* Slightly different cancel timing on air hit, be warned. [https://youtu.be/Vtr9SHd5Gd8 Link]
* This combo does not work on normal hit.
* This combo does not work on normal hit.


6P > Mix Mix Mix
2D > Mix Mix Mix [https://youtu.be/c193lMe-1-8 Link]
* 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.
* 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
* CH 2D allows for a full MMM combo whereas on normal hit it is an OTG combo
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(Assume all above combos function similarly here)
(Assume all above combos function similarly here)


5S fS 5HH > Pickup > Wallbreak
5S fS 5HH > Pickup > Wallbreak [https://youtu.be/JRm2yr2L1XU Link]
* Near or in the corner, 5HH causes wall bounce, giving you a strong, meterless wall break opportunity.
* 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]
2K(X) 5D > RC > Combo to Wall Break [Please update post-release] [https://youtu.be/OevxgMo5MdQ Link]
* When paired with 2K lows and 2D, this is something you'll want to get down.
* When paired with 2K lows and 2D, this is something you'll want to get down.
* Incredibly good when paired with Items.
* Incredibly good when paired with Items. [https://youtu.be/fbYEJcMvudQ Link]


===Meterless Corner Combos===
===Meterless Corner Combos===
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Throw > Chibi Link from Chibi into Scalpel
Throw > Chibi Link from Chibi into Scalpel


*Currently, every damage value here has only been dealt to Ky.
*Currently, every damage value here has only been dealt to Ky. May need to recheck which characters the combos work on.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|1|6P}}/{{clr|1|j.P}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| | {{clr|1|5P}} > {{clr|1|6P}} > {{clr|1|236P}} || Anywhere || 47 ||  || Any || [1] {{clr|1|Very Easy}} || 1/2 5Ps most of the time, 3 with dash momentum
| | {{clr|1|5P}} > {{clr|1|6P}} > {{clr|1|236P}} || Anywhere || 47 ||  || Any || [1] {{clr|1|Very Easy}} || 1/2 5Ps most of the time, 3 with dash momentum || [https://youtu.be/76YB5q1cswY Link]
|-  
|-  
| | {{clr|1|5Px2}} > {{clr|1|2P}} || Anywhere || 53 ||  || Any || [1] {{clr|1|Very Easy}} || Up to 3 5Ps most of the time, 4 with dash momentum. Cutting it short at {{clr|1|5P}} is slightly better as {{clr|1|2P}} is +0 on hit.
| | {{clr|1|5Px2}} > {{clr|1|2P}} || Anywhere || 53 ||  || Any || [1] {{clr|1|Very Easy}} || Up to 3 5Ps most of the time, 4 with dash momentum. Cutting it short at {{clr|1|5P}} is slightly better as {{clr|1|2P}} is +0 on hit. || [https://youtu.be/JTufuOaJFiE Link]
|-  
|-  
| | {{clr|1|5Px2}} > 66 fast RC > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5HH}} > {{clr|1|236P}} || Anywhere || 97 ||  || Any || [3] {{clr|3|Medium}} || Go to route for fullscreen knockdown + item.
| | {{clr|1|5Px2}} > 66FRC > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5HH}} > {{clr|1|236P}} || Anywhere || 104 ||  || Any || [3] {{clr|3|Medium}} || Go to route for fullscreen knockdown + item. || [https://youtu.be/u4wpI66s5BQ Link]
|-
|-
| | {{clr|1|5P}} > {{clr|1|6P}} > 66 RC > delay {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236P}}/{{clr|2|41236K}} || Anywhere || 83/95 ||  || Any || [3] {{clr|3|Medium}} || Easier confirm than above and works from most distances, {{clr|1|5Px2}} or {{clr|1|5P 2P}} work too for less dmg.
| | {{clr|1|5P}} > {{clr|1|6P}} > 66 RC > delay {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236P}}/{{clr|2|41236K}} || Anywhere || 87/99 ||  || Any || [2] {{clr|2|Easy}} || Easier confirm than above and works from most distances, {{clr|1|5Px2}} or {{clr|1|5P 2P}} work too for less dmg. ||  [https://youtu.be/GvZrs6I3r6s Link]
|-
|-
| | {{clr|1|5Px2}} > 66 fast RC > slight delay {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} [6] || Anywhere || 93 ||  || Any || [4] {{clr|4|Hard}} || High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further.
| | {{clr|1|5Px2}} > 66FRC > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} [6] || Anywhere || 93 ||  || Any || [3] {{clr|3|Medium}} || High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. || [https://youtu.be/3yJAUdU7XI8 Link]
|-
|-
| | {{clr|1|5P}} > {{clr|1|6P}} > 66 RC > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|3|236S}} > {{clr|1|236P}} || Anywhere || 89 ||  || Any || [3] {{clr|3|Medium}} || Item oki rc route. Can be done from {{clr|1|5Px2/5P 2P}} but for that route below is more dmg.
| | {{clr|1|5P}} > {{clr|1|6P}} > 66RRC > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|3|236S}} > {{clr|1|236P}} || Anywhere || 89 ||  || Any || [3] {{clr|3|Medium}} || Item oki rc route. Can be done from {{clr|1|5Px2/5P 2P}} but for that route below is more dmg. || [https://youtu.be/PTHJTAsyWZ8 Link]
|-
|-
| | {{clr|1|5Px2}} > 66 fast RC > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 75 ||  || Any || [3] {{clr|3|Medium}} || Go to route for close knockdown. {{clr|3|c.S}} can be replaced with {{clr|2|2K}} ({{clr|2|5K}} on standing) for confirms from further but for that route above is better.
| | {{clr|1|5Px2}} > 66FRC > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 75 ||  || Any || [3] {{clr|3|Medium}} || Go to route for close knockdown. {{clr|3|c.S}} can be replaced with {{clr|2|2K}} ({{clr|2|5K}} on standing) for confirms from further but for that route above is better. || [https://youtu.be/4-MNcjBVMCI Link]
|-
|-
| | {{clr|1|5P}} > {{clr|1|6P}} > 66 fast RC > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 167 ||  || Any || [3] {{clr|3|Medium}} || Corner RC combo
| | {{clr|1|5P}} > {{clr|1|6P}} > 66FRC > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 167 ||  || Any || [3] {{clr|3|Medium}} || Corner RC combo || [https://youtu.be/pNpFdp74KRs Link]
|-
|-
| | {{clr|1|5P}} > {{clr|1|5P}} > {{clr|1|5P}} > 66 fast RC > {{clr|3|c.S}} > {{clr|4|5H}} > delay {{clr|3|236S}} [6] > {{clr|4|6H}} || Corner || 133 ||  || Any || [3] {{clr|3|Medium}} || Easy 5P confirm with decent damage. If you don't delay mmm it'll wallbreak (129 dmg).
| | {{clr|1|5Px3}} > 66FRC > {{clr|3|c.S}} > {{clr|4|5HH}} > {{clr|3|236S}} [6] > {{clr|4|6H}} || Corner || 140 ||  || Any || [3] {{clr|3|Medium}} || Easy 5P confirm with decent damage. || [https://youtu.be/ypE_5L1rp04 Link]
|-
|-
| | {{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}} || Corner || 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|5Px2}} > 88RRC > jump delay {{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}} || Corner || 141 ||  || Any || [4] {{clr|4|Hard}} || Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). || [https://youtu.be/wcOurYDkxwk Link]
|-
|-
| | {{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}} || Corner || 132 ||  || Any || [3] {{clr|3|Medium}} || Max range 5P combo.
| | {{clr|1|5P}} > {{clr|1|2P}} > 66RRC > delay {{clr|3|j.S}} > {{clr|4|j.H}} >{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} [6] > {{clr|4|6H}} || Corner || 138 ||  || Any || [3] {{clr|3|Medium}} || Max range 5P combo. || [https://youtu.be/NirVREHxbTU Link]
|-
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|4|5H}} > 214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}} || Anywhere || 71 ||  || Any || [2] {{clr|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. || [https://youtu.be/Dfw668FWG_4 Link]
|-
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|236P}} || Anywhere || 86 ||  || Any || [2] {{clr|2|Easy}} || Better damage that grants fullscreen defensive position. || [https://youtu.be/8wAA7NMbjS0 Link]
|-
| | AA {{clr|1|5P}}, {{clr|1|5Px2}} > {{clr|1|6P}} > {{clr|1|236P}} || Anywhere || 66 ||  || Any || [3] {{clr|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. || [https://youtu.be/x9KZzd29wio Link]
|-
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|5|j.D}} > airdash {{clr|5|j.D}} || Anywhere || 74 ||  || Any || [2] {{clr|2|Easy}} || Creates a safejump situation easily. || [https://youtu.be/3m_lmIXxflU Link]
|-
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} [6] > walk [4] {{clr|4|6H}} || Corner || 172/165 ||  || Any || [4] {{clr|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. || [https://youtu.be/5lVZek9DDU0 Link]
|-
|-
| | AA {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|236P}} || Anywhere || 77 ||  || Any || [2] {{clr|2|Easy}} || Basic Anti Air {{clr|2|5K}} confirm. {{clr|4|6H}} can wiff if {{clr|2|5K}} hits the opponent too low in the air. Can link two {{clr|2|5K}}'s if close enough. {{clr|2|2K(1)}} can also start.
| | AA {{clr|1|5P}} > delay {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} [3]~1 > {{clr|1|236P}} || Corner || 91 ||  || Any || [2] {{clr|2|Easy}} || Easy combo than above that sets up items in corner. In some cases, the trajectory of the item may be unfavorable. || [https://youtu.be/7WpAhOLKmVY Link]
|-
|-
| | AA {{clr|2|5K}} , {{clr|2|5K}} > {{clr|4|6H}} > whiff {{clr|2|214K}} > PRC > delay {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}} || Anywhere || 157 ||  || Any || [3] {{clr|3|Medium}} || Wall carry potential. PRC {{clr|2|214K}} as soon as the camera moves. Delay {{clr|3|c.S}} until opponent passes overhead. {{clr|2|5K}} instead of {{clr|3|c.S}} for easier combo.
| | AA {{clr|1|5P}} > delay {{clr|2|5Kx2}} > {{clr|4|6H}} > {{clr|2|214K}} [4] or [6] || Corner || 87 ||  || Any || [2] {{clr|2|Easy}} || Decent damage with Scarecrow 50/50. Can also go for item at a pretty favorable trajectory. || [https://youtu.be/S2XvKoJ5whE Link]
|-
|-
| | AA {{clr|2|5K}} > {{clr|4|6H}} > whiff {{clr|2|214K}} > PRC > delay {{clr|2|5K}} > jc {{clr|3|j.S}} > {{clr|4|j.H}} {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}}, WS {{clr|4|6H}} || Midscreen || 214 || || Any || [4] {{clr|4|Hard}} || Move after PRC to reposition if needed. PRC {{clr|2|214K}} as soon as the camera moves. Delay {{clr|2|5K}} until opponent passes overhead. {{clr|2|5K}} instead of {{clr|3|c.S}} for easier combo.
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|1|j.Px5}} || Corner || 87 ||  || Any || [2] {{clr|2|Easy}} || Meme combo that makes people laugh. {{clr|1|:)}} 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. || [https://youtu.be/YQhHPjkYbz0 Link]
|-
| | AA {{clr|1|5P}} > delay {{clr|2|5K}}, {{clr|2|5K}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Corner || 96 ||  || Any || [2] {{clr|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 {{clr|4|j.H}} or {{clr|5|j.D}}) as you're still actionable after using Love. || [https://youtu.be/875RHM4PcR4 Link]
|-
| | AA {{clr|1|5P}} > delay {{clr|2|5K}} > {{clr|4|6H}} > whiff 66RRC > dash {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} || Midscreen || 177 ||  || Any || [4] {{clr|4|Hard}} || Midscreen wallbreak using meter. || [https://youtu.be/XT3u-eDroiw Link]
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters
|+{{clr|2|5K}}/{{clr|2|2K}}/{{clr|2|j.K}}/{{clr|2|j.2K}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 120 ||  || Any || [1] {{clr|1|Very Easy}} || Go to route for fullscreen knockdown + item.
| | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 57 ||  || Any || [1] {{clr|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. || [https://youtu.be/wZ8sP8Yhuh0 Link]
|-
| | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|236S}} [3] || Anywhere || 89 ||  || Any || [1] {{clr|1|Very Easy}} || Can be used well to surprise the opponent by forcing them into a fast recovery. Can substitute {{clr|2|5K}} with {{clr|3|c.S}} for more damage with the same properties, but less range on the initial hit. {{clr|3|c.S}} is a very good option after this combo to catch mashers, but isn't safe against invincible reversals. || [https://youtu.be/7E-F3rxrwdk Link]
|-
| | AA {{clr|2|5K}} > {{clr|1|6P}} > {{clr|2|41236K}} > 214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}} || Anywhere || 83 ||  || Any || [1] {{clr|1|Very Easy}} || Great for setting up Scarecrow oki. || [https://youtu.be/wMHWeO15gxs Link]
|-
| | AA {{clr|2|5K}} > {{clr|1|6P}} > {{clr|3|236S}} [3]~1 > {{clr|3|c.S}} > {{clr|3|236S}} [3]~1 > {{clr|1|236P}} || Anywhere || 123 ||  || Any || [3] {{clr|3|Medium}} || More bang for your buck. Great wall carry with great item oki and safejump potential. || [https://youtu.be/eEvgNACLLxg Link]
|-
| | AA {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|236P}} || Anywhere || 77 ||  || Any || [1] {{clr|1|Very Easy}} || Basic Anti Air {{clr|2|5K}} confirm. {{clr|4|6H}} can whiff if {{clr|2|5K}} hits the opponent too low in the air. Can link two {{clr|2|5K}}'s if close enough. {{clr|2|2K(1)}} can also start. || [https://youtu.be/p-G6mBdToJ4 Link]
|-
| | AA {{clr|2|5K}} > {{clr|2|j.K}} > {{clr|2|j.2K}} || Anywhere || 69 ||  || Any || [2] {{clr|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. || [https://youtu.be/Xct8nJ_1OS0 Link]
|-
| | AA {{clr|2|5K}} , {{clr|2|5K}} > {{clr|4|6H}} > whiff {{clr|2|214K}} > PRC > delay {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}} || Anywhere || 157 ||  || Any *(MI,RA) || [3] {{clr|3|Medium}} || Wall carry potential. PRC {{clr|2|214K}} as soon as the camera moves. Delay {{clr|3|c.S}} until opponent passes overhead. {{clr|2|5K}} instead of {{clr|3|c.S}} for easier combo. *(Delay {{clr|2|41236K}} slightly or microwalk after PRC if using {{clr|2|5K}} and far from the wall). If you don't reach the wall, you can go for Scarecrow oki afterwards. || [https://youtu.be/AQlIegZWWfw Link]
|-
| | AA {{clr|2|5K}} > {{clr|1|6P}} > {{clr|3|236S}} [3]~1 > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|2|41236K}} || Corner || 175 ||  || Any || [2] {{clr|2|Easy}} || Meterless wallbreak anti air combo with great range. || [https://youtu.be/jEy8evk2Ky4 Link]
|-
| | AA {{clr|2|5K}} > hold {{clr|5|5D}} > {{clr|1|5P}} > {{clr|1|6P}} > {{clr|1|236P}} || Corner || 103 ||  || Any || [2] {{clr|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. || [https://youtu.be/tKt8tvYH9cA Link]
|-
| | AA {{clr|2|5K}} > hold {{clr|5|5D}} > {{clr|2|5K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|2|41236K}} || Corner || 202 ||  || Any || [3] {{clr|3|Medium}} || Meterless wallbreak to cover the same situation as the above combo. || [https://youtu.be/bLxBG420g1E Link]
|-
| | AA {{clr|2|5K}}, {{clr|2|5Kx3}} > {{clr|4|6H}} > 66RRC > dash {{clr|2|5K}} > {{clr|2|5Kx2}} > {{clr|4|6H}} || Corner || 186 ||  || Any || [2] {{clr|2|Easy}} || Great for creating frustrated responses from people. Not great for keeping friends. || [https://youtu.be/Ttt3Z4PFN5Y Link]
|-
| | AA {{clr|2|5K}} > {{clr|4|6H}} > whiff {{clr|2|214K}} > PRC > delay {{clr|2|5K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Midscreen || 214 ||  || Any || [4] {{clr|4|Hard}} || Move after PRC to reposition if needed. PRC {{clr|2|214K}} as soon as the camera moves. Delay {{clr|2|5K}} until opponent passes overhead. {{clr|2|5K}} instead of {{clr|3|c.S}} for easier combo. || [https://youtu.be/oLZxgkAuTwU Link]
|-
| | AA {{clr|2|5K}}, {{clr|2|5K}} > {{clr|4|j.H}} > airdash [3] {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|2|41236K}} || Midscreen || 195 ||  || Any || [3] {{clr|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. || [https://youtu.be/HkX1Sra0xLA Link]
|-
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}}/{{clr|3|j.S}} Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 135 ||  || Any || [1] {{clr|1|Very Easy}} || Go to route for fullscreen knockdown + item. || [https://youtu.be/maotqYttNLo Link]
|-  
|-  
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} [6]~1 > {{clr|1|236P}} || Anywhere || 107 ||  || Any || [3] {{clr|3|Medium}} || MMM item oki route.
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} [3]~1 > {{clr|1|236P}} || Anywhere || 107 ||  || Any || [3] {{clr|2|Easy}} || MMM item oki route. || [https://youtu.be/acMj-MyjplE Link]
|-  
|-  
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} [6]~1 > {{clr|3|c.S}} > {{clr|3|236S}} [6]~1 || Anywhere || 143 ||  || Any || [4] {{clr|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 {{clr|1|2P}}, {{clr|3|f.S}} or {{clr|4|2H}}
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} [3]~1 > {{clr|3|c.S}} > {{clr|3|236S}} [3]~1 || Anywhere || 143 ||  || Any || [4] {{clr|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 {{clr|1|2P}}, {{clr|3|f.S}} or {{clr|4|2H}}. This combo doesn't work if you're in the corner, but works everywhere else. || [https://youtu.be/sChCOFaUvoI Link]
|-
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > 66FRC > {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|1|236P}} || Anywhere || 138 ||  || Any || [3] {{clr|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. || [https://youtu.be/bMp0CGVk1-s Link]
|-  
|-  
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5HH}} > {{clr|2|5K}} {{clr|4|6H}} > 66 PRC > walk forward {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|214S}} || Corner || 207 ||  || Any || [2] {{clr|2|Easy}} || Easy corner wallbreak combo at the cost of a bar when you can't confirm to 5H immediately.
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5HH}} > {{clr|2|5K}} > {{clr|4|6H}} > whiff 66RRC > dash {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|214S}} || Corner || 215 ||  || Any || [2] {{clr|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. || [https://youtu.be/COovBMN2EoI Link]
|-
|-
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > dash {{clr|3|c.S}} > {{clr|3|236S}} || Corner || 190 ||  || Any || [3] {{clr|3|Medium}} ||  
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > dash {{clr|3|c.S}} > {{clr|3|236S}} [3]~1 || Corner || 163 ||  || Any || [3] {{clr|4|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. || [https://youtu.be/mUstG248syE Link]
|-  
|-  
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|2|5K}} > {{clr|4|6H}} > 66 fast RC > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 213 ||  || Any || [3] {{clr|3|Medium}} ||
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|3|2S}} > {{clr|3|236S}} || Corner || 159 ||  || Any || [3] {{clr|3|Medium}} || Alternate route that's much easier to perform than the above combo, but does less dmg. || [https://youtu.be/lCzuMpwMoCE Link]
|-  
|-  
| | {{clr|3|c.S}} > {{clr|4|5Hx2}} > dash {{clr|3|c.S}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 208 ||  || Any || [3] {{clr|3|Medium}} ||
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5HH}} > {{clr|2|5K}} > {{clr|4|6H}} > whiff 66RRC > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 227 ||  || Any || [3] {{clr|3|Medium}} || Pretty easy to perform for how much dmg this does. || [https://youtu.be/Z47exX0pYL0 Link]
|-  
|-  
| | {{clr|3|c.S}} > {{clr|4|5Hx2}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} > {{clr|1|236P}} > {{clr|4|6H}} || Corner || 210 ||  || Any but AN, GI, KY, LE and RA || [5] {{clr|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 {{clr|5|j.D}} to somewhat salvage the route (208 damage). Alternatively you can do this but end in {{clr|3|214S}} instead of {{clr|1|236P}} {{clr|4|6H}} for 209 damage).
| | {{clr|3|c.S}} > {{clr|4|5HH}} > dash {{clr|3|c.S}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 224 ||  || Any || [3] {{clr|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. || [https://youtu.be/rh8wpzOuqKg Link]
|-  
|-  
| | CH {{clr|3|f.S}} > ({{clr|4|5H}}) > {{clr|2|41236K}} -> 4 -> {{clr|4|H}} || Anywhere || 108,124,135 (127,140,150) ||  || || [2] {{clr|2|Easy}} || {{clr|4|5H}} can land with dash momentum.
| | {{clr|3|c.S}} > {{clr|4|5HH}} > {{clr|4|632146H}} || Corner || 229 ||  || Any || [2] {{clr|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. || [https://youtu.be/4x0ECCPs918 Link]
|-  
|-
| | CH {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|41236K}} -> 4 -> {{clr|4|H}} || Anywhere || 145,160,170 ||  ||  || [2] {{clr|2|Easy}} ||
| | {{clr|3|c.S}} > {{clr|4|5HH}} > dash {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|632146H}} || Corner || 241 ||  || Any || [3] {{clr|3|Medium}} || Really good and pretty easy damage using Super. || [https://youtu.be/CTR_BIa2zzQ Link]
|- 
| | {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|1|236P}} || Anywhere || 65 ||  || || [1] {{clr|1|Very Easy}} || Go-to {{clr|3|f.S}} confirm. Careful on spacing as it will wiff if too far.
|-
|-
| | {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 88 ||  || || [2] {{clr|2|Easy}} || Use if within {{clr|4|5H}} range.
| | {{clr|3|c.S}} > {{clr|4|5Hx2}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236P}} > {{clr|4|6H}} || Corner || 220 ||  || Any but AN, GI, KY, LE and RA || [5] {{clr|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 {{clr|5|j.D}} to somewhat salvage the route. Alternatively you can do this but end in {{clr|3|214S}} instead of {{clr|1|236P}} {{clr|4|6H}}. || [https://youtu.be/tCBRQ9X5-rA Link]
|-  
|-  
|}
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5HH}} > 66RRC > delay {{clr|3|j.S}} > {{clr|4|j.H}} > dash {{clr|2|5K}} > {{clr|5|5D}} > {{clr|4|6H}} || Midscreen || 201 ||  || Any || [5] {{clr|5|Very Hard}} || This combo looks super sick, and it confirms from one of Faust's most basic strings. || [https://youtu.be/6nF2vboMpCc Link]
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|4|5H}}/{{clr|4|2H}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|1|236P}} || Anywhere || 65 ||  || Any || [1] {{clr|1|Very Easy}} || Go to {{clr|3|f.S}} confirm. Careful on spacing as it will wiff if too far. || [https://youtu.be/HBpQ2Ftfplg Link]
|-
| | {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 70 ||  || || [1] {{clr|1|Very Easy}} ||  
|-
|-
| | CH {{clr|4|5H}} > {{clr|2|41236K}} -> 4 -> {{clr|4|H}} || Anywhere || 124,141,154 ||  || || [2] {{clr|2|Easy}} || Can OS by inputting {{clr|4|5Hx2}} and delay {{clr|2|41236K}} to confirm the CH.
| | {{clr|3|f.S}} > {{clr|4|5HH}} > {{clr|1|236P}} || Anywhere || 105 ||  || Any || [1] {{clr|1|Very Easy}} || Use if within {{clr|4|5H}} range. || [https://youtu.be/Z-hL2_v9D-A Link]
|-  
|-  
| | || || ||  || || [3] {{clr|3|Medium}} ||
| | CH {{clr|3|f.S}} > ({{clr|4|5H}}) > {{clr|2|41236K}} [4] > {{clr|4|H}} || Anywhere || 108,124,135 (127,140,150) ||  || Any || [2] {{clr|2|Easy}} || {{clr|4|5H}} can land with dash momentum, otherwise just start with {{clr|3|f.S}} > {{clr|2|41236K}} || [https://youtu.be/G84RHT1-rW4 Link]
|-  
|-  
| |  ||  ||  ||  || || [4] {{clr|4|Hard}} ||
| | CH {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|41236K}} [4] > {{clr|4|H}} || Anywhere || 145,160,170 ||  || Any || [2] {{clr|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. || [https://youtu.be/uUyG0VDkgEg Link]
|-  
|-  
| | || || ||  || || [5] {{clr|5|Very Hard}} ||
| | CH {{clr|3|c.S}} > {{clr|4|6H}} > 66RRC > delay {{clr|3|c.S}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|5|5D}} > {{clr|4|6H}} || Corner || 214 ||  || Any || [3] {{clr|3|Medium}} || Good damage combo using meter that isn't too hard to pull off. || [https://youtu.be/S2AEqkaPB20 Link]
|-
| | CH {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|41236K}} > 66RRC > dash {{clr|3|c.S}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|1|236P}} > {{clr|4|6H}} || Midscreen || 213 ||  || Any || [5] {{clr|5|Very Hard}} || Midscreen wallbreak using meter on c.S counter hit. || [https://youtu.be/qhvGkSsw3dE Link]
|-
| | CH {{clr|3|c.S}} > {{clr|4|6H}} > 88RRC > {{clr|3|c.S}} > hold {{clr|5|5D}} > {{clr|2|5K}} > {{clr|4|632146H}} || Corner || 239 ||  || Any || [5] {{clr|5|Very Hard}} || Memey double meter high damage combo. Looks cool. || [https://youtu.be/EA7HtBCuC18 Link]
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Jump-in Starters
|+{{clr|4|5H}}/{{clr|4|2H}}/{{clr|4|6H}}/{{clr|4|j.H}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| | {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 92 ||  || Any || [1] {{clr|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. || [https://youtu.be/NvtYBledmBc Link]
|-
|-
| | || || ||  || || [1] {{clr|1|Very Easy}} ||
| | CH {{clr|4|5H}} > {{clr|2|41236K}} [4] > {{clr|4|H}} || Anywhere || 124,141,154 ||  || Any || [2] {{clr|2|Easy}} || Can OS by inputting {{clr|4|5HH}} and delay {{clr|2|41236K}} to confirm the CH. || [https://youtu.be/lAGBMq7Ac_g Link]
|-  
|-  
| | || || ||  || || [2] {{clr|2|Easy}} ||
| | CH {{clr|4|2H}} > {{clr|1|6P}} > {{clr|1|236P}} || Anywhere || 71 ||  || Any || [2] {{clr|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. || [https://youtu.be/0NGOFfvZF2M Link]
|-  
|-
| | || || || ||  || [3] {{clr|3|Medium}} ||
| | CH {{clr|4|2H}} > {{clr|2|5K}} > 66RRC > dash {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > dash {{clr|4|6H}} || Midscreen || 190 ||  || Any || [5] {{clr|5|Very Hard}} || Only works at close range, but a useful option to keep in mind. || [https://youtu.be/Nk4K7-bbA_I Link]
|-
| | || ||  ||  ||  || [4] {{clr|4|Hard}} ||
|-
| |  || ||  || ||  || [5] {{clr|5|Very Hard}} ||
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|+{{clr|5|5D}}/{{clr|5|2D}}/{{clr|5|j.D}} Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
| | hold {{clr|5|5D}} [8] > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|4|dj.H}} > {{clr|5|j.D}} > {{clr|4|j.Hx2}} || Anywhere || 207 ||  || Any || [2] {{clr|2|Easy}} || Easy dust combo for some respectable damage. || [https://youtu.be/FwOhO0lFKGA Link]
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | hold {{clr|5|5D}} [8] > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > delay {{clr|5|j.D}} > {{clr|4|j.Hx2}} || Anywhere || 208 ||  || Any || [3] {{clr|3|Medium}} || Stronger version of the combo above but not too hard. || [https://youtu.be/NxTlkNKD_s0 Link]
|-
|-
| | {{clr|5|5[D]}} > 8 > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|4|dj.H}} > {{clr|5|j.D}} > {{clr|4|j.Hx2}} || Anywhere || 207 ||  || Any || [1] {{clr|1|Very Easy}} || Easy dust combo for some respectable damage.
| | hold {{clr|5|5D}} [8] > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > delay {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|4|dj.Hx2}}|| Anywhere || 219 ||  || Any but AN, CH, GI, IN, JC, KY, RA, SO || [4] {{clr|4|Hard}} || Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. || [https://youtu.be/q_I_SUdC0Tc Link]
|-
|-
| | {{clr|5|5[D]}} > 8 > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > delay {{clr|5|j.D}} > {{clr|4|j.Hx2}} || Anywhere || 208 ||  || Any || [3] {{clr|3|Medium}} || Stronger version of the combo above but not too hard.
| | hold {{clr|5|5D}} [8] > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|4|dj.H}} > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|2|dj.Kx2}}|| Anywhere || 213 ||  || Any || [2] {{clr|2|Easy}} || Easy strong combo without delayed attacks || [https://youtu.be/SSvXaFXjU1M Link]
|-
|-
| | {{clr|5|5[D]}} > 8 > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > delay {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|4|dj.Hx2}}|| Anywhere || 219 ||  || Any || [5] {{clr|5|Very Hard}} || Optimal but hard dust combo.
| | hold {{clr|5|5D}} [8] > {{clr|2|j.K}} > {{clr|1|j.Px2}} > {{clr|2|dj.K}} > {{clr|1|j.Px2}} > {{clr|2|j.K}} > {{clr|5|j.D}}|| Anywhere || 130 ||  || Any || [5] {{clr|5|Very Hard}} || Optimally disrespectful. Good (typically unexpected) oki with Afro applied to the opponent. || [https://youtu.be/JRMUgDXdYuA Link]
|-
|-
|}
|}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|4|236H}} Combos
|+Special Move Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| | {{clr|4|236H}} > fast RC > {{clr|2|5K}} > {{clr|2|j.K}} > {{clr|5|j.D}} > Afro Explosion > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|214S}} || Corner || 156 ||  || Any || [3] {{clr|3|Medium}} ||
| | {{clr|4|236H}} > FRC > {{clr|2|5K}} > {{clr|2|j.K}} > {{clr|5|j.D}} > Afro Explosion > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|214S}} || Corner || 156 ||  || Any || [3] {{clr|3|Medium}} || Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup when their health is low. || [https://youtu.be/3ecdA2xlT9s Link]
|-  
|-  
| | {{clr|4|236H}} > 88 fast RC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 160 ||  || Any || [4] {{clr|4|Hard}} || Keeps afro after wallbreak.
| | {{clr|4|236H}} > 88FRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > dash {{clr|4|6H}} || Corner || 160 ||  || Any || [4] {{clr|5|Very Hard}} || Keeps afro after wallbreak. || [https://youtu.be/TBLbnTy0HwQ Link]
|-  
|-  
| | {{clr|4|236H}} > 66 fast RC > {{clr|3|c.S}}  > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 164 ||  || Any || [4] {{clr|4|Hard}} || Sacrifices afro for slightly more damage (usually not worth it).
| | {{clr|4|236H}} > 66FRC > {{clr|3|c.S}}  > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 164 ||  || Any || [4] {{clr|4|Hard}} || Sacrifices afro for slightly more damage (usually not worth it). || [https://youtu.be/5CZDRqYn_IA Link]
|-  
|-  
|}
|}
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|+{{clr|5|Throw}} Combos
|+{{clr|5|Throw}} Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|6H}}  || Corner || 165 ||  || Any || [3] {{clr|3|Medium}} ||
| | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|6H}}  || Corner || 165 ||  || Any || [3] {{clr|3|Medium}} || Decent conversion into wallbreak from grab. || [https://youtu.be/UluqliptdVA Link]
|-  
|-  
| | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}}  || Corner || 166 ||  || Any but CH, GI, KY, LE and MA || [4] {{clr|4|Hard}} ||
| | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}}  || Corner || 161 ||  || Any but CH, GI, KY, LE and MA || [4] {{clr|4|Hard}} || Harder conversion. This used to do more damage, but it doesn't seem to do more after the 1.10 patch. || [https://youtu.be/EtjNQ2Y7dQI Link]
|-  
|-  
|}
|}

Revision as of 02:54, 17 October 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 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 worth it.
  • Creates tons of great situations for you, unless whiffed or blocked on the ground.
  • This used to require CH 6P to work, but not anymore.

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

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. 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 > 214P/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
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 > 214P/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

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