GGST/Faust/Combos

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< GGST‎ | Faust
Revision as of 17:09, 1 August 2021 by GodManAntilope (talk | contribs) (Fixed colours on 5[D] combo 4)
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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.
land = Indicate that the player must land at a point in the sequence.
, = 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 Stick/Wall Splat
[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
GO = GGST Goldlewis Dickinson Icon.png Goldlewis
IN = GGST I-No Icon.png I-No
JC = GGST Jack-O' Icon.png Jack-O
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.
  • Leaves Faust at a decent range to play footsies with 5H

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 2S 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.

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)

cS,5H > Scalpel

  • Go-to CH confirm.
  • Wall breaks with homerun timing as you approach the corner.
  • Great routing to wallbreak with RC.

2S,5H > Scalpel

  • Similar to the above

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, usually used after 2K as a last-ditch trap.
  • CH 2D allows for a full MMM combo whereas on normal hit it is an OTG combo

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 Ky.
5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 6P > 236P Anywhere 47 Any [1] Very Easy 1/2 5Ps most of the time, 3 with dash momentum
5Px2 > 2P Anywhere 53 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 97 Any [3] Medium Go to route for fullscreen knockdown + item.
5P > 6P > 66 RC > delay c.S > 6H > 236P/41236K Anywhere 83/95 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 > slight delay c.S > 5H > 236S [6] Anywhere 93 Any [4] Hard High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further.
5P > 6P > 66 RC > c.S > 2S > 236S > 236P Anywhere 89 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 75 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.
5P > 6P > 66 fast RC > c.S > j.S > j.H > c.S > 2S > 5H > 6H Corner 167 Any [3] Medium Corner RC combo
5P > 5P > 5P > 66 fast RC > c.S > 5HH > delay 236S [6] > 6H Corner 133 Any [3] Medium Easy 5P confirm with decent damage. If you don't delay mmm it'll wallbreak (129 dmg).
5P > 5P > 88 RC > jump j.H > c.S > j.S > j.H > c.S >5H > 6H Corner 138 Any [3] Medium Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense).
5P > 2P > 66 RC > j.S > j.H >c.S > 6H > 236S [6] > 6H Corner 135 Any [3] Medium Max range 5P combo.
AA 5K > 6H > 236P Anywhere 77 Any [2] Easy Basic Anti Air 5K confirm. 6H can wiff if 5K hits the opponent too low in the air. Can link two 5K's if close enough. 2K(1) can also start.
AA 5K , 5K > 6H > whiff 214K > PRC > delay c.S > 6H > 41236K Anywhere 157 Any *(MI,RA) [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).
AA 5K > 6H > whiff 214K > PRC > delay 5K > jc j.S > j.Hc.S > 6H > 41236K, WS 6H Midscreen 214 Any [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.
c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > f.S > 5Hx2 > 236P Anywhere 120 Any [1] Very Easy Go to route for fullscreen knockdown + item.
c.S > 2H > 236S [6]~1 > 236P Anywhere 107 Any [3] Medium MMM item oki route.
c.S > 2H > 236S [6]~1 > c.S > 236S [6]~1 Anywhere 143 Any [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
c.S > f.S > 5HH > 5K 6H > 66 RRC (whiff) > walk forward 5K > 6H > 214S Corner 207 Any [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.
c.S > f.S > 5Hx2 > dash c.S > 236S Corner 190 Any [3] Medium
c.S > f.S > 5Hx2 > 5K > 6H > 66 RRC (whiff) > 6H > 41236K > 6H Corner 213 Any [3] Medium
c.S > 5Hx2 > dash c.S > j.H > j.H > c.S > 5H > 6H Corner 208 Any [3] Medium
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H Corner 210 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 j.D to somewhat salvage the route (208 damage). Alternatively you can do this but end in 214S instead of 236P 6H for 209 damage).
CH f.S > (5H) > 41236K -> 4 -> H Anywhere 108,124,135 (127,140,150) Any [2] Easy 5H can land with dash momentum.
CH c.S > 5H > 41236K -> 4 -> H Anywhere 145,160,170 Any [2] Easy
f.S > 2H > 236P Anywhere 65 Any [1] Very Easy Go-to f.S confirm. Careful on spacing as it will wiff if too far.
f.S > 5Hx2 > 236P Anywhere 88 Any [2] Easy Use if within 5H range.
5H/2H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5Hx2 > 236P Anywhere 70 Any [1] Very Easy
CH 5H > 41236K -> 4 -> H Anywhere 124,141,154 Any [2] Easy Can OS by inputting 5Hx2 and delay 41236K to confirm the CH.
[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
5[D] > 8 > j.D > j.H > dj.H > j.D > j.Hx2 Anywhere 207 Any [1] Very Easy Easy dust combo for some respectable damage.
5[D] > 8 > j.D > j.H > dj.D > delay j.D > j.Hx2 Anywhere 208 Any [3] Medium Stronger version of the combo above but not too hard.
5[D] > 8 > j.D > j.H > dj.D > delay j.D > j.H > dj.Hx2 Anywhere 219 Any [5] Very Hard Optimal but hard dust combo.
5[D] > 8 > j.D > j.H > dj.H > j.D > j.H > dj.Kx2 Anywhere 213 Any [2] Easy Easy strong combo without delayed attacks
236H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
236H > fast RC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S Corner 156 Any [3] Medium
236H > 88 fast RC > j.S > j.H > 5K > 6H > 41236K > 6H Corner 160 Any [4] Hard Keeps afro after wallbreak.
236H > 66 fast RC > c.S > j.D > c.S > 6H > 41236K > 6H Corner 164 Any [4] Hard Sacrifices afro for slightly more damage (usually not worth it).
Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H Corner 165 Any [3] Medium
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H Corner 166 Any but CH, GI, KY, LE and MA [4] 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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