GGST/Faust/Combos: Difference between revisions

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==Combos==
==Core Combos==
{{warning|This section is currently incomplete. For now, please refer to the [[GGST/Faust/Combos|Combos by Starter]] section.}}
{{warning|This section is currently incomplete. For now, please refer to the [[GGST/Faust/Combos|Combos by Starter]] section.}}
This section should give a good selection of combos, ranging from basic to optimal, for any situation.
This section should give a good selection of combos, ranging from basic to optimal, for any situation.

Revision as of 14:46, 31 March 2023

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 Theory

Ambox warning.png Many combos listed here are significantly out of date from the current patch (as of Ver. 1.24), and should not be assumed accurate.

Several sections are incomplete (due to being currently written), but any information that exists on this page will/has not been removed until a replacement has been made. For now, the Combos by Starter section is the most complete. Thank you for your patience.

Mix Mix Mix Loops

If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.

In order to loop:

  • Faust must be low to the ground (Hold 3).
  • You want to be holding 3 going into the first hit.
  • You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.
  • If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.

Example Input: 2H > 236S[3]...[1] > c.S

Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.

Moves like c.S, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.

Jump-ins (j.K, j.H, j.S, j.D) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH j.D > MMM), lest gravity scale too high.

This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.

Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix.

Summary

If you're using optimal starters such as 5K, c.S, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.

If you're not using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.

For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.

Bonus Stupid Thing

If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.

Basic Combos

This list should provide a good set of 'need-to-know' routes for a new or beginner Faust, and learning these may be a good place to start.

Ambox warning.png This list is not currently up to date, but has been left until a replacement is made.
Basic Combos/Strings/Conversions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 5P > 5P > 2P Anywhere 62 Everyone [1] [1] Very Easy - 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

Link 1.24
f.S > 2H > 236P Anywhere 65 Everyone [1] [1] Very Easy -Long distance challenge against forward movement.

-Excellent whiff punish. -Go to option from f.S. -Let 2H rock on block, -14. 236P on block is -23, be forewarned. -2H whiffs at max f.S distance.

Link 1.24
2H > (236P) Anywhere 40 Everyone [1] [1] Very Easy - You can confirm from 2H alone. Delay the cancel so you don't throw item on block.

- Sometimes you'll want to forgo f.S, when hedging against moves that would crush f.S (Yolo 6P, Sol's 214SGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17, etc). - Catches toes where f.S would be blocked.

Link 1.24
6D or 4D > OTG 2D > (236P) Anywhere 89 Everyone [1] [1] Very Easy -Throw into OTG 2D Link 1.24
6P > 236S Anywhere 71 Everyone [1] [1] Very Easy - 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.

Link 1.24
6P > (236P) Anywhere 35 Everyone [1] [1] Very Easy - Usually the better option over 236S.

- 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.

1.24
c.S > 2S > 5H > (236P) Anywhere 97 Everyone [2] [2] Easy - Go to meterless option.

- 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 236S frame trap on block, challenge attempts to punish 2H.

Link 1.24
2K(3) > 2D > (236P) Anywhere 59 Everyone [2] [2] Easy -Low option, sets up cool item situations.

-When you have RC, very potent when mixed with 2K > 2D. -Unsafe on block, but 236S traps always on deck. -Raw 2K leads to throw mix from disadvantage (You're -2 after), but the cancel options of 2D, 5D and 236S allow you control of the situation

1.24
c.S jc > j.2K Anywhere 61 Everyone [2] [2] Easy - Done low enough to the ground, this is a pretty safe string to poke with.

- Further ranges work much better on block, and can be used to bait options from your opponent such as DP. - Works well with crawl to set up opportunities on block, and is good for setting up fast meaties to catch people pressing buttons on hit.

1.24
CH c.S > 5H > 41236K Anywhere 108 Everyone [2] [2] Easy - Go-to CH confirm.

- Requires close cS, or dash momentum to connect. - Wall breaks with homerun timing as you approach the corner. - Great routing to wallbreak with RC.

Link 1.24
CH 2S > 5K > 6H > 214K Anywhere 128 Everyone [2] [2] Easy - alternate CH confirm.

- Great routing to wallbreak with RC.

1.24
6H > 41236K Anywhere 87 Everyone [2] [2] Easy - Slightly different cancel timing on air hit, be warned. Link

- This combo works on normal hit as long as the opponent does not mash out.

Link 1.24
CH 2D > 236S Anywhere 74 Everyone [2] [2] Easy - A tricky confirm, usually used after 2K as a last-ditch trap.

- CH 2D allows for a full 236S combo whereas on normal hit it is an OTG combo

Link 1.24
c.S > f.S > 5HH > 5K > j.H > 236S WB corner 202 Everyone [3] [3] Medium -Near or in the corner, 5HH causes wall bounce, giving you a strong, meterless wall break opportunity. Link 1.23
5D > 88RRC > dl j.H > c.S > jc > j.S > j.H > WS > 236S > WB Corner 135 Everyone [3] [3] Medium - When paired with 2K lows and 2D, this is something you'll want to get down. (example)

- Incredibly good when paired with Items. (example) - Doesn't splat at full wall health

1.23
c.S > 2H > 236S > RRC > c.S > jc > j.S > j.H > 5K > 6H > WS > 236S > WB Corner 203 Everyone [3] [3] Medium -Carries midscreen

-Can splat early from 5K but only deals one damage less

1.23

Core Combos

Ambox warning.png This section is currently incomplete. For now, please refer to the Combos by Starter section.

This section should give a good selection of combos, ranging from basic to optimal, for any situation.

Meterless Midscreen confirms

Counter Hit Confirms

Corner Combos

Anti Air Combos

Air-to-Air Combos

Spending Meter

MixMixMix

Other kinds of Combos, to be determined

Combos by Starter

These lists are not intended to be exhaustive, but instead to present a good selection of routes to cover every situation, both easy and optimal. If you're trying to learn new combos, or find a combo for a particular situation, be sure to check out the Basic combos, and Combos by usecase first.

This may be useful if you are trying to find a combo that you already do, and see easier or more optimal variations, or see if there is more you can do from a particular button.

They are sorted by starter, and then further by broad use case. Combos within each section are loosely grouped, and you can click on the position/difficulty headers to sort them differently if you wish.

All damage values were tested against Ky at full life with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.

Ambox warning.png There is currently active editing ongoing throughout this section, so please be prepared for formatting inconsistencies, and perhaps inaccuracies. Thank you for your patience.

P Starters

Ambox warning.png This section is currently being actively updated, and so is temporarily more likely to have typos or inaccuracies, or be formatted differently to other sections.
General Grounded 5P/2P/6P Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 6P > 236P Anywhere 47 Everyone [1] [1] Very Easy Goto confirm from 5p. Will also work from 2 5Ps, 3 with dash momentum, if you're close enough. Link 1.24
5P > 5P > 2P Anywhere 53 Everyone [1] [1] Very Easy If unable to confirm into 6P, or on block. Up to 4 5Ps if close enough. Cutting it short at 5P may be better as 2P is +0 on hit. Link 1.24
6P > 236P Anywhere 35 Everyone [1] [1] Very Easy Throwing an item after 6P. This works on both air and ground hit, and is also a good idea on airblock. 1.24
CH 6P > 236P > 2H > 236P Anywhere 63 Everyone [1] [1] Very Easy Gets you 2 items with a little damage and gives you a lot of space. Link 1.24
6P > 236S Anywhere 71 Everyone [2] [2] Easy Go-to confirm from 6P. Also works from AA 6P, and CH AA 6P.

236S will be plus on airblock. Difficult to hitconfirm from non-CH 6P, so may want to 236P

Link 1.24
5P/2P > 6P > 236S[6661] > c.S > 236S Anywhere 98 Everyone [4] [4] Hard From a single 5P, it is possible to Mix Loop. Can often drop from far spacings. ubtituting 5K > k.236S can often help.

On lightweights, can connect after 2 5Ps.

1.24
CH 2P > 5P > 6P Anywhere 60 Everyone [4] [4] Hard CH 2P can link into 5P. On a crouching CH, can link into CH 5K > 2D 1.24
6P > 236S > 88RRC > c.S > j.H > j.H > c.S > 5H > 6H Midscreen 191 Everyone [4] [4] Hard Example metered confirm from 6P. Will need to adapt corner routing to account for spacing, see other corner combos for ideas. 1.24
5P > 6P > 66RRC > c.S > 2S > 236S > 236P Anywhere 98 Everyone [2] [2] Easy Simple RC combo from 5P 6P. This will also work after 5P 5P and 5P 2P. Using an RC after 6P may be useful if it connected from very far and you are worried 236S may not connect. Link 1.24
5P > 6P > 66FRC > c.S > j.S > j.H > c.S > 2S > 5H > 6H Corner 167 Everyone [3] [3] Medium Example Corner RRC combo. Link 1.24
5P > 2P > 66RRC > delay j.S > j.H > c.S > 6H > 236S [6] > 6H Corner 138 Everyone [3] [3] Medium Example corner FRC combo. Link 1.24
5P > 5P > 88RRC > jump delay j.H > c.S > j.S > j.H > c.S >5H > 6H Corner 141 Everyone [4] [4] Hard Harder confirm for slightly better damage. Link 1.24
5Px2 > 88RRC > dash c.S > j.S > j.H > dash 5K > 6H > 214K Midscreen 94 Everyone [3] [3] Medium Sets up Scarecrow oki from midscreen. 1.24
2P > 66PRC > c.S > fS > 5HH > 236P Anywhere 104 Everyone [3] [3] Medium Representing this kind of option may be useful to contest quick challenges after blocked 2P 1.24
2P > 66FRC > 2K > 2D > 236P Anywhere 58 Everyone [3] [3] Medium Really low damage, but it converts your fastest low options into a hard knockdown. Converting via 66RRC instead may also have merit. Link 1.24
2P > 66FRC > 2S > 236S > c.S > 236S Anywhere 96 Everyone [4] [4] Hard Harder 2P FRC version, for more damage and corner carry. Coverting with 66RRC may be easier. 1.24
j.P combos, Grounded and Air to Air
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.P > c.S > fS > 5HH > 236P Anywhere 111 Everyone [2] [2] Easy Decent confirm for j.P, but will require either to hit j.P very low, or CH. Link 1.24
AA j.P, j.P > j.H Anywhere 57 Everyone [2] [2] Easy Simple reliable Air-to-air confirm with a fast jumping normal. Link 1.24
AA j.P, j.P > j.H > 236S [3]~1 > c.S > 2S > 5H > 6H Corner 157 Everyone [3] [3] Medium Somewhat easy corner wallbreak from Air to Air j.P. Link 1.24
CH AA j.P > j.S > 9 > j.S > j.H > 5K > 6H > 236S > 6H Midscreen 171 Everyone [5] [5] Very Hard Meterless wallbreak midscreen from Air to Air j.P. Very spacing and height dependent. 1.24
CH AA j.P > j.S > j.H > 9 > j.H > j.H > c.S > 6H > 41236K > 6H Midscreen 185 Everyone [5] [5] Very Hard Meterless wallbreak midscreen from Air to Air j.P. Also Very spacing and height dependent. 1.24

AA 5P is a fairly unusual starter, with routes that do not resemble other P routes much, and so have been separated out here.

AA 5P Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA 5P > 5K > 236S Anywhere 68 Everyone [2] [2] Easy Probably the easiest and most reliable AA 5P combo. 1.24
AA 5P > 5K > k.236S > c.S > k.236S Anywhere 93 Everyone [4] [4] Hard It is also possible to mix loop from these kind of hits, for increases damage and corner carry. This can also work without the dash kara, but is unreliable. 1.24
AA 5P > delay cS > 2S > 236S [3] > 236P Corner 87 Everyone [2] [2] Easy Simple combo from AA5p that sets up items in corner. You can also continue comboing after 236S by doing a mix loop, and wallbreak with 5K > j.K > j.D > 6H, but if you want to wallbreak there are better routes. 1.24
AA 5P > delay 5Kx2 > 6H > (214K) Corner 87 Everyone [2] [2] Easy Ends with Kcrow oki. Can go for item instead. Link 1.24
AA 5P > 5K > j.S > j.H > c.S > 2S > (214K) Corner 105 Everyone [3] [3] Medium Higher damage combo that ends with Kcrow oki. Can go for item instead. 1.24
AA 5P > delay c.S > j.Px5 Corner 87 Everyone [2] [2] Easy Meme combo that makes people laugh. :) However, it does do a lot of damage to the wall, so could potentially be useful in making a following mixup more threatening. Link 1.24
AA 5P > delay 5K, 5K > j.H > j.D > j.236P Corner 96 Everyone [2] [2] Easy Applies pressure with Love, but can be jumped. Alternative routes that give an unjumpable love exist, and may be preferred. Link 1.24
AA 5P > 5K > 236S[3] > 5K > j.K > j.D > j.2326P Corner 87 Everyone [3] [3] Medium An example route that gives unjumpable Love oki. 1.24
AA 5P, 5Px2 > 6P > 236P Anywhere 66 Everyone [3] [3] Medium Awkward to time, and the number of 5Ps may need to be reduced based on how the opponent was hit. May be useful if you landed an unexpected AA 5P on defense, and were not ready to confirm into anything better. Link 1.24
AA 5P > delay c.S > j.S > j.H > 236P Anywhere 86 Everyone [2] [2] Easy Easy combo from AA 5P that knocks opponent fullscreen. When near the corner, may be able to convert further after the j.H instead. Link 1.24
AA 5P > c.S > j.S > delay j.H > c.S > 6H > 236S [6] > 6H Corner 172 Everyone [4] [4] Hard Optimal Anti air 5P starter into meterless wallbreak. Can work from outside the corner also, but may require close spacing, a microdash or, CH for the first to connect. Substituting with c.S with 5K may help. A small walk back before the final 6H may help to stop it whiffing. Link 1.24
AA 5P > 5K > 6H > whiff 214K 66PRC > c.S > j.S > j.H > 5K > 6H > 41236K Midscreen 175 Everyone [4] [4] Hard Reliable Midscreen wallbreak using meter. 1.24
AA 5P > c.S > 6H > whiff 214K 66PRC > c.S > j.H > j.H > c.S > j.D > 6H Midscreen 186 Everyone [5] [5] Very Hard Optimal Midscreen wallbreak using meter, but requires fairly specific spacing for the j.Hs to connect. This can be adjected after the 214K 66PRC. 1.24

K Starters

5K/2K/j.K/j.2K Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 2D > 236P Anywhere 57 Everyone [1] [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 1.24
5K > 2D > 236S [3] Anywhere 81 Everyone [1] [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 1.24
AA 5K > 6H > 236P Anywhere 77 Everyone [1] [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 1.24
AA 5K > 6P > 41236K > 214P/K/S Anywhere 83 Everyone [2] [2] Easy Great for setting up Scarecrow oki. Link 1.24
AA 5K > j.K > j.2K Anywhere 75 Everyone [2] [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 1.24
AA 5K > 6P > 236S [3]~1 > c.S > f.S > 5H > 41236K Corner 175 Everyone [2] [2] Easy Meterless wallbreak anti air combo with great range. Link 1.17
AA 5K > hold 5D > 5P > 6P > 236P Corner 103 Everyone [2] [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 1.17
AA 5K, 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H Corner 186 Everyone [2] [2] Easy Great for creating frustrated responses from people. Not great for keeping friends. Link 1.17
AA 2K > 5K > 6H > 214P/K/S Anywhere 75 Everyone [2] [2] Easy Most effective when closer to walls to get 50/50s, but can still be used to bait out DPs beyond midscreen if you hold back. This setup may give charged Scarecrow an actual use, especially with meter for baiting out punishes and stealing turns. Requires slight delay before Scarecrow. Link 1.24
AA 2K > c.S > j.S > j.H > 5K > j.S > j.H > 5K > 6H Corner 176 Everyone [2] [2] Easy Grants meterless wallbreak with good damage from a safe move. 1.17
AA 5K > 6P > 236S [3]~1 > c.S > 236S [3]~1 > 236P Anywhere 123 Everyone [3] [3] Medium More bang for your buck. Great wall carry with great item oki and safejump potential. Link 1.17
AA 5K , 5K > 6H > whiff 214K > PRC > delay c.S > 6H > 41236K Anywhere 157 Everyone but Mil/Ram [3] [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 1.17
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K Corner 202 Everyone [3] [3] Medium Meterless wallbreak to cover the same situation as the above combo. Link 1.17
AA 5K, 5K > j.H > airdash [3] j.H > 5K > 6H > 41236K > 41236K Anywhere 195 Everyone [3] [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 1.17
2K(X) > 2D > 66RRC > dash c.S > 2S > 236S [3]~1 > 236P Anywhere 92/102/112 (73/81) Everyone [3] [3] Medium The damage varies depending on spacing and how many hits you get, and it's not great damage, but you do get some decent wall carry and oki for 1 meter. 1.17
AA 2K > 5K > 6H > whiff 214K > PRC > delay c.S > 2S > 236S [3]~1 > 236P Anywhere 128 Everyone [3] [3] Medium Pretty useful conversion if you want a lot of wall carry. 1.17
AA 2K > c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > delay 6H Corner 167 Everyone [3] [3] Medium Not a terribly difficult confirm from corner AA hit into meterless wallbreak. 1.17
AA 2K > c.S > j.H > j.D > 236S [3] > c.s Corner 126 Everyone [3] [3] Medium Great AA tool for keeping wall pressure with safejumps. 1.17
AA 2K > 2K > 5K > j.K > j.2K > 236S [3]~1 > 236P Corner 85 Everyone [4] [4] Hard Meme combo that gives good wallbreak pressure from a pretty safe move. 1.17
AA 5K > 5K > 5K > j.H > j.K > dj.K > j.2K > j.236P Corner 124 Everyone [4] [4] Hard Looks pretty cool and doesn't do much damage, but it sets up great wallbreak pressure with a nice meaty Love. 1.17
AA 5K > 6H > whiff 214K > PRC > delay 5K > j.S > j.H > c.S > 6H > 41236K > 6H Midscreen 214 Everyone [4] [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 1.17
AA 2K > 5K > j.H > airdash [3] > j.H > 5K > 6H > 41236K > 41236K Midscreen 178 Everyone [5] [5] Very Hard Flashy but tricky combo 1.17
AA 2K > whiff 214K > PRC > c.S > j.S > j.H > c.S > j.H > j.H > dash c.S > 5H > 6H Corner 190 Everyone [5] [5] Very Hard Hard confirm using meter, but pretty worth it if you suspect jump-ins from the opponent and you're in the corner. 1.17

S Starters

c.S/f.S/2S/j.S Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S > 5HH > 236P Anywhere 135 Everyone [1] [1] Very Easy Go to route for fullscreen knockdown + item. Link 1.24
f.S > 2H > 236P Anywhere 65 Everyone [1] [1] Very Easy Go to f.S confirm. Careful on spacing as it will whiff if too far. Link 1.24
f.S > 5HH > 236P Anywhere 105 Everyone [1] [1] Very Easy Use if within 5H range. Link 1.24
CH AA f.S > 41236K Anywhere 68 Everyone [1] [1] Very Easy Rarely will you ever need this, but if you do, this is the optimal meterless damage. 1.24
c.S > 2H > 236S [3]~1 > 236P Anywhere 107 Everyone [2] [2] Easy MMM item oki route. Link 1.24
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > dash 5K > 6H > 214S Corner 215 Everyone [2] [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 1.17
c.S > 5HH > 632146H Corner 229 Everyone [2] [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. Slight delay after 5HH before super. Link 1.24
f.S > 2H > 236S [3] > 2H > 236P Anywhere 112 Everyone [2] [2] Easy Sometimes this can be the only decent route in certain situations where you're going for c.S > 2H > 236S, but you get a f.S instead; it happens occasionally. Only works at somewhat close ranges. 1.17
CH c.S > 5H > 41236K [4] > H Anywhere 145,160,170 Everyone [2] [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 1.17
CH f.S > (5H) > 41236K [4] > H Anywhere 108,124,135 (127,140,150) Everyone [2] [2] Easy 5H can land with dash momentum, otherwise just start with f.S > 41236K Link 1.17
c.S > 2S > 5H > 66FRC > f.S > 2H > 236P Anywhere 138 Everyone [3] [3] Medium Sets up 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 1.17
c.S > j.K > j.2K > FRC > j.H > f.S > 2H > 236P Anywhere 142 Everyone [3] [3] Medium Provides great, reactable spacing for getting an item or two, but does cost a meter. Alternatively, you can 66FRC instead for more damage after landing. 1.17
c.S > f.S > 5Hx2 > 2S > 236S Corner 159 Everyone [3] [3] Medium Alternate route that's much easier to perform than the above combo, but does less dmg. Link 1.17
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > 6H > 41236K > 6H Corner 227 Everyone [3] [3] Medium Pretty easy to perform for how much dmg this does. Link 1.17
c.S > 5HH > dash c.S > j.H > j.H > c.S > 5H > 6H Corner 224 Everyone [3] [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 1.17
c.S > 5HH > dash c.S > 6H > 632146H Corner 241 Everyone [3] [3] Medium Really good and pretty easy damage using Super. Link 1.17
f.S > 2H > 66FRC > 236S [3]~1 > c.S > 2S > 236S [6] > 6H Anywhere 179 Everyone [3] [3] Medium Does good damage for 1 meter considering the distance 1.17
CH c.S > j.S > j.H > c.S > 5HH > 236P Anywhere 169 Everyone [3] [3] Medium Extended meterless damage from CH. Especially useful vs opponents who can't low profile your j.H. 1.17
CH c.S > 6H > 66RRC > delay c.S > j.S > delay j.H > 5K > 5D > 6H Anywhere 214 Everyone [3] [3] Medium Good damage combo using meter that isn't too hard to pull off. Link 1.17
CH AA c.S > j.S > c.S > 2S > 236S [3]~1 > 236P Anywhere 142 Everyone [3] [3] Medium Meterless CH AA combo with decent damage and wall carry. 1.17
CH AA c.S > c.S > 6H > 214S > PRC > dash c.S > j.H > j.H > dash c.S > 6H > 214S Midscreen Everyone [3] [3] Medium Good damage combo using 1 meter 1.17
CH AA f.S > 214S > PRC > c.S > j.S > j.H > dash 5K > j.S > j.H > 5K > 6H Midscreen Everyone [3] [3] Medium Pretty good damage for not being a difficult combo. Can carry to wall a bit further away than midscreen. 1.17
AA 2S > 5H > 66FRC > c.S > j.S > j.H > 5K > 6H > 41236K > 41236K Midscreen 215 Everyone [3] [3] Medium Pretty high reward combo, great for when you read the opponent on their overhead options. 1.17
CH AA 2S > dash c.S > 6H > 236P Corner 114 Everyone [3] [3] Medium Sets up for some crazy wall combos with great damage, or you can take some oki. 1.17
CH c.S > IAD [3] > j.P, j.P > c.S > 5HH > 236P Anywhere 139 Everyone [3] [3] Medium Probably the optimal meterless CH c.S starter combo, at least at midscreen. Does 1 less than damage than the MMM loop below (tested on Ky). The 5HH is a great way to create space between to start a zoning game. Works only on standing characters, as the j.P will whiff on crouching characters. 1.24
c.S > 2S > 236P (weight) > Weight (rising hit) > 5K > j.S > Weight (descending hit) > j.H > 5K > 6H Corner ?? Sol/Ky (needs more testing) [3] [3] Medium Item specific combo 1.24
c.S > 2H > 236S [3]~1 > c.S > 236S [3]~1 Anywhere 143 Everyone [4] [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 1.17
c.S > 2S > 66FRC > c.S > 2S > 5HH > 236P Anywhere 160 Everyone [4] [4] Hard Gives a soft bounce on the wall. In the corner, you're just in range to fish for CH f.S, 2H, or 5H right after throwing item. This will create very interesting and powerful situations! You can do this string anywhere, but it's pointless without setups in mind. 1.17
c.S > f.S > 5Hx2 > dash c.S > 236S [3]~1 corner 163 Everyone [4] [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. Link 1.17
AA c.S > j.S > airdash j.2K > FRC > j.H > 5K > j.S > j.H > 5K > 236P > 6H Midscreen 206 Everyone [4] [4] Hard Stylish combo that gives item near the end of the combo. Getting a hammer can put the opponent in a unique corner situation if you don't finish off with the 6H and let them recover from the wallsplat. 1.17
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > c.S > hold 5D > 5K > j.2K > 6H Corner 215 Everyone [4] [4] Hard Does great damage 1.17
CH AA c.S > c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 6H Corner 235 Everyone [4] [4] Hard Pretty high damage from 1 meter, but from a somewhat unlikely situation. 1.17
CH AA c.S > j.Px2 > j.H > 6H > 41236K Midscreen 148 Everyone [4] [4] Hard 1.17
CH AA 2S > dash c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > 6H Midscreen 202 Everyone [4] [4] Hard Midscreen meterless wallbreak from a CH AA 2S. 1.17
CH AA 2S > dash c.S > 6H > 236P > 100TWeight > j.S > j.H > 5K > 6H Corner 230 Everyone [4] [4] Hard Meterless, easier, and more damaging version of the above combo that requires you to dash a bit further. 1.17
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H Corner 220 Any but AN, GI, KY, LE and RA [5] [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 1.17
c.S > 2S > 5HH > 66RRC > delay j.S > j.H > dash 5K > 5D > 6H Midscreen 201 Everyone [5] [5] Very Hard This combo looks super sick, and it confirms from one of Faust's most basic strings. Link 1.17
f.S > 66RRC > dash j.S > j.H > dash 5K > 6H > 214K Midscreen 115 Everyone [5] [5] Very Hard Midscreen into Scarecrow 50/50 from f.S. 1.17
CH c.S > 2H > 41236K > 66RRC > dash c.S > j.H > j.H > c.S > 2S > 236P > 6H Midscreen 213 Everyone [5] [5] Very Hard Midscreen wallbreak using meter on c.S counter hit. Link 1.17
CH c.S > 6H > 88RRC > c.S > hold 5D > 5K > 632146H Corner 239 Everyone [5] [5] Very Hard Double meter high damage combo. Link 1.17
CH c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 66RRC > dash c.S > j.K > j.D > hold 5D Midscreen 227 Everyone [5] [5] Very Hard Pretty sweet looking combo that does great damage, but requires 2 bars. 1.17
CH c.S > 5H > 41236K [4] > Hole in One! H > 66RRC > dash c.S > j.H > j.H > 5K > 6H > 41236K Midscreen 228, 237 Everyone [5] [5] Very Hard ood damage in exchange for a meter. 1.17
CH f.S > 41236K [4] > Hole in One! H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H Midscreen 222 Everyone [5] [5] Very Hard f.S CH wallbreak confirm using 1 meter. Can be used on reaction to getting the Hole in One! 1.17
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > 41236K Midscreen 219 Everyone [5] [5] Very Hard Same as above, but can be used on reaction to getting the Early Hit. 1.17
CH f.S > 41236K[4] > Hole in One! H > 44RRC > 214K [6] > 5K > 6H > 41236K > 6H Midscreen 234 Everyone [5] [5] Very Hard Pretty crazy looking combo that's equally as crazy to pull off with big reward. 1.17
CH AA c.S > delay j.S > j.H > dash 5K > 6H > 41236K Midscreen 168 Everyone [5] [5] Very Hard Good damage for no meter, but very hard to pull off. 1.17
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > 6H > delay 236S [9] > 4 > Bomb Explosion > c.S > 6H Corner 246 Everyone [5] [5] Very Hard Really cool combo that does a lot of damage. The trick is to hit the Bomb with your 6H, and then avoid hitting it with your 236S. 1.17
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > jc > 100TWeight > j.H > c.S > 2S > 5H Corner 226 Everyone [5] [5] Very Hard Pretty hard combo that uses the 100TWeight as a followup. 1.17

H Starters

Ambox warning.png This section is currently being actively updated, and so is temporarily more likely to have typos or inaccuracies, or be formatted differently to other sections.

5H, 6H, 2H and j.H are substantially different buttons with very different routing, and so have been separated for clarity.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H Combos
5Hx2 > 236P Anywhere 87 Everyone [1] [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 1.24
CH 5H > 5HH > 236P Anywhere 115 Everyone [2] [2] Easy More damage, easy as 1,2,3. Link 1.24
CH 5H > 41236K [4] ~ H Anywhere 120/106 Everyone [2] [2] Easy See Thrust (!!link) for metered followups

Routing into Thrust will usually deal the most damage. Time H followup for sweet spot (or not, if desired).

Link 1.24
CH 5H > 236S[6661] > cS > 236S Anywhere 122 Everyone [3] [3] Medium CH 5H into a close hKD, if you want to continue pressure. Can subtitute cS with 5K > k.236S for increased consistency. (!link Mix loops) 1.24
5HH > dl.5K > j.S > j.H > 5K > 6H > 214S Corner 197 Everyone [2] [2] Easy Pretty easy corner combo that does OK damage. 1.24
5HH > 9 > j.H > 9 > dl.j.H > j.H > c.S > 6H > 214s Corner 208 Everyone [4] [4] Hard Great 5HH corner combo, probably goto. Can substitute dl.j.H with j.S, and substitute 6H > 214s with j.D > 6H for an easier version 1.24
5HH > 214P > c.S > j.S > j.H > c.S > j.S j.D > 6H Corner 213 Everyone [5] [5] Very Hard Optimal corner routing, but very difficult, and doesn't work if you land 5HH very close to the corner. 1.24
AA 5H > 214S > PRC > c.S > j.S > j.H > 5K > j.S > j.H > 6H Midscreen 207 Everyone [4] [4] Hard Midscreen 5H AA wallbreak starter. It is possible to optimise damage further here (link !combo theory corner combo), but AA 5H is typically an unexpected and tricky starter, so consistency may be valuable. 1.24
5HH > delay RRC > dash c.S > j.S > j.H > dash c.S > 2S > 5H > 6H Back to wall 203 Everyone [3] [3] Medium Can be used as a side switch when you're in the corner to wallbreak. 1.24
5HH > 44RRC > 214K > c.S > j.S > j.H > c.S > 5H > 6H Back to wall 212 Everyone [3] [4] Hard Harder side switch when you're in the corner to wallbreak. 1.24
5H > 44RRC > dash under > 6H > 214K[4] > c.S > j.H > j.H > c.S > j.D > 6H Back to wall 238 Everyone [5] [5] Very Hard Optimal back the to wall sideswitch, but requires a somewhat close 5H hit for the 44RRC to connect. 1.24
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H Combos
CH 6H > 41236K [4] ~ H Anywhere 153/133 Everyone [2] [2] Easy See Thrust (!!link) for metered followups

This can also connect on non-CH 6H if the opponent does not stagger quick enough.

1.24
6H > 236S[6661] > cS > 236S Anywhere 131 Everyone [3] [3] Medium Meterless combo from an overhead. Can subtitute cS with 5K > k.236S for increased consistency. (!link Mix loops) 1.24
AA 6H > 214K > c.S > j.H > j.H > c.S > j.D > 6H Midscreen 211 Everyone [4] [4] Hard Anti air 6H combos almost identically to AA 5K > 6H, see 5K for other variations (!link). If 6H CH, will need to delay Kcrow (214[K] 1.24
AA 6H > 236P > dash 5K or j.H > ... Corner Up to 227 Everyone [5] [5] Very Hard Neither necessary nor optimal, but very fun and flashy. Only works from very close distances, and often on CH. Needs to be adjusted based on what item you get. Can be done from anywhere, but is much more potent in the corner. 1.24
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H Combos
2H > 236P Anywhere 40 Everyone [1] [1] Very Easy On far normal hit, 2H will not combo into anything. 1.24
CH 2H > 236S[6661] > cS > 236S Anywhere 122 Everyone [3] [3] Medium See 236S for Metered extensions (!link)

Goto CH 2H route. Can subtitute cS with 5K > k.236S for increased consistency. (!link Mix loops)

1.24
2H > 214S (whiff) > 66FRC > cS > 2S > 236S ( > cS > 2S > 236S) Anywhere (Corner) 116 (178) Everyone [5] [5] Very Hard Metered non-CH 2H, but not possible to hitconfirm, likely as a punish. See mix loops for possible alterations, for consistency. (!link Mix loops) 1.24
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.H Combos
CH j.H > 66([2]) > j.H > 5K > j.S > j.H > cS > j.D > 6H) Midscreen 196 Everyone [3] [3] Medium j.H combos are generally very fluid, requiring adaptation both to height, and spacing from the corner. See Corner Combos (!!link) for advice on this. 1.24

D Starters

Ambox warning.png This section is currently being actively updated, and so is temporarily more likely to have typos or inaccuracies, or be formatted differently to other sections.

2D, 5D and j.D are substantially different buttons with very different routing, and so have been separated into different groups.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D Combos
2D > 236P Anywhere 35 Everyone [1] [1] Very Easy hKD from 2D into item (cannot otherwise combo). Can instead otg c.S and autotimed safejump, if preferred. 1.24
CH 2D > 236S[6661] > c.S > 236S Anywhere 116 Everyone [3] [3] Medium Goto CH 2D route. See Mix loops (!!link) for advice and possible consitency adjustments. 1.24
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D Combos
CH 5D > 2P > 6P > 236P Anywhere 69 (nice) Everyone [6] Magic Easy to use string to get the opponent off of you, and provides great defensive spacing.


Please do not use 5D as an abare tool, and you cannot combo from CH5D.

1.17
5D > RRC > 5K > j.S > j.H > 5K > 6H > 41236K > 6H Corner 153 Everyone [2] [2] Easy Easy 5D corner route. The wall may break earlier depending on existing walldamage and how fast you do it. 1.24
5D > 88RRC > 6H > 214K[4] > c.S > 6H > 41236K > 6H Corner 172 Everyone [4] [4] Hard Optimal 5D route when in the corner. This route is also usually best when walldamage is high. 1.24
5D > RRC > 66 > c.S > j.S > j.H > 66 > j.H > 5K > 6H > 41236K > 6H Midscreen 172 Everyone [2] [2] Easy Easy 5D route midscreen. The changes from the corner verion are to account for walldamage. 1.24
5D > 88RRC > 6H > 214K[4] > c.S > j.S > j.H > c.S > j.D > 6H Midscreen 172 Everyone [4] [4] Hard Optimal 5D route midscreen. The changes from the corner verion are to account for walldamage. 1.24
5D > 88RRC > 6H > 236P > c.S > ... Midscreen Up to 174 Everyone [5] [5] Very Hard Neither necessary nor optimal, but flashy and fun. 1.24
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.D Combos
j.D > 5K > 2D Everywhere 85 Everyone [1] [1] Very Easy Simple j.D jump in. 1.24
CH j.D > 236S[2] > c.S > 236S Everywhere 121 Everyone [3] [3] Medium Stable CH j.D jump in, even from high up, for example after jumping a throw. Will very often sideswitch. Can connect non-CH on crouchers. 1.24
j.D > 2S > 236S[6661] > c.S > 236S Everywhere 127 Everyone [4] [4] Hard Optimal j.D jump in. Technically does not require CH, though you are very unlikely to get it otherwise. See Mix loops (!!link) for possible consistency adjustments. 1.24
CH AA j.D > c.S > k.236S[6661] > c.S > 236S Everywhere 134 Everyone [4] [4] Hard A fairly unusual and impractical Air to Air in most scenarios. See Mix loops (!!link) for possible consistency adjustments. 1.24
CH AA j.D > c.S > j.S > j.H > 66 > j.H > 5K > 6H > 41236K > 6H Midscreen 205 Everyone [4] [4] Hard A fairly unusual and impractical Air to Air in most scenarios. Will require adjustment to height and spacing from corner, see Corner Combo Theory (!link) for advice. 1.24

Charged Dust Combos

Charged Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.D > j.H > jc > j.H > j.D > j.Hx2 Anywhere 207 Everyone [2] [2] Easy Easy dust combo for some respectable damage. Link 1.24
5[D]8 > j.D > j.H > jc > j.H > j.D > j.H > jc > j.Kx2 Anywhere 213 Everyone [2] [2] Easy Goto, Easy strong combo without delayed attacks Link 1.24
5[D]8 > j.D > j.H > jc > j.D > delay j.D > j.H > jc > j.Hx2 Anywhere 219 Any but AN, CH, GI, IN, JC, KY, RA, SO [4] [4] Hard Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. Link 1.24
5[D]8 > j.S > j.H > jc > j.S > j.H > j.H > jc > j.D Anywhere 169 Everyone [4] [4] Hard Decent damage for when you want to go for (typically very unexpected) burning Afro oki after a dust combo. 6H is a good option afterward to capitalize on this. 1.24

Throw Combos

Ambox warning.png This section is currently being actively updated, and so is temporarily more likely to contain typos or inaccuracies.

It is usually not worth spending meter to convert off Throw, unless you think it may kill.

Throw Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H Corner 165 Everyone [2] [2] Easy Decent conversion into wallbreak from grab. Link 1.24
Throw > 88RRC > 9 > j.S > j.H > c.S > 6H > 41236K > 6H Corner 169 Everyone [4] [4] Hard Better damage, but a bit harder. 1.24
Throw > 44RRC > 214P[~4] > c.S > j.H > j.H > c.S > j.D > 6H Corner 175 Everyone [5] [5] Very Hard Optimal damage from throw, assuming no walldamage. A slight backdrift on 214P is needed to not sideswitch. If walldamage, routing c.S > 6H > 41236K > 6H instead will usually do more. 1.24

Special Starters

Ambox warning.png This section is currently being actively updated, and so is temporarily more likely to contain typos or inaccuracies.

236P (Item) routes are generally considered too amorphous to be included here, and (!!will be) discussed on the strategy page.

Many of these routes may be uncommon from an actual 236S starter, but can be very useful when 236S is routed into from a different starter, for example after c.S > 2S > 236S > ...

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236S[6661] > c.S > 236S Everywhere 93 Everyone [3] [3] Medium The Mix Loop, which, by doing specific steering during MMM, allows you to continue comboing.

See Combo Theory (!add link) for more advice on this input, and when it might be valuable to substitute c.S for 5K, or do a k.236S. A lot of Fausts optimal grounded combos rely on this, so it's worth learning.

1.24
236S[6661] > c.S > 2S > 632146H Corner 193 Everyone [3] [3] Medium Super wallbreak after Mix Loop when in the corner 1.24
236S[6661] > c.S > j.D > 66BRC > j.D > c.S > 6H > 41236K > 6H Midscreen 198 Everyone [3] [3] Medium Useful as an extension from a mix loop when approaching the corner and you want to wallbreak. 1.24
236S[6661] > c.S > 66BRC > 6H > 214K > c.S > 2S > 5H > 6H Midscreen 202 Everyone [4] [4] Hard Useful as an extension from a mix loop. Often slightly more damage than j.D > 66BRC, but also much more picky about spacing. 1.24
j.236S[2] > 5K > k.236S[6661] > c.S > k.236S Everywhere 113 Everyone [4] [4] Hard From an airborne j.236S it can be possible to Mix loop twice. This is very uncommon, and will generally only occur from a Crossup 236S. 1.24
j.236S[2] > c.S > k.236S[1] (crossunder) > 5K > k.236S[3] (> 6H) Everywhere (Corner) 115 (162) Everyone [5] [5] Very Hard An especially difficult triple Mix variation from crossup MMM, that can sideswap twice, and wallbreak from crossup 236S in the corner. May be useful after 236S (blocked) > 66FRC > j.K (blocked) > 9, as a mixup. 1.24

These metered routes can also be very useful when routing into Thrust, for example after CH 6H > 41236K , and 6H > 41236K.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
41236K~SSH Everywhere 120 Everyone [2] [2] Easy Hitting the sweet spot will do the most damage, and is generally the version you will want for combos. 1.24
41236K~SSH > RRC > c.S > j.S > j.H > c.S > 6H > 214S Back to wall 233 Everyone [3] [3] Medium Straightforward metered conversion from back to the wall thrust. 1.24
41236K~SSH > 44RRC > 214K > c.S > j.S > dl. j.H > c.S > 5H > 6H Back to wall 242 Everyone [4] [4] Hard Very high damage route from back to the wall Thrust. 1.24
41236K~SSH > 66FRC > 236S[6] (whiff) > c.S > j.H > 66[2] > j.H > c.S > 6H > 41236K > 6H Back to wall/midscreen 241 Everyone [5] [5] Very Hard Does one less damage than the 44RRC verion, but the FRC will save a substantial amount of meter (~30). If routing to here from CH c.S, the third c.S will need to be replaced with 5K. Will require some adaptation to distance from corner (See Combo Theory). 1.24
41236K~SSH > 44RRC > 214K[6] > c.S > (dl.)j.H > (dl.)j.H > j.236P{2} (unstick) > 6H > 214S Back to wall 244 Non-Heavyweight [5] [5] Very Hard Probably the true optimal damage route from Back to the wall thrust, but not recommended, due to character specificity, and variance depending on the starter. 1.24
41236K~SSH > 66FRC > 236S[6] (whiff) > c.S > j.S > dl.j.H > c.S > 6H > 214S 2/3rds screen 233 Everyone [5] [5] Very Hard An example adaptation for distance from the corner. 1.24
41236K~SSH > dl. 66RRC > 66 > 5K > j.H > 66 > j.H > c.S > 6H > 214S 2/3rds screen 233 Everyone [5] [5] Very Hard An alternative kind of routing that does not use 66FRC > 236S. Largely outdated, due to the FRC saving meter over these routes. 1.24
41236K~SSH > 44RRC (whiff) > 66 > 5K > j.S > j.H > 6H Midscreen/Corner 215 Everyone [3] [3] Medium When near the corner, the sweet spot will automatically break the wall, regardless of walldamage. This can be avoided by 44RRC, which leaves you too far from the wall for it to break. 1.24
41236K~SSH > 44RRC > dl. 214K[4] c.S > 6H > c.S > 41236K > 6H Midscreen/Corner 242 Everyone [5] [5] Very Hard Very high damage route when hitting Thrust with your opponent close to the corner. 1.24

It is usually not worth spending meter to continue comboing after 236H, unless it will kill.

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236H > FRC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S Corner 156 Everyone [2] [2] Easy Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup when their health is low. Link 1.24
236H > 44RRC > 214P[4] > c.S > j.D > Afro Explosion > c.S > 2S > 5H > 6H Corner 165 Everyone [4] [4] Hard Very good metered damage from 236H in the corner. 1.24
236H > 44RRC > 214P[~4] > c.S > j.D > Afro Explosion > c.S > 6H > 41236K > 6H Corner 168 Everyone [5] [5] Very Hard Optimal metered damage from 236H in the corner, but the 6H is particularly hard to connect on some characters. A slight backdrift on 214P is needed to not sideswitch. 1.24
236H > 66FRC > c.S > j.S > j.D > 66 > Afro Explosion > j.S > j.H > 5K > j.D > 6H Midscreen 161 Everyone [4] [4] Hard Reliable metered combo 236H from midscreen 1.24

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