GGST/Faust/Combos

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< GGST‎ | Faust
Revision as of 01:22, 30 August 2021 by Mr Nanner (talk | contribs) (Added note about combo dmg #'s likely needing update. Removed Jump-In Starters section, as those combos will be put into the main categories. Changed name of '236H Combos' section to 'Special Move Combos' to make room for more special move starters. Changed name of 'Dust Combos' section to '5D/2D/j.D Combos' for same reason. Added new section for K moves. Added all combo starter moves to section titles. Changed all sections to saying 'Combos' instead of 'Starters' for neatness. Added combos.)



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
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
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo List

"Bread and Butter" Combo/String/Conversion Overview

Normal Ground Hit, Midscreen

5P 5P 5P 2P Link

  • 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 Link

  • 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 Link

  • 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 Link

  • 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 Link

  • 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 Link

  • 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 Link

  • Fairly self-explanatory.

COUNTER Ground Hit, Midscreen

(Assume all the above combos are included here)

cS,5H > Scalpel Link

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

2S,5H > Scalpel Link

  • Similar to the above

6H > Scalpel Link

  • A tricky confirm, but worth it.
  • Slightly different cancel timing on air hit, be warned. Link
  • 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 Link

  • 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] Link

  • When paired with 2K lows and 2D, this is something you'll want to get down.
  • Incredibly good when paired with Items. Link

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. All combo dmg values may need to be updated as of v1.09.
5P/2P/6P/j.P Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
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. Link
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. Link Alt Link
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. Link
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. Link
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. Link
5P > 6P > 66 fast RC > c.S > j.S > j.H > c.S > 2S > 5H > 6H Corner 167 Any [3] Medium Corner RC combo Link
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). Link
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). Link
5P > 2P > 66 RC > j.S > j.H >c.S > 6H > 236S [6] > 6H Corner 135 Any [3] Medium Max range 5P combo. Link
AA 5P > delay c.S > 5H > 236P Anywhere N/A Any [2] Easy Useful when trying to find gaps in someone's offense + free item.
AA 5P > delay c.S > 5H > 214P/K/S Anywhere N/A Any [2] Easy Good for Scarecrow pressure.
AA 5P > delay c.S > j.S > j.H > 236P Anywhere N/A Any [2] Easy Better damage and oki.
AA 5P > 5Px2 > 6P > 236P Anywhere N/A Any [2] Easy Awkward to time, and the # of 5Ps need to be adjusted based on how the opponent was hit. Useful for buying time when being pressured.
AA 5P > delay c.S > j.S > airdash Anywhere N/A Any [2] Easy Creates a safejump situation easily.
AA 5P > delay c.S > j.S > j.H > c.S > 6H > 236S [6]~1 > 6H Corner N/A Any [3] Medium Anti air 5P starter into meterless wallbreak. May be useful quickly on reaction after seeing someone mess up their forward jump out of corner, or for someone expecting a grab and they jump in place to avoid it.
AA 5P > delay 2S > 5H > 236S [6]~1 > 236P Corner N/A Any [2] Easy Easier combo than above that sets up items in corner.
AA 5P > delay 5Kx2 > 6H > 236P Corner N/A Any [2] Easy Decent damage with free item + Scarecrow mixup potential.
AA 5P > delay c.S > j.Px5 Corner N/A Any [2] Easy Meme combo that makes people laugh. :) In all seriousness, this is quite good for creating wallbreak pressure, leads into basically any mixup you'd like, and can be used easily with j.236P to create a situation where you're plus on block (or get a free combo).
AA 5P > delay 5K > 6H > 66RRC > dash j.H > j.H > 5K > 6H > 41236K > 41236K Midscreen N/A Any [4] Hard Midscreen wallbreak with meter.
5K/2K/j.K/j.2K Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K > 2D > 236P Anywhere N/A Any [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.
5K > 2D > 236S [3] Anywhere N/A Any [1] Very Easy Can be used to surprise the opponent by forcing them into a fast recovery with a relatively short combo. Can substitute 5K with c.S for more damage with the same properties, but less range (and riskier) on the initial hit. c.S is a very good option after this combo to catch mashers, but isn't safe against invincible reversals.
AA 5K > 6P > 41236K Anywhere N/A Any [1] Very Easy Doesn't work at every jump height, but most. Great for setting up Scarecrow.
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. Link
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). Link
AA 5K > 6P > 236S [6]~1 > c.S > f.S > 5H > 41236K Corner N/A Any [2] Easy Meterless wallbreak anti air combo with great range.
AA 5K > hold 5D > 5P > 6P > 236P Corner N/A Any [2] Easy Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item.
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K Corner N/A Any [3] Medium Meterless wallbreak to cover the same situation as the above combo.
AA 5K > 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H Corner N/A Any [2] Easy Great for creating frustrated responses from people. Not great for keeping friends.
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. Link
AA 5K, 5K > j.H > airdash [3] j.H > 5K > 6H > 41236K > 41236K Midscreen N/A Any [4] Hard Midscreen meterless wallbreak.
c.S/f.S/2S/j.S Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S > f.S > 5Hx2 > 236P Anywhere 120 Any [1] Very Easy Go to route for fullscreen knockdown + item. Link
c.S > 2H > 236S [6]~1 > 236P Anywhere 107 Any [3] Medium MMM item oki route. Link
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. Link
c.S > f.S > 5Hx2 > dash c.S > 236S Corner 190 Any [3] Medium 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. Link
c.S > f.S > 5Hx2 > 2S > 236S Corner 145 Any [3] Medium Alternate combo that's much easier to perform, but does less dmg. Link
c.S > f.S > 5Hx2 > 5K > 6H > 66 RRC (whiff) > 6H > 41236K > 6H Corner 213 Any [3] Medium Pretty easy to perform for how much dmg this does. Link
c.S > 5Hx2 > dash c.S > j.H > j.H > c.S > 5H > 6H Corner 208 Any [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
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 - Link). Alternatively you can do this but end in 214S instead of 236P 6H for 209 damage). Link
CH f.S > (5H) > 41236K -> 4 -> H Anywhere 108,124,135 (127,140,150) Any [2] Easy 5H can land with dash momentum. Link
CH c.S > 5H > 41236K -> 4 -> H Anywhere 145,160,170 Any [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
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. Link
5H/2H/6H/j.H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5Hx2 > 236P Anywhere 70 Any [1] Very Easy Since 5H is a great poke move at mid range, this confirm is good for setting up item pressure. Link
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
5D/2D/j.D Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
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. Link
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. Link
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. Link
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 Link
Special Move Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236H > fast RC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S Corner 156 Any [3] Medium Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup.
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 Video
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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