Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
!!Keep in mind, a lot of these combos may either not work anymore, or have different damage values as of the 1.10 update. Combos will be updated as soon as possible!!
"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.
6P > Mix Mix Mix Link
- A tricky confirm, but worth it.
- Creates tons of great situations for you, unless whiffed or blocked on the ground.
- This used to require CH 6P to work, but not anymore.
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.
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 Link
- 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. May need to recheck which characters the combos work on. As of version 1.10, most combos listed may either not work anymore or have different damage values.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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5P > 6P > 236P | Anywhere | 47 | Any | [1] Very Easy | 1/2 5Ps most of the time, 3 with dash momentum | Link | |
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. | Link | |
5Px2 > 66 fast RC > c.S > f.S > 5HH > 236P | Anywhere | 104 | 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 | 140 | 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 | 141 | 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 | 71 | Any | [2] Easy | Useful when trying to find gaps in someone's offense + free item. | Link | |
AA 5P > delay c.S > 5H > 214P/K/S | Anywhere | 71 | Any | [2] Easy | Good for Scarecrow pressure. | Link | |
AA 5P > delay c.S > j.S > j.H > 236P | Anywhere | 86 | Any | [2] Easy | Better damage and oki. | ||
AA 5P, 5Px2 > 6P > 236P | Anywhere | 66 | 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. | Link | |
AA 5P > delay c.S > j.S > airdash | Anywhere | 67 | Any | [2] Easy | Creates a safejump situation easily. | Link | |
AA 5P > delay c.S > j.S > j.H > c.S > 6H > 236S [6]~1 > 6H | Corner | 172 | 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. | Link | |
AA 5P > delay 2S > 5H > 236S [6]~1 > 236P | Corner | 86 | Any | [2] Easy | Easier combo than above that sets up items in corner. | Link | |
AA 5P > delay 5Kx2 > 6H > 236P | Corner | 87 | Any | [2] Easy | Decent damage with free item + Scarecrow mixup potential. | ||
AA 5P > delay c.S > j.Px5 | Corner | 87 | 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). | Link | |
AA 5P > delay 5K > 6H > 66RRC > dash j.H > j.H > 5K > 6H > 41236K | Midscreen | 175 | Any | [4] Hard | Midscreen wallbreak with meter. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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5K > 2D > 236P | Anywhere | 57 | 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 | 89 | 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. | Link | |
AA 5K > 6P > 41236K | Anywhere | 83 | 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 > j.K > j.2K | Anywhere | 69 | Any | [2] Easy | Sets up perfect Thrust opportunities, and midscreen sets up into wallbreak with meter. Can whiff the j.2K by performing it early to mix up the timing of Thrust, or to trick the opponent into thinking you whiffed. | ||
AA 5K > j.P > j.K > j.2K | Anywhere | 77 | Any | [2] Easy | Super good wall carry that gives you ample time for mixup and has a surprising amount of wall break pressure. Also can set up into wallbreak. | ||
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 | 175 | Any | [2] Easy | Meterless wallbreak anti air combo with great range. There is a midscreen variation of this combo that is a bit harder to do. Link | Link | |
AA 5K > hold 5D > 5P > 6P > 236P | Corner | 103 | Any | [2] Easy | Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item. | Link | |
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K | Corner | 202 | Any | [3] Medium | Meterless wallbreak to cover the same situation as the above combo. | Link | |
AA 5K, 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H | Corner | 186 | Any | [2] Easy | Great for creating frustrated responses from people. Not great for keeping friends. | Link | |
AA 5K > 6H > whiff 214K > PRC > delay 5K > jc j.S > j.H ▷ c.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 | 195 | Any | [4] Hard | Midscreen meterless wallbreak. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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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 | Link | |
c.S > 2S > 5H > fast 66RRC > f.S > 2H > 236P | Anywhere | 138 | Any | [3] Medium | Sets up free item + very good Thrust positioning from most screen placements. Good defensive setup when you're in the corner, and great offsensive setup when you have the enemy in the corner. The opponent is barely in reach for a mixup if choosing to not go for the free item. Provides amazing wallbreak pressure. | ||
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 > 5HH > 632146H | Corner | 233 | Any | [3] Medium | Good for burning meter for damage quickly. Useful in situations where you need to do good damage, but can't afford to let your opponent's Burst meter go up by much. | ||
c.S > 5HH > dash c.S > 6H > 632146H | Corner | 241 | Any | [3] Medium | Really good and pretty easy damage using Super. Timing on the Super is a bit awkward to get used to. | ||
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 | |
c.S > 2S > 5HH > 66RRC > j.S > j.H > dash 5K > 5D > 6H | Midscreen | 201 | Any | [4] Hard | This combo looks super sick, and it confirms from one of Faust's most basic strings. | ||
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. | Link | |
f.S > 5Hx2 > 236P | Anywhere | 88 | Any | [2] Easy | Use if within 5H range. | 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 | |
CH c.S > 6H > 66RRC > delay c.S > j.S > j.H > 5K > 5D > 6H | Corner | 196 | Any | [3] Medium | Good damage combo using meter that isn't hard to pull off. | ||
CH c.S > 2H > 41236K > 66RRC > dash c.S > j.H > j.H > c.S > 2S > 236P > 6H | Midscreen | 210 | Any | [5] Very Hard | Midscreen wallbreak using meter on c.S counter hit. | ||
CH c.S > 6H > 88RRC > c.S > hold 5D > 5K > 632146H | Corner | 239 | Any | [5] Very Hard | Memey double meter high damage combo. Looks cool. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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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. | Link | |
CH 2H > 6P > 236P | Anywhere | 71 | Any | [2] Easy | The timing on the 6P is a little difficult, but not too crazy. Useful for getting people off of you after landing a stray hit. | ||
CH 2H > 5K > 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > 6H | Midscreen | 186 | Any | [5] Very Hard | Only works at close range, but a useful option to keep in mind. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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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 but AN, CH, GI, IN, JC, KY, RA, SO | [5] Very Hard | Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. | 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 | |
5[D] > 8 > j.K > j.Px2 > dj.K > j.Px2 > j.K > j.D | Anywhere | 130 | Any | [4] Hard | Optimally disrespectful. Good (typically unexpected) oki with Afro. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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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. | Link | |
236H > 88 fast RC > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 160 | Any | [4] Hard | Keeps afro after wallbreak. | Link | |
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). | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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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 |
Combo | Position | Works on: | Difficulty | Notes | |||
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[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |