(→{{clr|4|H}} Starters: Added grounded H starters to combo list) |
(→{{clr|5|D}} Starters: Starting dust starter combo section) |
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===={{clr|5|D}} Starters==== | ===={{clr|5|D}} Starters==== | ||
{{clr|5|2D}} | {{clr|5|2D}} is the system wide sweep tool. Faust can jump cancel his allowing him some combos in certain circumstances. He's also allowed to pogo juggle some characters. | ||
{{clr|5|5D}} | {{clr|5|5D}} is the system wide overhead tool. Faust has strike invincibility on his dust, so outside of the utility of being an overhead he can use the strike invincibility to land a hit. | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
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|{{clr|5|5D}}6 > ({{clr|1|6P}}) * 4 > {{clr|3|236S}}~(9)~{{clr|4|H}} || Any || 84 || 25 || Any || <span style="color:lightblue">[1] Very Easy</span> || Basic side dust combo. | |||
|} | |} | ||
Revision as of 23:55, 6 October 2022
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- 2D > Pogo conversions use Elphelt for reference.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
P Starters
2P is one of Faust's low hitconfirm starters along with 2K. For combos with 2D, if there's any spacing concerns remove the 5H.
5P is Faust's fastest button, often used in defense and for low risk scenarios. Has very similar routes to 2P with some differences.
6P is one of Faust's strongest Anti-Air buttons as well as it being a check for numerous pokes and specials due to being upper body invincible and having 7F startup.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2P > 2S > 2H > 236S~(9)~H | Any | 92 | 22 | All | [1] Very Easy | Standard BnB. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time. |
2P > 2S > 5H > 236S~(9)~H | Any | 90 | 22 | All | [1] Very Easy | Variation on standard BnB using 5H instead of 2H. Provides corner carry and knockdown; some female characters may tech before hitting the ground (i.e. Jam, Elphelt) if you do not include the hop(9) input. 236S~H won't connect if your back is to the corner as you won't make the juggle in time. |
2P > 2S > 5H > 2D | Any | 71 | 8 | All | [1] Very Easy | Alternative to first BnB. If your back is to the corner or you're worried about the character teching GMW follow up, this offers a guaranteed knockdown for less damage. Can cancel 2D into item toss or jump cancel for followup pressure. |
2P > 2S > 5H > 2D > 236S~(9)~H | Any | 102 | 24 | Female characters (excluding Kum) | [1] Very Easy | Alternative to above BnB that only works on female characters. Nets you more damage than usual. Adding the hop can keep characters from teching out. Damage depends on number of hits you get from 5H. |
2P > 2S > 2D > j.9c > j.K > j.S > j.H | Any | 93 | 10 | Chipp, Faust, Jack-O, Johnny, Kum, May, Millia, Potemkin | [1] Very Easy | Sacrifice knockdown for extra damage on certain characters. Note that while combo works on Kum it is very picky with spacing and timing, so not advised. Can be position specific. Damage value taken from Johnny. |
2P > 2S > 2D> j.9c > j.K > j.P > j.K > j.c > j.K > j.S > j.H | Any | 99 | 14 | Faust | [1] Very Easy | Same logic as above combo. Extra damage against Faust. If too far away do combo above or stop at 2D. |
5P > cS > (2S) > 2H > 236S~(9)~H | Any | 129 (141) | 24 | Any | [1] Very Easy | Basic and easy confirm from hitting a 5P. If you're very close to the opponent you can connect the 2S for more damage. |
5P > cS > 5H > 236S~(9)~H | Any | 127 | 25 | Any | [1] Very Easy | Basic and easy confirm from hitting a 5P. This works on the spacing where Pogo whiffs after 2H in exchange for slightly less damage |
5P > cS > 2D | Any | 68 | 6 | Any | [1] Very Easy | Knockdown confirm when Faust is too far from the corner for the wall bounce or looking for stable knockdown on characters prone to tech after Going My Way juggle. |
5P > cS > 2D > 236S~(9)~H | Any | 128 | 23 | Female characters (excluding Kum) | [1] Very Easy | Alternative to above BnB that only works on female characters. Nets you more damage than usual. Adding the hop can keep characters from teching out after the combo. Damage depends on number of hits you get from 5H. |
5P > cS > 2D > j.9c > j.K > j.S > j.H | Any | 130 | 12 | Chipp, Faust, Jack-O, Johnny, Kum*, May, Millia, Potemkin | [1] Very Easy | Forgo knockdown to net some extra damage on to some characters. Note that while combo works on Kum it is very picky with spacing and timing, so not advised. Can be position specific. Damage value taken from Johnny. |
5P > 2S > 2D | Any | 66 | 6 | Any | [1] Very Easy | Generally cS is better but there are slight spacing for 5P where fS will come out instead of cS, so 2S ends up being the backup confirm. |
5P > f.S | Any | 41 | 4 | Any | [1] Very Easy | A last option for when you're out of range for both cS and 2S. You can cancel into item toss in order to continue pressure, or check any retaliation with pogo for a possible counter-hit combo. If you have 50 meter, you can RRC into 41236K to extend the confirm. |
CH 5P > 2H > 236S~(9)~H | Any | 114 | 23 | Any | [1] Very Easy | A counter-hit confirm from 5P that allows you to convert directly into 2H. |
5P > 2D | Any | 44 | 4 | Any | [1] Very Easy | A confirm that works only crouching opponents, though it is usually used to confirm from far hits when the opponent is crouching. Works on standing opponents if
5P counter-hits, but the 2H is better generally. |
5P > 2D > 236S~(9)~H | Any | 113 | 21 | Female characters (excluding Kum) | [1] Very Easy | Same logic as above but using the pogo follow-up for female characters. Some characters are very likely to tech after GMW. |
K Starters
2K is a low that hits three times which allows it to be hit-confirmed very easily and is a common combo starter for Faust.
5K is one of Faust's prominent anti-air buttons, but also functions as a punish tool. The ability to confirm from 5K consistently will open up damage for Faust.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2K > 5H > 236S~(9)~H | Any | 96 | 26 | Any | [1] Very Easy | Standard low confirm for Faust, can easily hit-confirm from the three hits of 2K for most situations. |
2K > 5H > 2D | Any | 80 | 15 | Any | [1] Very Easy | Alternative to the above for a knockdown when Going My Way conversion is off the table. |
2K > 5H > 2D > 236S~(9)~H | Any | 108 | 28 | Female Characters (Except Kum) | [1] Very Easy | Pogo conversion from 2D for female characters. |
2K , 2P > 2S > 2D | Any | 65 | 10 | Any | [2] Easy | A rare link where you connect 2P from 2K. Generally doesn't see use when the above alternatives exist. |
AA 2K > j.c > j.K > j.P > j.K > j.c > j.K > j.S > j.H | Any | 88 | 12 | Any | [1] Very Easy | Anti-Air combo from 2K. You can usually sub in other variation of air combo routes based on positioning and character. |
5K > c.S > 2H > 236S~(9)~H | Any | 149 | 24 | Any | [1] Very Easy | Good damage from a 5K starter from up close |
5K > c.S > 5H > 236S~(9)~H | Any | 136 | 23 | Any | [1] Very Easy | Slightly less damaging alternative to above |
5K > c.S > 2S > 2H > 236S~(9)~H | Any | 161 | 24 | Answer, Bedman, Dizzy, Faust, Potemkin, Sol, Zato-1 | [1] Very Easy | More damaging variation of the above combos for certain characters |
5K > c.S > 2S > 5H > 236S~(9)~H | Any | 148 | 22 | Answer, Bedman, Chipp, Dizzy, Elphelt, Faust, Leo, I-No, Raven, Slayer, Sin | [1] Very Easy | 5H variation of above. Damage values from Sin. |
5K > 2S > 2H > 236S~(9)~H | Any | 147 | 24 | Any | [1] Very Easy | |
5K > 2S > 5H > 236S~(9)~H | Any | 134 | 24 | Any | [1] Very Easy | |
5K > 2H > 236S~(9)~H | Any | 134 | 23 | Any | [1] Very Easy | |
5K > 5H > 236S~(9)~H | Any | 146 | 26 | Any | [1] Very Easy | 5K starter usually for punishing something on block. |
5K > 2D | Any | 64 | 4 | Any | [1] Very Easy | |
5K > 2D > 236S~(9)~H | Any | 133 | 22 | Female Characters (Except Kum) | [1] Very Easy | |
CH 5K (66) > 5K > j.c > j.K > j.c j.K > j.S > j.H | Corner | 135 | 12 | Any | [1] Very Easy | Counter-hit 5K will cause a wall bounce close to the corner that Faust can confirm from. Depending on distance and timing you can connect 2S and the jump combo can be expanded as well. Dash is optional and depends on distance for pickup. |
AA 5K > j.c > j.K > (j.P > j.K) > j.c j.K > j.S > j.H | Any | 126 | 12 | Any | [1] Very Easy | Anti-air combo, omit the extra j.Pj.K depending on character and distance. |
S Starters
2S functions as both an anti-air and a pressure tool. On CH it forces opponent into stagger state.
c.S the meat of Faust's up close pressure being the button you usually use to get started. It is also typically used as a starter when punishing.
f.S mainly works a mid-range poke but under certain circumstances you can convert from it.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2S > 5H > 236S~(9)~H | Any | 146 | 26 | All | [1] Very Easy | Common basic 2S confirm |
2S > 2H > 236S~(9)~H | Any | 134 | 23 | All | [1] Very Easy | Alternate confirm. No general reason to use this over 5H |
AA 2S > j.9c > j.K > j.P > j.K > j.c > j.K > j.S > j.H | Any | 124 | 12 | Any | [1] Very Easy | Confirm from Anti-Air 2S |
AA 2S > j.9c > j.K > j.9c > j.K > j.S > j.H | Any | 117 | 10 | Any | [1] Very Easy | Alternate to above in case you're not close enough to secure the extra hits on the first j.K. Use above alternative as default when possible. |
CH 2S > 41236K > 5K > 2H > 236S~(9)~H | Any | 137 | 26 | Any | [3] Medium | Scalpel Pull confirm from CH 2S stagger. The cancel must be quick in order to connect or there's a risk the opponent will break stagger before the special cancel connects. |
CH 2S > 41236K > (236P x3) | Any | 126 | 32 | Any | [1] Very Easy | Easier variation of the above by substituting the link for the canned followed up on scalpel pull. |
c.S > 5P > c.S > 5H > 236S~(9)~H | Any | 133 | 24 | Any | [1] Very Easy | Burst safe punish for when you're up close to the opponent. The two c.S can be jump canceled to handle burst, and bursts can be block after the initial c.S since 5P will recover in time to let you block it. |
c.S > f.S > 5H > 236S~(9)~H | Any | 151 | 25 | Any | [1] Very Easy | More damaging alternative to the above in exchange for giving up the ability to be burst safe. |
cS > 2S > 2H | Any | 147 | 24 | Any | [1] Very Easy | If for some reason Faust does a c.S starter at the close to max range, the above combo will whiff, this is an alternative. Pogo may not connect at max range, so you may need to substitute 2D > Item Toss for 2H in order to get knockdown and item pressure. |
f.S > RRC > 41236K > (236P x3) | Any | 102 | 8 | Any | [1] Very Easy | Use meter to get damage and kncokdown from a far poke. |
f.S > RRC > 41236K > 5K > 2H > 236S~(9)~H | Any | 109 | 7 | Any (Standing) | [3] Medium | Slightly more damage for the link to 5K |
f.S > RRC > 41236K > c.S > 2H > 236S~(9)~H | Any | 109 | 7 | Any (Crouching) | [3] Medium | Similar to above but for opponents hit crouching instead. |
H Starters
2H is generally a tool that you combo into, usually when its a starter move its due to getting a counterhit due to its long range and disjointed hurtbox.
5H is a great round start tool vs certain characters and can be used from short range to catch opponents. Not a typical combo starter but it has its place.
6H being a long range overhead that goes over some attacks such as 2P and 2K and also has the ability to challenge backdash in knockdown situations. Can be confirmed into damage.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2H > 236S~(9)~H | Any | 118 | 21 | Any | [1] Very Easy | Basic confirm for when you catch the opponent with a 2H poke while close enough to land pogo. |
CH 2H > 41236K > (236P x3) | Any | 140 | 29 | Any | [1] Very Easy | When you know or suspect that 2H will counter hit the opponent while they are grounded, you can confirm into scalpel pull. |
CH 2H > 41236K > c.S > 2H > 236S~(9)~H | Any | 152 | 27 | Any (Crouching) | [3] Medium | Variation of the above vs crouching opponents. |
CH 2H > 41236K > 5K > 2H > 236S~(9)~H | Any | 152 | 27 | Any (Standing) | [3] Medium | Variation of the above vs standing opponents. |
5H > 236S~(9)~H | Any | 129 | 26 | Any | [1] Very Easy | 5H confirm into pogo. Damage value assumes all three hits land, the exact amount will vary in practice. |
6H > 236S~(9)~H | Any | 139 | 21 | Any | [1] Very Easy | Basic confirm for when you catch the opponent with 6H. |
CH 6H > 41236K > (236P x3) | Any | 159 | 34 | Any | [1] Very Easy | Scalpel pull confirm from CH 6H. |
CH 6H > 41236K > c.S > 2H > 236S~(9)~H | Any | 170 | 27 | Any (Crouching) | [3] Medium | Variation of the above vs crouching opponents. |
CH 6H > 41236K > 5K > 2H > 236S~(9)~H | Any | 170 | 27 | Any (Standing) | [3] Medium | Variation of the above vs standing opponents. |
D Starters
2D is the system wide sweep tool. Faust can jump cancel his allowing him some combos in certain circumstances. He's also allowed to pogo juggle some characters.
5D is the system wide overhead tool. Faust has strike invincibility on his dust, so outside of the utility of being an overhead he can use the strike invincibility to land a hit.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5D6 > (6P) * 4 > 236S~(9)~H | Any | 84 | 25 | Any | [1] Very Easy | Basic side dust combo. |
Combo Theory
Video Examples
Pandabetic's Faust Combo Guide https://youtu.be/ofq7vMU2w6Y