Faust, known as Dr. Baldhead in this game, makes his debut as a monster of a character who's unreasonably versatile for his intended archetype. Not to fret; he's also like this in other Guilty Gear games, so this is just the beginning of an innocent fact of reality that people have been forced to come to terms with instead of some silly ML screw-up.
However, Baldhead does indeed play more the serial killer part to Faust's zany doctor. While still sporting the incredible buttons and low profile as his future self, Baldhead is blazing fast and can uniquely enforce mixups that most of the ML cast are noticeably lacking. This isn't typically necessary of him since he can infinite you much like everyone else, but the more the merrier. The speed and normals are frankly more than enough to make Baldhead a menace against a majority of the cast, especially in a one-touch game like ML.
Baldhead is, unlike Faust, a speeding bullet of destruction who functions best at mid-to-close range.
- Godlike Normals: Baldhead has arguably the best normals in the game, with his moves like 2S and f.S being fast, disjointed, and leading to infinites.
- Aerial Offense: Baldhead possesses a longer and slower airdash than the rest of the cast, allowing for prolonged aerial offense which pairs well with GMW for a safe way to land and potentially continue pressure on the ground.
- Good Conversions: 2S and 2H are some of the furthest-reaching ground normals, giving Baldhead the furthest-reaching charge cancel infinite.
- Low-Profiling Crouch: Baldhead is the character with the shortest crouching hurtbox in the game, allowing him to avoid a lot of attacks by simply ducking under them. Most notably Justice's Gamma Ray.
- Adaptable: in Missing Link, matchups usually matter more than raw strength, given the accessibility of infinites. Baldhead's reach and low profile traits help him navigate matchups against dominant characters while retaining the grime that most characters have.
- Grabs: With the largest throw range in the game alongside Re-re-re no Tsuki, you can enforce resets and punish the tiniest gaps in blockstrings wherever you wish.
- Weak Guard Cancels: Baldhead has no reliable guard cancels. His best is Mad Operation due to it being an instant command grab, but this requires either a full super meter or desperation and the input can leave him open. Otherwise, he usually relies on his abare normals, which are admittedly incredible, but still weak compared to a strong guard cancel.
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
Gigantic normal with unholy reach. Contests almost fullscreen at a mere 12 frames. It does come with a set of caveats, however: It fails to convert into anything meaningful besides 41236H at its typical range, it has an equally massive hurtbox extension, and it has a large blind spot in the area where Baldhead steps forward.
It's generally excellent at stopping people from charging or trying to do anything in neutral in general. If Baldhead does get hit out of it, in 90% of cases the opponent will get no conversion through punishing him simply because he probably pressed f.S on the other edge of the screen. 2S is used more often in typical Guilty Gear f.S range, but this move's still stupid.On hit, you can convert into an infinite from 5H or 2H, with 2H generally being preferred but sometimes awkward on the hands. The range at which f.S combos into 5H without either button whiffing is very specific, and it becomes even more unstable if you add dash momentum to the mix.
Decent anti-air. Although this move appears big, it actually seems to have a very small hitbox. However, it's his only air unblockable option, so it has to be used under some circumstances.
- Air unblockable
What Goes Up Must Go Down to Hell
Souten Enshin Ranbu
The titular Pogo stance move where Baldhead swings forward on his scalpel, hitting the opponent and then entering Pogo stance. Unfortunately, Baldhead has minimal uses for this special at higher levels of play, since any Pogo-related combos fall out in favor of CC infinites, and it still comes with the primary drawbacks of no blocking with limited movement & attacks.
The initial attack is capable of going over many low pokes, but it struggles to have any meaningful reward or combo potential afterwards. The only really notable move in Pogo stance is Forward Movement, a 1 frame, long range attack that nudges Baldhead forward, but similarly it's low reward and will usually just result in you annoying the opponent for a couple hits.Actually being in neutral Pogo stance is weird in this game. Baldhead lacks a hurtbox on his scalpel, allowing him to dodge a wide swathe of attacks. May, for example, only has one grounded normal that hits him, being 5H. He isn't, however, throw immune, and his pushbox is a bit misplaced, allowing your sprite to be inside of or behind the opponent's - with you still counting as "in front of them", leading to awkward interactions. 236P itself can whiff on many crouching characters and some standing characters up-close. To top all this off, Baldhead is considered grounded during Pogo stance, if the opponent can reach him with a button that converts, he gets infinited & dies.
Going My Way
|Going My Way||8||All||24||26||20||-3||-28||none|
|Aerial Going My Way||8||All||1||25||4||none|
Dr. Baldhead launches himself off of his scalpel and zips across the stage. This special covers a decent amount of air-space and comes out quickly enough to catch your opponent off-guard. Doing 66 during startup causes Baldhead to fly further forwards.The air version is an incredibly powerful and versatile tool in Baldhead's arsenal. It has very little recovery and leaves Baldhead fully air active once it's done, allowing him to move around in the air while being an active hitbox and mixup his air movement. It can also be used to get extra damage out of air hits. It also has no landing recovery, meaning he can use it to land faster and even TK it for unseeable left/rights.
Re-re-re no Tsuki
A hit-grab move and Baldhead's longest range attack, though just by a smidge over f.S. Sprite is deceptive, the hitbox actually only extends to approximately half of the scalpel's length. Still rather large considering the big forward step Baldhead takes. Follow up this attack with 44 to pull your opponent back and deal a bit more damage with a safe-on-hit launch. Although this move can hit airborne opponents, you won't be able to pull them back.Occasionally the only way to convert off of f.S, though confirming it is impractical. Worth doing every now and again. Baldhead retracting backwards after 41236H gets blocked typically makes it safe, at least to infinites.
Hack 'n Slash
High damage special that works well as a close-range combo-ender. This move can also be charged by holding 623[R].
Unlike most chargeable specials, this one doesn't gain better hitboxes or properties. Instead it just gains additional damage. The Level 3 version does some really great damage, and is fairly accessible thanks to Baldhead's fast charge time. Useful for chip damage and combo ending if you aren't going for an infinite.You can walk forwards and backwards while using it.
Moves accessed through Souten Enshin Ranbu.
One of the few command grabs in Missing Link. Baldhead slams the opponent onto an operating table and performs surgery on them. As a fairly traditional command grab, this super is instant and unblockable but has very short reach so you need to be extremely close to your opponent in order to land it.
Deals a fair amount of damage but doesn't lead to pressure, making it best used when it will kill.It's also a very solid guard cancel, and Baldhead's only real good option there. Comes out instantly as with other command grabs like Potemkin Buster, making it very difficult to play around or deal with aside from constantly being airborne. It's significantly more rewarding than the average GC command grab like those found on Chipp or May, though it costs meter to perform in the first place, making it less accessible.