Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
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.
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.
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 | 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 > 66FRC > 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 | 87/99 | Any | [2] Easy | Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg. | Link | |
5Px2 > 66FRC > c.S > 5H > 236S [6] | Anywhere | 93 | Any | [3] Medium | High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. | Link | |
5P > 6P > 66RRC > 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 > 66FRC > 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 > 66FRC > c.S > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 167 | Any | [3] Medium | Corner RC combo | Link | |
5Px3 > 66FRC > c.S > 5HH > 236S [6] > 6H | Corner | 140 | Any | [3] Medium | Easy 5P confirm with decent damage. | Link | |
5Px2 > 88RRC > jump delay j.H > c.S > j.S > j.H > c.S >5H > 6H | Corner | 141 | Any | [4] Hard | Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). | Link | |
5P > 2P > 66RRC > delay j.S > j.H >c.S > 6H > 236S [6] > 6H | Corner | 138 | Any | [3] Medium | Max range 5P combo. | Link | |
AA 5P > delay c.S > 5H > 214P/K/S | Anywhere | 71 | Any | [2] Easy | Useful when trying to find gaps in someone's offense + pretty good scarecrow oki. You can use 236P instead for good item oki as well. | Link | |
AA 5P > delay c.S > j.S > j.H > 236P | Anywhere | 86 | Any | [2] Easy | Better damage that grants fullscreen defensive position. | Link | |
AA 5P, 5Px2 > 6P > 236P | Anywhere | 66 | Any | [3] Medium | 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, as you can delay them by a good bit depending on momentum. | Link | |
AA 5P > delay c.S > j.D > airdash j.D | Anywhere | 74 | Any | [2] Easy | Creates a safejump situation easily. | Link | |
AA 5P > delay c.S > j.S > delay j.H > c.S > 6H > 236S [6] > walk [4] 6H | Corner | 172/165 | Any | [4] Hard | 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. 6H will whiff after the wallsplat if you don't walk back for just the right amount of time. Depending on certain factors, the MMM may wallbreak before the 6H. | Link | |
AA 5P > delay 2S > 5H > 236S [3]~1 > 236P | Corner | 91 | Any | [2] Easy | Easy combo than above that sets up items in corner. In some cases, the trajectory of the item may be unfavorable. | Link | |
AA 5P > delay 5Kx2 > 6H > 214K [4] or [6] | Corner | 87 | Any | [2] Easy | Decent damage with Scarecrow 50/50. Can also go for item at a pretty favorable trajectory. | Link | |
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). To take advantage of Love more effectively, you may need to decrease the amount of j.5Ps. | Link | |
AA 5P > delay 5K, 5K > j.H > j.D > j.236P | Corner | 96 | Any | [2] Easy | Good for applying pressure with Love. They don't get hit by it if they jump, but you have fantastic options to cover this (such as j.H or j.D) as you're still actionable after using Love. | Link | |
AA 5P > delay 5K > 6H > whiff 66RRC > dash j.H > j.H > 5K > 6H > 41236K | Midscreen | 177 | Any | [4] Hard | Midscreen wallbreak using meter. | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
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. | Link | |
5K > 2D > 236S [3] | Anywhere | 89 | Any | [1] Very Easy | Can be used well to surprise the opponent by forcing them into a fast recovery. Can substitute 5K with c.S for more damage with the same properties, but less range 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 > 214P/K/S | Anywhere | 83 | Any | [1] Very Easy | Great for setting up Scarecrow oki. | Link | |
AA 5K > 6P > 236S [3]~1 > c.S > 236S [3]~1 > 236P | Anywhere | 123 | Any | [3] Medium | More bang for your buck. Great wall carry with great item oki and safejump potential. | Link | |
AA 5K > 6H > 236P | Anywhere | 77 | Any | [1] Very Easy | Basic Anti Air 5K confirm. 6H can whiff 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. Be warned that this setup is particularly weak against reversals and 6P. | 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). If you don't reach the wall, you can go for Scarecrow oki afterwards. | Link | |
AA 5K > 6P > 236S [3]~1 > c.S > f.S > 5H > 41236K | Corner | 175 | Any | [2] Easy | Meterless wallbreak anti air combo with great range. | 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. This combo can be used anywhere if you dash after the 5D, but it's not very useful when compared to other options. | 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 > j.S > j.H > c.S > 6H > 41236K > 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 | [3] Medium | Go to midscreen meterless wallbreak off of AA 5K. If you're close enough for it, you can go for a 6H at the end for 200 damage instead. To connect this, you may need to dash a little before the 6H. | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c.S > f.S > 5Hx2 > 236P | Anywhere | 135 | Any | [1] Very Easy | Go to route for fullscreen knockdown + item. | Link | |
c.S > 2H > 236S [3]~1 > 236P | Anywhere | 107 | Any | [3] Easy | MMM item oki route. | Link | |
c.S > 2H > 236S [3]~1 > c.S > 236S [3]~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. This combo doesn't work if you're in the corner, but works everywhere else. | Link | |
c.S > 2S > 5H > 66FRC > 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 offensive 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. | Link | |
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > dash 5K > 6H > 214S | Corner | 215 | 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 [3]~1 | Corner | 163 | Any | [3] Hard | 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. The damage got nerfed on this pretty significantly, but it is still useful. | Link | |
c.S > f.S > 5Hx2 > 2S > 236S | Corner | 159 | Any | [3] Medium | Alternate route that's much easier to perform than the above combo, but does less dmg. | Link | |
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > 6H > 41236K > 6H | Corner | 227 | Any | [3] Medium | Pretty easy to perform for how much dmg this does. | Link | |
c.S > 5HH > dash c.S > j.H > j.H > c.S > 5H > 6H | Corner | 224 | 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 | 229 | Any | [2] Easy | 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. | Link | |
c.S > 5HH > dash c.S > 6H > 632146H | Corner | 241 | Any | [3] Medium | Really good and pretty easy damage using Super. | Link | |
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H | Corner | 220 | 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. Alternatively you can do this but end in 214S instead of 236P 6H. | Link | |
c.S > 2S > 5HH > 66RRC > delay j.S > j.H > dash 5K > 5D > 6H | Midscreen | 201 | Any | [5] Very Hard | This combo looks super sick, and it confirms from one of Faust's most basic strings. | 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. | Link | |
f.S > 5HH > 236P | Anywhere | 105 | Any | [1] Very 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, otherwise just start with f.S > 41236K | 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 > delay j.H > 5K > 5D > 6H | Corner | 214 | Any | [3] Medium | Good damage combo using meter that isn't too hard to pull off. | Link | |
CH c.S > 2H > 41236K > 66RRC > dash c.S > j.H > j.H > c.S > 2S > 236P > 6H | Midscreen | 213 | Any | [5] Very Hard | Midscreen wallbreak using meter on c.S counter hit. | Link | |
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. | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5Hx2 > 236P | Anywhere | 92 | Any | [1] Very Easy | Since 5H is a great poke move at mid range, and the extension of this move has lots of utility packed into it, this confirm is very convenient for setting up item pressure. | Link | |
CH 5H > 41236K [4] > H | Anywhere | 124,141,154 | Any | [2] Easy | Can OS by inputting 5HH 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. | Link | |
CH 2H > 5K > 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > dash 6H | Midscreen | 190 | Any | [5] Very Hard | Only works at close range, but a useful option to keep in mind. | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
hold 5D [8] > j.D > j.H > dj.H > j.D > j.Hx2 | Anywhere | 207 | Any | [2] Easy | Easy dust combo for some respectable damage. | Link | |
hold 5D [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 | |
hold 5D [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 | [4] Hard | Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. | Link | |
hold 5D [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 | |
hold 5D [8] > j.K > j.Px2 > dj.K > j.Px2 > j.K > j.D | Anywhere | 130 | Any | [5] Very Hard | Optimally disrespectful. Good (typically unexpected) oki with Afro applied to the opponent. | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236H > FRC > 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 when their health is low. | Link | |
236H > 88FRC > j.S > j.H > 5K > 6H > 41236K > dash 6H | Corner | 160 | Any | [4] Very Hard | Keeps afro after wallbreak. | Link | |
236H > 66FRC > 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 |
---|---|---|---|---|---|---|---|
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 165 | Any | [3] Medium | Decent conversion into wallbreak from grab. | Link | |
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 161 | Any but CH, GI, KY, LE and MA | [4] Hard | Harder conversion. This used to do more damage, but it doesn't seem to do more after the 1.10 patch. | Link |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |