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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 Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Many combos listed here are significantly out of date from the current patch (as of Ver. 1.24), and should not be assumed accurate.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.
This list is not currently up to date, but has been left until a replacement is made. |
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 214SGuardAllStartup15~31 [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
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.
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
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. |
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 |
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.
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
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
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
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 |
---|---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|---|
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 > 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 |
---|---|---|---|---|---|---|---|---|
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
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 > 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 |
---|---|---|---|---|---|---|---|---|
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.
|
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 > 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
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
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.
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
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
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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
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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
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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
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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
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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
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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
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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
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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 |
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236H > FRC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S
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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
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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
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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
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Midscreen | 161 | Everyone | [4] [4] Hard | Reliable metered combo 236H from midscreen | 1.24 |