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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
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One of Faust's main goals when routing combos is to set up a safe Item TossGuardStartup26RecoveryTotal 40Advantage-. This is why many of Faust's BnB A staple combo that is simple yet effective. combos will end with 236P.
Basic Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5P > 5P > 5P > 2P
|
Anywhere | 62 | Everyone | [1] [1] Very Easy | - 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 |
Link | 1.23 | |
f.S > 2H > 236P
|
Anywhere | 65 | Everyone | [1] [1] Very Easy | -Long distance challenge against forward movement.
-Excellent whiff punish. -Go to option from f.S. -Let 2H rock on block, -14. 236P on block is -23, be forewarned. -2H whiffs at max f.S distance. |
Link | 1.23 | |
f.S > 2H > 236P
|
Anywhere | 65 | Everyone | [1] [1] Very Easy | Link | 1.23 | ||
2H > (236P)
|
Anywhere | 40 | Everyone | [1] [1] Very Easy | - You can confirm from 2H alone. Delay the cancel so you don't throw item on block.
- Sometimes you'll want to forgo f.S, when hedging against moves that would crush f.S (Yolo 6P, Sol's 214SGuardAllStartup15~31 [32]Recovery32Advantage-17, etc). - Catches toes where f.S would be blocked. |
Link | 1.23 | |
6D or 4D > OTG 2D > (236P)
|
Anywhere | 89 | Everyone | [1] [1] Very Easy | -Throw into OTG 2D | Link | 1.23 | |
6P > 236S
|
Anywhere | 71 | Everyone | [1] [1] Very Easy | - A tricky confirm, but can be worth it.
- Creates tons of great situations for you, unless whiffed or blocked on the ground. - Plus on air block, so you can go for a cheeky c.S meaty for some great reward. - This used to require CH 6P to work, but not anymore. |
Link | 1.23 | |
6P > (236P)
|
Anywhere | 35 | Everyone | [1] [1] Very Easy | - Usually the better option over 236S.
- Gives you great spacing with items to either pressure the opponent or wall them off. - On CH, you can easily go for 2 items or 1 item + safejump. 2H is also a great option after if you're close enough. |
1.23 | ||
c.S > 2S > 5H > (236P)
|
Anywhere | 97 | Everyone | [2] [2] Easy | - Go to meterless option.
- 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 236S frame trap on block, challenge attempts to punish 2H. |
Link | 1.23 | |
2K(3) > 2D > (236P)
|
Anywhere | 59 | Everyone | [2] [2] Easy | -Low option, sets up cool item situations.
-When you have RC, very potent when mixed with 2K > 2D. -Unsafe on block, but 236S traps always on deck. -Raw 2K leads to throw mix from disadvantage (You're -2 after), but the cancel options of 2D, 5D and 236S allow you control of the situation |
1.23 | ||
c.S jc > j.2K
|
Anywhere | 74 | Everyone | [2] [2] Easy | - Done low enough to the ground, this is a pretty safe string to poke with.
- Further ranges work much better on block, and can be used to bait options from your opponent such as DP. - Works well with crawl to set up opportunities on block, and is good for setting up fast meaties to catch people pressing buttons on hit. |
1.23 | ||
CH c.S > 5H > 41236K
|
Anywhere | 108 | Everyone | [2] [2] Easy | - Go-to CH confirm.
- Wall breaks with homerun timing as you approach the corner. - Great routing to wallbreak with RC. |
Link | 1.23 | |
CH 2S > 5H > 41236K
|
Anywhere | 92 | Everyone | [2] [2] Easy | - alternate CH confirm.
- Wall breaks with homerun timing as you approach the corner. - Great routing to wallbreak with RC. |
Link | 1.23 | |
CH 6H > 41236K
|
Anywhere | 93 | Everyone | [2] [2] Easy | - Slightly different cancel timing on air hit, be warned. Link
- This combo does not work on normal hit. |
Link | 1.23 | |
CH 2D > 236S
|
Anywhere | 74 | Everyone | [2] [2] Easy | - A tricky confirm, usually used after 2K as a last-ditch trap.
- CH 2D allows for a full 236S combo whereas on normal hit it is an OTG combo |
Link | 1.23 | |
c.S > f.S > 5HH > 5K > j.H > 236S WB
|
corner | 202 | Everyone | [3] [3] Medium | -Near or in the corner, 5HH causes wall bounce, giving you a strong, meterless wall break opportunity. | Link | 1.23 | |
5D > 88RRC > dl j.H > c.S > jc > j.S > j.H > WS > 236S > WB
|
Corner | 135 | Everyone | [3] [3] Medium | - When paired with 2K lows and 2D, this is something you'll want to get down. (example)
- Incredibly good when paired with Items. (example) - Doesn't splat at full wall health |
1.23 | ||
c.S > 2H > 236S > RRC > c.S > jc > j.S > j.H > 5K > 6H > WS > 236S > WB
|
Corner | 203 | Everyone | [3] [3] Medium | -Carries midscreen
-Can splat early from 5K but only deals one damage less |
1.23 |
Combos by Starter
- All damage values were tested against Ky at full life with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used. May need to recheck which characters the combos work on.
P Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5P > 6P > 236P
|
Anywhere | 47 | Everyone | [1] [1] Very Easy | 1/2 5Ps most of the time, 3 with dash momentum | Link | 1.17 | |
5P > 5P > 2P
|
Anywhere | 53 | Everyone | [1] [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 | 1.17 | |
CH 6P > 236P > 2H > 236P
|
Anywhere | 63 | Everyone | [1] [1] Very Easy | Gets you 2 free items with a little damage and great defensive positioning. Good poke positioning in corner. | Link | 1.17 | |
5P > 6P > 66 RC > delay c.S > 6H > 236P/41236K
|
Anywhere | 87/99 | Everyone | [2] [2] Easy | Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg. | Link | 1.17 | |
2P > FRC > f.S > 2H > 236P
|
Anywhere | 67 | Everyone | [2] [2] Easy | Can be useful for a bit of extra damage and defensive spacing. Connects from pretty long range. | Link | 1.17 | |
AA 5P > delay c.S > j.S > j.H > 236P
|
Anywhere | 86 | Everyone | [1] [2] Easy | Better damage that grants fullscreen defensive position. | Link | 1.17 | |
AA 5P > delay c.S > j.D > airdash j.D
|
Anywhere | 74 | Everyone | [2] [2] Easy | Creates a safejump situation easily. | Link | 1.17 | |
AA 5P > delay 2S > 5H > 236S [3]~1 > 236P
|
Corner | 91 | Everyone | [2] [2] Easy | Easy combo than above that sets up items in corner. In some cases, the trajectory of the item may be unfavorable. | Link | 1.17 | |
AA 5P > delay 5Kx2 > 6H > 214K [4] or [6]
|
Corner | 87 | Everyone | [2] [2] Easy | ecent damage with Scarecrow 50/50. Can also go for item at a pretty favorable trajectory. | Link | 1.17 | |
AA 5P > delay c.S > j.Px5
|
Corner | 87 | Everyone | [2] [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 | 1.17 | |
AA 5P > delay 5K, 5K > j.H > j.D > j.236P
|
Corner | 96 | Everyone | [2] [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 | 1.17 | |
j.P > c.S > 2S > 5HH > 236P
|
Anywhere | 111 | Everyone | [2] [2] Easy | Decent confirm for j.P if you ever get it on a grounded opponent. Sometimes doing the j.P early can net you a CH c.S. | Link | 1.17 | |
AA j.P, j.P > j.H
|
Anywhere | 57 | Everyone | [2] [2] Easy | Air-to-air confirm with a fast jumping normal. Could be useful in matchups where the opponent is easily out-ranged in the air. Wallbreaks from midscreen if you use meter, but it's probably not worth it. | Link | 1.17 | |
AA 5P > delay c.S > 5H > 214P/K/S
|
Anywhere | 71 | Everyone | [2] [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 | 1.17 | |
AA j.P, j.P > j.D > j.236P
|
Corner | 59 | Everyone | [2] [2] Easy | Corner meaty Love setup from j.P. | Link | 1.17 | |
5P > 5P > 66FRC > c.S > f.S > 5HH > 236P
|
Anywhere | 104 | Everyone | [3] [3] Medium | Go to route for fullscreen knockdown + item. | Link | 1.17 | |
5P > 5P > 66FRC > c.S > 5H > 236S [6]
|
Anywhere | 93 | Everyone | [3] [3] Medium | gh dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. | Link | 1.17 | |
5P > 6P > 66RRC > c.S > 2S > 236S > 236P
|
Anywhere | 89 | Everyone | [3] [3] Medium | Item oki rc route. Can be done from 5Px2/5P 2P but for that route below is more dmg. | Link | 1.17 | |
5Px2 > 66FRC > c.S > 2D > 236P
|
Anywhere | 75 | Everyone | [3] [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 | 1.17 | |
5P > 6P > 66FRC > c.S > j.S > j.H > c.S > 2S > 5H > 6H
|
Corner | 167 | Everyone | [3] [3] Medium | Corner RC combo | Link | 1.17 | |
5Px3 > 66FRC > c.S > 5HH > 236S [6] > 6H
|
Corner | 140 | Everyone | [3] [3] Medium | 5P confirm with decent damage. | Link | 1.17 | |
5P > 2P > 66RRC > delay j.S > j.H >c.S > 6H > 236S [6] > 6H
|
corner | 138 | Everyone | [3] [3] Medium | Max range 5P combo. | Link | 1.17 | |
5Px2 > 88RRC > dash c.S > j.S > j.H > dash 5K > 6H > 214K
|
Midscreen | 94 | Everyone | [3] [3] Medium | Great for setting up Scarecrow oki from midscreen from your fastest option. | 1.17 | ||
2P > 66PRC > c.S > 2S > 5HH > 236P
|
Anywhere | 104 | Everyone | [3] [3] Medium | From decently long range, you can still connect this. Great for getting some accidental CH c.S setups if you're late on the timing. It is hard to reversal this due to how fast the option comes out, and you can choose to Snip them instead of c.S. | 1.17 | ||
2P > 66FRC > 2K > 2D > 236P
|
Anywhere | 58 | Everyone | [3] [3] Medium | Really low damage, but it converts one of your fastest low options into a hard knockdown for some great oki. | Link | 1.17 | |
AA 5P, 5Px2 > 6P > 236P
|
Anywhere | 66 | Everyone | [3] [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 | 1.17 | |
AA 6P > 214S > PRC > c.S > j.D > airdash
|
Anywhere | 96 | Everyone | [3] [3] Medium | A decent option to go for off of AA 6P, but it may not work at some heights. Creates a safejump situation. Decent for baiting Burst or reversals with. | 1.17 | ||
AA 6P > 214S > PRC > c.S > j.D > airdash
|
Anywhere | Everyone | [3] [3] Medium | A decent option to go for off of AA 6P, but it may not work at some heights. Creates a safejump situation. Decent for baiting Burst or reversals with. | 1.17 | |||
AA j.P, j.P > j.H > 236S [3]~1 > c.S > 2S > 5H > 6H
|
Corner | 157 | Everyone | [3] [3] Medium | Corner wallbreak from j.P. | Link | 1.17
| |
5P > 5P > 88RRC > jump delay j.H > c.S > j.S > j.H > c.S >5H > 6H
|
Corner | 141 | Everyone | [4] [4] Hard | Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). | Link | 1.17 | |
AA 5P > delay c.S > j.S > delay j.H > c.S > 6H > 236S [6] > walk [4] 6H
|
Corner | 172/165 | Everyone | [4] [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 | 1.17 | |
AA 5P > delay 5K > 6H > whiff 66RRC > dash j.H > j.H > 5K > 6H > 41236K
|
Anywhere | 177 | Everyone | [4] [4] Hard | Midscreen wallbreak using meter. | Link | 1.17 |
K Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5K > 2D > 236P
|
Anywhere | 57 | Everyone | [1] [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 | 1.17 | |
5K > 2D > 236S [3]
|
Anywhere | 89 | Everyone | [1] [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 | 1.17 | |
AA 5K > 6P > 41236K > 214P/K/S
|
Anywhere | 83 | Everyone | [1] [1] Very Easy | Great for setting up Scarecrow oki. | Link | 1.17 | |
AA 5K > 6H > 236P
|
Anywhere | 77 | Everyone | [1] [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 | 1.17 | |
AA 5K > j.K > j.2K
|
Anywhere | 69 | Everyone | [2] [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 | 1.17 | |
AA 5K > 6P > 236S [3]~1 > c.S > f.S > 5H > 41236K
|
Corner | 175 | Everyone | [2] [2] Easy | Meterless wallbreak anti air combo with great range. | Link | 1.17 | |
AA 5K > hold 5D > 5P > 6P > 236P
|
Corner | 103 | Everyone | [2] [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 | 1.17 | |
AA 5K, 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H
|
Corner | 186 | Everyone | [2] [2] Easy | Great for creating frustrated responses from people. Not great for keeping friends. | Link | 1.17 | |
AA 2K > 5K > 6H > 214P/K/S
|
Anywhere | 75 | Everyone | [2] [2] Easy | Most effective when closer to walls to get 50/50s, but can still be used to bait out DPs beyond midscreen if you hold back. This setup may give charged Scarecrow an actual use, especially with meter for baiting out punishes and stealing turns. | Link | 1.17 | |
AA 2K > c.S > j.S > j.H > 5K > j.S > j.H > 5K > 6H
|
Corner | 176 | Everyone | [2] [2] Easy | Grants meterless wallbreak with good damage from a safe move. | 1.17 | ||
AA 5K > 6P > 236S [3]~1 > c.S > 236S [3]~1 > 236P
|
Anywhere | 123 | Everyone | [3] [3] Medium | More bang for your buck. Great wall carry with great item oki and safejump potential. | Link | 1.17 | |
AA 5K , 5K > 6H > whiff 214K > PRC > delay c.S > 6H > 41236K
|
Anywhere | 157 | Everyone but Mil/Ram | [3] [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 | 1.17 | |
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K
|
Corner | 202 | Everyone | [3] [3] Medium | Meterless wallbreak to cover the same situation as the above combo. | Link | 1.17 | |
AA 5K, 5K > j.H > airdash [3] j.H > 5K > 6H > 41236K > 41236K
|
Anywhere | 195 | Everyone | [3] [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 | 1.17 | |
2K(X) > 2D > 66RRC > dash c.S > 2S > 236S [3]~1 > 236P
|
Anywhere | 92/102/112 (73/81) | Everyone | [3] [3] Medium | The damage varies depending on spacing and how many hits you get, and it's not great damage, but you do get some decent wall carry and oki for 1 meter. | 1.17 | ||
AA 2K > 5K > 6H > whiff 214K > PRC > delay c.S > 2S > 236S [3]~1 > 236P
|
Anywhere | 128 | Everyone | [3] [3] Medium | Pretty useful conversion if you want a lot of wall carry. | 1.17 | ||
AA 2K > c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > delay 6H
|
Corner | 167 | Everyone | [3] [3] Medium | Not a terribly difficult confirm from corner AA hit into meterless wallbreak. | 1.17 | ||
AA 2K > c.S > j.H > j.D > 236S [3] > c.s
|
Corner | 126 | Everyone | [3] [3] Medium | Great AA tool for keeping wall pressure with safejumps. | 1.17 | ||
AA 2K > 2K > 5K > j.K > j.2K > 236S [3]~1 > 236P
|
Corner | 85 | Everyone | [4] [4] Hard | Meme combo that gives good wallbreak pressure from a pretty safe move. | 1.17 | ||
AA 5K > 5K > 5K > j.H > j.K > dj.K > j.2K > j.236P
|
Corner | 124 | Everyone | [4] [4] Hard | Looks pretty cool and doesn't do much damage, but it sets up great wallbreak pressure with a nice meaty Love. | 1.17 | ||
AA 5K > 6H > whiff 214K > PRC > delay 5K > j.S > j.H > c.S > 6H > 41236K > 6H
|
Midscreen | 214 | Everyone | [4] [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 | 1.17 | |
AA 2K > 5K > j.H > airdash [3] > j.H > 5K > 6H > 41236K > 41236K
|
Midscreen | 178 | Everyone | [5] [5] Very Hard | Flashy but tricky combo | 1.17 | ||
AA 2K > whiff 214K > PRC > c.S > j.S > j.H > c.S > j.H > j.H > dash c.S > 5H > 6H
|
Corner | 190 | Everyone | [5] [5] Very Hard | Hard confirm using meter, but pretty worth it if you suspect jump-ins from the opponent and you're in the corner. | 1.17 |
S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
c.S > f.S > 5Hx2 > 236P
|
Anywhere | 135 | Everyone | [1] [1] Very Easy | Go to route for fullscreen knockdown + item. | Link | 1.17 | |
f.S > 2H > 236P
|
Anywhere | 65 | Everyone | [1] [1] Very Easy | Go to f.S confirm. Careful on spacing as it will whiff if too far. | Link | 1.17 | |
f.S > 5HH > 236P
|
Anywhere | 105 | Everyone | [1] [1] Very Easy | Use if within 5H range. | Link | 1.17 | |
CH AA f.S > 41236K
|
Anywhere | 68 | Everyone | [1] [1] Very Easy | Rarely will you ever need this, but if you do, this is the optimal meterless damage. | 1.17 | ||
c.S > 2H > 236S [3]~1 > 236P
|
Anywhere | 107 | Everyone | [2] [2] Easy | MMM item oki route. | Link | 1.17 | |
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > dash 5K > 6H > 214S
|
Corner | 215 | Everyone | [2] [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 | 1.17 | |
c.S > 5HH > 632146H
|
Corner | 229 | Everyone | [2] [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 | 1.17 | |
f.S > 2H > 236S [3] > 2H > 236P
|
Anywhere | 112 | Everyone | [2] [2] Easy | Sometimes this can be the only decent route in certain situations where you're going for c.S > 2H > 236S, but you get a f.S instead; it happens occasionally. Only works at somewhat close ranges. | 1.17 | ||
CH c.S > 5H > 41236K [4] > H
|
Anywhere | 145,160,170 | Everyone | [2] [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 | 1.17 | |
CH f.S > (5H) > 41236K [4] > H
|
Anywhere | 108,124,135 (127,140,150) | Everyone | [2] [2] Easy | 5H can land with dash momentum, otherwise just start with f.S > 41236K | Link | 1.17 | |
c.S > 2S > 5H > 66FRC > f.S > 2H > 236P
|
Anywhere | 138 | Everyone | [3] [3] Medium | Sets up 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 | 1.17 | |
c.S > j.K > j.2K > FRC > j.H > f.S > 2H > 236P
|
Anywhere | 142 | Everyone | [3] [3] Medium | Provides great, reactable spacing for getting an item or two, but does cost a meter. Alternatively, you can 66FRC instead for more damage after landing. | 1.17 | ||
c.S > f.S > 5Hx2 > 2S > 236S
|
Corner | 159 | Everyone | [3] [3] Medium | Alternate route that's much easier to perform than the above combo, but does less dmg. | Link | 1.17 | |
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > 6H > 41236K > 6H
|
Corner | 227 | Everyone | [3] [3] Medium | Pretty easy to perform for how much dmg this does. | Link | 1.17 | |
c.S > 5HH > dash c.S > j.H > j.H > c.S > 5H > 6H
|
Corner | 224 | Everyone | [3] [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 | 1.17 | |
c.S > 5HH > dash c.S > 6H > 632146H
|
Corner | 241 | Everyone | [3] [3] Medium | Really good and pretty easy damage using Super. | Link | 1.17 | |
f.S > 2H > 66FRC > 236S [3]~1 > c.S > 2S > 236S [6] > 6H
|
Anywhere | 179 | Everyone | [3] [3] Medium | Does good damage for 1 meter considering the distance | 1.17 | ||
CH c.S > j.S > j.H > c.S > 5HH > 236P
|
Anywhere | 169 | Everyone | [3] [3] Medium | Extended meterless damage from CH. Especially useful vs opponents who can't low profile your j.H. | 1.17 | ||
CH c.S > 6H > 66RRC > delay c.S > j.S > delay j.H > 5K > 5D > 6H
|
Anywhere | 214 | Everyone | [3] [3] Medium | Good damage combo using meter that isn't too hard to pull off. | Link | 1.17 | |
CH AA c.S > j.S > c.S > 2S > 236S [3]~1 > 236P
|
Anywhere | 142 | Everyone | [3] [3] Medium | Meterless CH AA combo with decent damage and wall carry. | 1.17 | ||
CH AA c.S > c.S > 6H > 214S > PRC > dash c.S > j.H > j.H > dash c.S > 6H > 214S
|
Midscreen | Everyone | [3] [3] Medium | Good damage combo using 1 meter | 1.17 | |||
CH AA f.S > 214S > PRC > c.S > j.S > j.H > dash 5K > j.S > j.H > 5K > 6H
|
Midscreen | Everyone | [3] [3] Medium | Pretty good damage for not being a difficult combo. Can carry to wall a bit further away than midscreen. | 1.17 | |||
AA 2S > 5H > 66FRC > c.S > j.S > j.H > 5K > 6H > 41236K > 41236K
|
Midscreen | 215 | Everyone | [3] [3] Medium | Pretty high reward combo, great for when you read the opponent on their overhead options. | 1.17 | ||
CH AA 2S > dash c.S > 6H > 236P
|
Corner | 114 | Everyone | [3] [3] Medium | Sets up for some crazy wall combos with great damage, or you can take some oki. | 1.17 | ||
c.S > 2H > 236S [3]~1 > c.S > 236S [3]~1
|
Anywhere | 143 | Everyone | [4] [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 | 1.17 | |
c.S > 2S > 66FRC > c.S > 2S > 5HH > 236P
|
Anywhere | 160 | Everyone | [4] [4] Hard | Gives a soft bounce on the wall. In the corner, you're just in range to fish for CH f.S, 2H, or 5H right after throwing item. This will create very interesting and powerful situations! You can do this string anywhere, but it's pointless without setups in mind. | 1.17 | ||
c.S > f.S > 5Hx2 > dash c.S > 236S [3]~1
|
corner | 163 | Everyone | [4] [4] 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 | 1.17 | |
AA c.S > j.S > airdash j.2K > FRC > j.H > 5K > j.S > j.H > 5K > 236P > 6H
|
Midscreen | 206 | Everyone | [4] [4] Hard | Stylish combo that gives item near the end of the combo. Getting a hammer can put the opponent in a unique corner situation if you don't finish off with the 6H and let them recover from the wallsplat. | 1.17 | ||
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > c.S > hold 5D > 5K > j.2K > 6H
|
Corner | 215 | Everyone | [4] [4] Hard | Does great damage | 1.17 | ||
CH AA c.S > c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 6H
|
Corner | 235 | Everyone | [4] [4] Hard | Pretty high damage from 1 meter, but from a somewhat unlikely situation. | 1.17 | ||
CH AA c.S > j.Px2 > j.H > 6H > 41236K
|
Midscreen | 148 | Everyone | [4] [4] Hard | 1.17 | |||
CH AA 2S > dash c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > 6H
|
Midscreen | 202 | Everyone | [4] [4] Hard | Midscreen meterless wallbreak from a CH AA 2S. | 1.17 | ||
CH AA 2S > dash c.S > 6H > 236P > 100TWeight > j.S > j.H > 5K > 6H
|
Corner | 230 | Everyone | [4] [4] Hard | Meterless, easier, and more damaging version of the above combo that requires you to dash a bit further. | 1.17 | ||
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H
|
Corner | 220 | Any but AN, GI, KY, LE and RA | [5] [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 | 1.17 | |
c.S > 2S > 5HH > 66RRC > delay j.S > j.H > dash 5K > 5D > 6H
|
Midscreen | 201 | Everyone | [5] [5] Very Hard | This combo looks super sick, and it confirms from one of Faust's most basic strings. | Link | 1.17 | |
f.S > 66RRC > dash j.S > j.H > dash 5K > 6H > 214K
|
Midscreen | 115 | Everyone | [5] [5] Very Hard | Midscreen into Scarecrow 50/50 from f.S. | 1.17 | ||
CH c.S > 2H > 41236K > 66RRC > dash c.S > j.H > j.H > c.S > 2S > 236P > 6H
|
Midscreen | 213 | Everyone | [5] [5] Very Hard | Midscreen wallbreak using meter on c.S counter hit. | Link | 1.17 | |
CH c.S > 6H > 88RRC > c.S > hold 5D > 5K > 632146H
|
Corner | 239 | Everyone | [5] [5] Very Hard | Double meter high damage combo. | Link | 1.17 | |
CH c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 66RRC > dash c.S > j.K > j.D > hold 5D
|
Midscreen | 227 | Everyone | [5] [5] Very Hard | Pretty sweet looking combo that does great damage, but requires 2 bars. | 1.17 | ||
CH c.S > 5H > 41236K [4] > Hole in One! H > 66RRC > dash c.S > j.H > j.H > 5K > 6H > 41236K
|
Midscreen | 228, 237 | Everyone | [5] [5] Very Hard | ood damage in exchange for a meter. | 1.17 | ||
CH f.S > 41236K [4] > Hole in One! H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H
|
Midscreen | 222 | Everyone | [5] [5] Very Hard | f.S CH wallbreak confirm using 1 meter. Can be used on reaction to getting the Hole in One! | 1.17 | ||
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > 41236K
|
Midscreen | 219 | Everyone | [5] [5] Very Hard | Same as above, but can be used on reaction to getting the Early Hit. | 1.17 | ||
CH f.S > 41236K[4] > Hole in One! H > 44RRC > 214K [6] > 5K > 6H > 41236K > 6H
|
Midscreen | 234 | Everyone | [5] [5] Very Hard | Pretty crazy looking combo that's equally as crazy to pull off with big reward. | 1.17 | ||
CH AA c.S > delay j.S > j.H > dash 5K > 6H > 41236K
|
Midscreen | 168 | Everyone | [5] [5] Very Hard | Good damage for no meter, but very hard to pull off. | 1.17 | ||
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > 6H > delay 236S [9] > 4 > Bomb Explosion > c.S > 6H
|
Corner | 246 | Everyone | [5] [5] Very Hard | Really cool combo that does a lot of damage. The trick is to hit the Bomb with your 6H, and then avoid hitting it with your 236S. | 1.17 | ||
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > jc > 100TWeight > j.H > c.S > 2S > 5H
|
Corner | 226 | Everyone | [5] [5] Very Hard | Pretty hard combo that uses the 100TWeight as a followup. | 1.17 |
H Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5Hx2 > 236P
|
Anywhere | 92 | Everyone | [1] [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 | 1.17 | |
CH 5H > 5HH > 236P
|
Anywhere | 123 | Everyone | [2] [2] Easy | More damage, easy as 1,2,3. | Link | 1.17 | |
5H > 66FRC > c.S > f.S > 2H > 236P
|
Anywhere | 125 | Everyone | [2] [2] Easy | Worse damage, spacing is a bit better. | Link | 1.17 | |
5H > 66FRC > c.S > 2S > 5HH > 236P
|
Anywhere | 154 | Everyone | [2] [2] Easy | Better damage, spacing less advantageous. | Link | 1.17 | |
5HH > dash c.S > j.H > j.H > 5H > 6H
|
Corner | 215 | Everyone | [2] [2] Easy | Pretty easy corner combo that does good damage. | Link | 1.17 | |
CH 5H > 5P > 2P
|
Anywhere | 82 | Everyone | [2] [2] Easy | Gatlings pretty nicely into 6H. Can throw a lot of people off. | Link | 1.17 | |
CH 5H > 41236K [4] > H
|
Anywhere | 124,141,154 | Everyone | [2] [2] Easy | Can OS by inputting 5HH and delay 41236K to confirm the CH | Link | 1.17 | |
CH 2H > 6P > 236P
|
Anywhere | 71 | Everyone | [2] [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 | 1.17 | |
5HH > dash c.S > c.S > 2S > 236S [6] > 6H
|
Corner | 204 | Everyone | [3] [3] Medium | Link | 1.17 | ||
5H > 66FRC > c.S > 2S > 5HH > 236S [3] > 236P
|
Corner | 166 | Everyone | [3] [3] Medium | Has potential to be a pretty powerful string in the corner. Sets up huge wallbreak pressure, with item + more than enough time to set up for meaties. | Link | 1.17 | |
5HH > delay RRC > dash c.S > j.S > j.H > dash c.S > 2S > 236P > 6H
|
Corner | 196 | Everyone | [3] [3] Medium | Can be used as a side switch when you're in the corner to wallbreak. | 1.17 | ||
5HH > delay j.H > j.H > j.H > j.H > 6H
|
Corner | 216 | Everyone | [3] [3] Medium | 1.17 | |||
AA 6H > 214K > PRC > c.S > j.S > j.H > 5K > 6H > 41236K > 6H
|
Midscreen | 211 | Everyone | [3] [3] Medium | Good damage for 1 meter and not much effort for a wallbreak. Doesn't seem to break the wall consistently unless some hits are delayed in a particular way. | 1.17 | ||
AA 6H > 214K > PRC > c.S > j.S > j.H > dash c.S > 6H > 214K
|
Midscreen | 160 | Everyone | [3] [3] Medium | Decent damage with Scarecrow 50/50 in exchange for 1 meter. | 1.17 | ||
AA 6H > 236P > dash 5K
|
Corner | 80 | Everyone | [3] [3] Medium | Only works from certain distances. Needs to be adjusted based on what item you get. Can be done from anywhere, but is much more potent in the corner. | 1.17 | ||
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 236S [6] > 6H
|
Corner | 191 | Everyone | [3] [3] Medium | Banana/Donut version of the AA 6H > 236P > dash 5K string. | 1.17 | ||
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 6H > 41236K > 6H
|
Corner | 193 | Everyone | [3] [3] Medium | Afro version of the AA 6H > 236P > dash 5K string, also works with Meteor. Will apply and keep the Afro after wallbreak. | 1.17 | ||
AA 6H > 236P > dash 5K > j.S > Hammer > j.H > 5K > 6H > 41236K > 6H
|
Corner | 214 | Everyone | [3] [3] Medium | Hammer version of the AA 6H > 236P > dash 5K string. | 1.17 | ||
5HH > sj j.H > j.H > f.S > 2H > 41236K
|
Corner | 207 | Everyone | [4] [4] Hard | 1.17 | |||
5HH > dash c.S > j.H > j.H > dash c.S > 6H > 236P > 6H
|
Corner | 224 | Everyone | [4] [4] Hard | Does great damage for no meter. | 1.17 | ||
AA 5H > 214S > PRC > c.S > j.S > j.H > 5K > j.S > j.H > 6H
|
Midscreen | 207 | Everyone | [4] [4] Hard | Midscreen 5H AA wallbreak starter. Doesn't even look like it should work, but it does. Only ever useful if you're trying to poke with 5H and the opponent jumps into it. | 1.17 | ||
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 6H > 214S > Bomb > Scarecrow Hit > 5K
|
Corner | 212 | Everyone | [4] [4] Hard | Bomb version of the AA 6H > 236P > dash 5K string. | 1.17 | ||
AA 6H > 236P > dash 5K > j.S > 100T Weight > j.H > 5K > 6H > 236S [6]
|
Corner | 188 | Everyone | [4] [4] Hard | 100T Weight version of the AA 6H > 236P > dash 5K string. | 1.17 | ||
AA 6H > 236P > dash 5K > delay jc 66BRC > j.H > land > [6] side switch > delay c.S > 236S [1]~3 > 236P
|
Corner | 141 | Everyone | [4] [4] Hard | Mini Faust version of the AA 6H > 236P > dash 5K string. No wallbreak found yet, but this puts you midscreen with mini faust pressure, an extra item, and great spacing for 2H or 6H afterwards. Depending on your spacing in the corner, you can do AA 6H > 236P > dash 5K > 6H to item farm up to 3 times due to Mini Faust pressure; with the opponent in the corner, this can create some very crazy situations for them to enjoy dealing with. | 1.17 | ||
AA 6H > 236P > dash 5K > 6H > delay 236S [3]~1 > c.S > 2S > delay 236S [3] > Trumpet Hit [3] > 6H
|
Corner | 207 | Everyone | [4] [4] Hard | Trumpet version of the AA 6H > 236P > dash 5K string. Unique wallbreak combo using Trumpet hit's peculiar knock back properties. | 1.17 | ||
CH 5H > 5HH > dash c.S > j.H > j.H > 2S > 5H > 6H
|
Corner | 227 | Everyone | [4] [4] Hard | Great meterless damage from CH starter. Timing for the second 5H is a bit tricky. | 1.17 | ||
5HH > hold 5D > 66PRC > c.S > j.H > j.H > delay 2S > 5H > 6H
|
Corner | 223 | Everyone | [5] [5] Very Hard | Great damage for 1 meter, but pretty hard to pull off. | 1.17 | ||
CH 2H > 5K > 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > dash 6H
|
Midscreen | 190 | Everyone | [5] [5] Very Hard | Only works at close range, but a useful option to keep in mind. | Link | 1.17 |
D Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 5D > 2P > 6P > 236P
|
Anywhere | 69 | Everyone | [2] [2] Easy | Easy to use string to get the opponent off of you, and provides great defensive spacing. | 1.17 | ||
CH 5D > 5Px2 > 2P
|
Anywhere | 72 | Everyone | [2] [2] Easy | Can be used easily on reaction to getting a CH with an uncharged 5D to create good defensive spacing. | 1.17 | ||
5D > 66RRC > dash c.S > j.S > j.H > dash 5K > 6H > 214P/K/S
|
Midscreen | 89 | Everyone | [3] [3] Medium | Decent option from uncharged 5D midscreen if you want Scarecrow 50/50 in the corner. | 1.17 | ||
5D > 88RRC > dash c.S > j.S > j.H > airdash > j.H > c.S > j.H > j.D > j.236P
|
Midscreen | 140 | Everyone | [3] [3] Medium | Midscreen wallbreak followup on an uncharged 5D. | 1.17 | ||
5D > RRC > dash c.S > j.S > j.H > c.S > 2S > 5H > 6H
|
Corner | 133 | Everyone | [3] [3] Medium | Wallbreak corner combo from uncharged 5D. | 1.17 | ||
5D > 88RRC > dash c.S > j.S > j.H > c.S > 6H > 41236K > 6H
|
Corner | 141 | Everyone | [3] [3] Medium | Side switch wallbreak combo from uncharged 5D. | 1.17 | ||
CH 5D > dash c.S > f.S > 2H > 236P
|
Anywhere | 91 | Everyone | [3] [3] Medium | Depending on spacing, the c.S may require a quick dash right before it or you will get a f.S instead. | 1.17 | ||
CH 5D > dash c.S > 2S > 5HH > 236P
|
Anywhere | 106 | Everyone | [3] [3] Medium | Will always require the dash before the c.S using this route, but it does more damage. | 1.17 | ||
CH AA 5D > 5K > 6H > 214K > PRC > c.S > j.S > j.H > 5K > 6H
|
Midscreen | 161 | Everyone | [3] [3] Medium | Midscreen wallbreak combo from the relatively rare situation of getting a counterhit anti-air from an uncharged 5D. | 1.17 |
Charged Dust Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D]8 > j.D > j.H > jc > j.H > j.D > j.Hx2
|
Anywhere | 207 | Everyone | [2] [2] Easy | Easy dust combo for some respectable damage. | Link | 1.17 | |
5[D]8 > j.D > j.H > jc > j.H > j.D > j.H > jc > j.Kx2
|
Anywhere | 213 | Everyone | [2] [2] Easy | Easy strong combo without delayed attacks | Link | 1.17 | |
5[D]8 > j.D > j.H > jc > j.D > delay j.D > j.Hx2
|
Anywhere | 208 | Everyone | [3] [3] Medium | Stronger version of the combo above but not too hard. | Link | 1.17 | |
5[D]8 > j.D > j.H > jc > j.D > delay j.D > j.H > jc > j.Hx2
|
Anywhere | 219 | Any but AN, CH, GI, IN, JC, KY, RA, SO | [4] [4] Hard | Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. | Link | 1.17 | |
5[D]8 > j.S > j.H > jc > j.S > j.H > j.H > jc > j.D
|
Anywhere | 169 | Everyone | [4] [4] Hard | Easier, better damage for when you want to go for burning Afro oki after a dust combo. Super powerful - if the opponent does pretty much anything except for block after landing, you can just about win the round for free. If they do block, you get to mix them up. 6H is a fantastic option afterward to capitalize on this. | 1.17 | ||
5[D]8 > j.K > j.Px2 > jc > j.K > j.P > j.P > j.K > j.D
|
Anywhere | 130 | Everyone | [5] [5] Very Hard | Optimally disrespectful. Good (typically unexpected) oki with Afro applied to the opponent. | Link | 1.17 |
Throw Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H
|
Corner | 165 | Everyone | [3] [3] Medium | Decent conversion into wallbreak from grab. | Link | 1.17 | |
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H
|
Corner | 161 | All but Chipp, Gio, Ky, Leo, and May | [4] [4] Hard | Link | 1.17 |
Special Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
236H > FRC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S
|
Corner | 156 | Everyone | [3] [3] Medium | Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup when their health is low. | Link | 1.17 | |
236H > 66FRC > c.S > j.D > c.S > 6H > 41236K > 6H
|
Corner | 164 | Everyone | [4] [4] Hard | Sacrifices afro for slightly more damage (usually not worth it). | Link | 1.17 | |
236H > 88FRC > j.S > j.H > 5K > 6H > 41236K > dash 6H
|
Corner | 160 | Everyone | [5] [5] Very Hard | Keeps afro after wallbreak. | Link | 1.17 |
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall