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 > 5H > 236S | Anywhere | 85 | Any | [3] Medium | high dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. | |
5P > 6P > 66 RC > c.S > 2H > 236S > 236P | Anywhere | 77 | Any | [3] Medium | Item oki rc route. Can be done from 5Px2/5P 2P but for that route below is more 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 but for that route above is better. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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c.S > 5Hx2 > dash c.S > j.H > j.H > c.S > 5H > 6H | Corner | 202 | Any | [3] Medium | ||
c.S > 5Hx2 > j.H > j.H > c.S > 5H > 6H > 236P > 6H | Corner | 204 | Any but AN, GI, KY, LE and RA | [5] Very Hard | You will know you hit this right if you throw item before they hit the wall. If they didn't you can jD to somewhat salvage the route (201 dmg on sol). Alternatively you can do this but end in scarecrow instead of item drop 6H to get as much damage as the route above. |
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 | Damage | Tension Gain | Works on: | Difficulty | Notes |
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236H > 88 fast RC > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 135 | Any | [3] Medium |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 161 | Any | [1] Medium |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |