Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
"Bread and Butter" Combo/String/Conversion Overview
Normal Ground Hit, Midscreen
5P 5P 5P 2P
- 5P doesn't combo into much on hit, so your goal here is a favourable situation.
- Leaves Faust 0 on hit.
- On block, can threaten a MMM trap by cancelling 2P.
5P 5P 6P > Item Toss
- Finicky, as 6P whiffs at max 5P range.
- Horribly unsafe on block, lol
- If you can't confirm, go into the above string (5P 5P 5P 2P)
fS 2H > Item Toss
- Long distance challenge against forward movement. Excellent whiff punish.
- Go to option from fS.
- Let 2H rock on block, -14. Item Cancel on block is -23, be forewarned.
- 2H whiffs at max far.S distance.
2H > Item Toss
- You can confirm from 2H alone. Delay the cancel so you don't throw item on block.
- Sometimes you'll want to forgo far.S, when hedging against moves that would crush far.S (Yolo 6P, Night Raid Vortex, etc).
- Catches toes where far.S would be blocked.
cS fS 5HH > Item Toss
- Go to meterless option. 5H has a command follow up with an extra H input.
- Lots of layered, high-reward frame traps in this string.
- Can go into 2H on block in place of 5H. Depending on spacing might be safe, based on matchup.
- Can go into MixMixMix frame trap on block, challenge attempts to punish 2H.
cS/2S 5H > Mix Mix Mix
- MMM doesn't combo from 5H unless you're close, so a two-hit starter is mandatory.
- Either cS or 2S work.
- Leads to Mix Mix Mix loops, offering huge, meterless midscreen reward where Faust might not get it otherwise. [Validate post-release]
2K(3) 2D > Item Toss
- Low option, sets up cool item situations.
- When you have RC, very potent when mixed with 2K(X)5D.
- Unsafe on block, but MMM traps always on deck.
- Raw 2K leads to throw mix from disadvantage (You're -2 after), but the cancel options of 2D, 5D and MMM allow you control of the situation.
Throw > OTG 2D > Item Toss
- Fairly self-explanatory.
COUNTER Ground Hit, Midscreen
(Assume all the above combos are included here)
6H > Scalpel
- A tricky confirm, but worth it.
- Slightly different cancel timing on air hit, be warned.
- This combo does not work on normal hit.
6P > Mix Mix Mix
- A tricky confirm, but worth it.
- This combo does not work on normal hit.
2D > Mix Mix Mix
- A tricky confirm, but worth it.
- This combo does not work on normal hit.
Normal Ground Hit, Corner
(Assume all above combos function similarly here)
5S fS 5HH > Pickup > Wallbreak
- Near or in the corner, 5HH causes wall bounce, giving you a strong, meterless wall break opportunity.
2K(X) 5D > RC > Combo to Wall Break [Please update post-release]
- When paired with 2K lows and 2D, this is something you'll want to get down.
- Incredibly good when paired with Items.
Meterless Corner Combos
Grounded
Anti-air
Stage-spacing Specific Combos
Metered Conversions/Extensions
Midscreen Carry (Most ground starters?): 66RC > Dash As Far The Combo Allows > cS jc jS>jH 5K>6H>MMM
Corner, high proration starter: 66RC > jS>jH > 5K>6H>MMM
Notes
High gravity ender: 5P5P5P6P Ender in corner for wallbreak. Mixmixmix loops Throw > Chibi Link from Chibi into Scalpel
- Currently, every damage value here has only been dealt to Sol.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5P > 6P > 236P | Anywhere | 45 | Any | [1] Very Easy | 1/2 5Ps most of the time, 3 with dash momentum | |
5Px2 > 2P | Anywhere | 50 | Any | [1] Very Easy | Up to 3 5Ps most of the time, 4 with dash momentum. Cutting it short at 5P is slightly better as 2P is +0 on hit. | |
5Px2 > 66 fast RC > c.S > f.S > 5HH > 236P | Anywhere | 91 | Any | [3] Medium | Go to route for fullscreen knockdown + item. | |
5P > 6P > 66 RC > delay c.S > 6H > 236P/41236K | Anywhere | 79/91 | Any | [3] Medium | Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg. | |
5Px2 > 66 fast RC > c.S > 2D > 236P | Anywhere | 71 | Any | [3] Medium | Go to route for close knockdown. c.S can be replaced with 2K (5K on standing) for confirms from further. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Works on: | Difficulty | Notes | |||
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[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |