GGST/Faust/Combos

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< GGST‎ | Faust
Revision as of 12:41, 15 June 2021 by Triplicity (talk | contribs) (→‎Notes: <!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->)
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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+GGST P Prompt.png becomes 236P.
> = Proceed from the previous move to the following move.
= Proceed to the next action after landing.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Splat / Wall Stick
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
AN = GGST Anji Mito Icon.png Anji
AX = GGST Axl Low Icon.png Axl
CH = GGST Chipp Zanuff Icon.png Chipp
FA = GGST Faust Icon.png Faust
GI = GGST Giovanna Icon.png Giovanna
IN = GGST I-No Icon.png I-No
KY = GGST Ky Kiske Icon.png Ky
LE = GGST Leo Whitefang Icon.png Leo
MA = GGST May Icon.png May
MI = GGST Millia Rage Icon.png Millia
NA = GGST Nagoriyuki Icon.png Nagoriyuki
PO = GGST Potemkin Icon.png Potemkin
RA = GGST Ramlethal Valentine Icon.png Ramlethal
SO = GGST Sol Badguy Icon.png Sol
ZT = GGST Zato-1 Icon.png Zato-1

Combo List

"Bread and Butter" Combo/String/Conversion Overview

Normal Ground Hit, Midscreen

5P 5P 5P 2P

  • 5P doesn't combo into much on hit, so your goal here is a favourable situation.
  • Leaves Faust 0 on hit.
  • 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.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
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.
c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
These combos need a total DMG value on them
Combo Position Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard

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