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While it is relatively slow for a jab, it is Faust's fastest move and has fairly decent range. It's useful for starting block strings and setting up tick throws. 5P can sometimes function as an anti air that can stuff low to the ground air dashes. Be careful though because some characters can low profile it with some moves (such as Sol's 2D), and Zappa and Faust himself can make it whiff by crouching. | While it is relatively slow for a jab, it is Faust's fastest move and has fairly decent range. It's useful for starting block strings and setting up tick throws. 5P can sometimes function as an anti air that can stuff low to the ground air dashes. Be careful though because some characters can low profile it with some moves (such as Sol's 2D), and Zappa and Faust himself can make it whiff by crouching. | ||
Chains into f.S, cl.S, 2S, 2H, 6H, and 2D; Combos into f.S, cl.S, and 2S; Combos into 2D against crouching opponents or on counterhit | |||
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5K is a staple for anti-airs and leading into air combos, but because it's hitbox is only his leg, it's used almost exclusively for this. It hit's most standing opponents, but will completely whiffs on all crouching opponents and even most dashing opponents. On counter hit, 5K will send the opponent careening backwards and causes wall bounce if they are near the corner, however you have very little time to follow up with a combo. Despite this, you can follow up with 2S for an air combo if you are close enough. | 5K is a staple for anti-airs and leading into air combos, but because it's hitbox is only his leg, it's used almost exclusively for this. It hit's most standing opponents, but will completely whiffs on all crouching opponents and even most dashing opponents. On counter hit, 5K will send the opponent careening backwards and causes wall bounce if they are near the corner, however you have very little time to follow up with a combo. Despite this, you can follow up with 2S for an air combo if you are close enough. | ||
Chains/Combos into f.S, cl.S, 5H, 2H, and 2D | |||
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It's uses outside of combos are limited, but it can function as a slightly slower 5P that won't be low profiled. Be sure you are in the right range though, because f.S is dangerous to use at close range. Also, while 2K is the typically preferred meaty, c.S can give you a weighty frame advantage if you hit them on wakeup. | It's uses outside of combos are limited, but it can function as a slightly slower 5P that won't be low profiled. Be sure you are in the right range though, because f.S is dangerous to use at close range. Also, while 2K is the typically preferred meaty, c.S can give you a weighty frame advantage if you hit them on wakeup. | ||
Chains/Combos into 5P, f.S, 2S, 5H, 2H, and 2D | |||
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Chaining into 2K on block can reduce the recovery time of the move, and can stuff IAD approaches if they try to move in immediately after blocking f.S. Chaining into 5HS slightly increases the recovery, but will stuff dash-ins by creating a wall of offense before recovering. Cancelling into "Rerere no Tsuki" can catch an approaching opponent off guard and leaves you at neutral on block, but can be stuffed on startup or low profiled. Regardless of your choice, you never want to end pressure on f.S because on block it is -20, which will let your opponent get in for free. | Chaining into 2K on block can reduce the recovery time of the move, and can stuff IAD approaches if they try to move in immediately after blocking f.S. Chaining into 5HS slightly increases the recovery, but will stuff dash-ins by creating a wall of offense before recovering. Cancelling into "Rerere no Tsuki" can catch an approaching opponent off guard and leaves you at neutral on block, but can be stuffed on startup or low profiled. Regardless of your choice, you never want to end pressure on f.S because on block it is -20, which will let your opponent get in for free. | ||
Chains/Combos into 2K and 5H | |||
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5H often plays second cousin to f.S. While it is a good poke in it's own right, it has a slightly slower startup, and a shorter hitbox. It is a much more stable than it's f.S brethren however, because unlike f.S, it can't be low profiled and puts the opponent in much more blockstun. Very important in combos because it has a good hitbox, and combos into both "Yariten Enshin Ranbu" and 2D. | 5H often plays second cousin to f.S. While it is a good poke in it's own right, it has a slightly slower startup, and a shorter hitbox. It is a much more stable than it's f.S brethren however, because unlike f.S, it can't be low profiled and puts the opponent in much more blockstun. Very important in combos because it has a good hitbox, and combos into both "Yariten Enshin Ranbu" and 2D. | ||
Chains/Combos into 2D | |||
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Also a notable weakness of the move as a 6p, is that it does carry the invincibility for the full duration of the startup, so jumping attacks that have many active frames (such as Sol's riot stomp) will counter-hit it on the 1 frame of vulnerability. | Also a notable weakness of the move as a 6p, is that it does carry the invincibility for the full duration of the startup, so jumping attacks that have many active frames (such as Sol's riot stomp) will counter-hit it on the 1 frame of vulnerability. | ||
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6H is extremely dangerous on whiff and block(which it usually will if they are in the air), but can be special cancelled on block to make it positive (with nani ga deru kana, most notably), or at least safe (with Rerere no Tsuki). | 6H is extremely dangerous on whiff and block(which it usually will if they are in the air), but can be special cancelled on block to make it positive (with nani ga deru kana, most notably), or at least safe (with Rerere no Tsuki). | ||
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|description= | |description= | ||
Being even easier to see coming, slower, and shorter than 6H, 5D is hardly an effective overhead. 5D's real use is that it's Faust's only working "reversal," though only by a little. It has invincibility frames during the spinning animation (frames 1-11, so not much), so if your opponent is using a slow or reactable poke of some sort, 5D can be used as a situational punish. | |||
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Revision as of 20:55, 1 August 2013
Overview
Guts Rating: 0
Defense Modifier: x1.00
Stun Resistance: 65
Strengths: Has a strong and unpredictable zoning game with long range normals and random items. Can low profile many jump-ins just by crouching. Faultless Defense Canceling j.2k allows Faust to freely change his trajectory in air. Has access to many good anti-airs.
Weaknesses: Many of his pokes have long whiff animations that make him easy to approach if you guess wrong. Has limited options on defense, and no true reversal. Low defense and large hitbox while in hitstun means he dies relatively quickly. Random items can also be a curse, sometimes giving you something nearly useless in a given situation.
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
Move List
- See also: Faust Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.2K |
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j.D |
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Throws
Throw |
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Air Throw |
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Special Moves
TODO: group attacks together for readability
Rerere no Tsuki 41236K |
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Hikimodoshi After Rerere hit 4 |
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Oissu! After Hikimodoshi 236P |
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Koe ga Chiisai After Oissu! 236P |
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Mou icchu Oissu! After Koe ga Chiisai 236P |
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Ai j.236P |
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Going my Way (normal version) j.236H |
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Nani ga deru kana? 236P |
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Yariten Enshin Ranbu 236S |
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Zenpou Idou on Pogo, 66 |
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Kouhou Idou on Pogo, 44 |
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Small jump on Pogo, 9 |
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Kubi Biyo~n on Pogo, P |
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Growing Flower on Pogo, K |
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Hana daro? Ore, Hana daro? on Pogo, S |
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Going My Way (Pogo version) on Pogo, H |
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Nani ga deru kana? (Pogo version) on Pogo, D |
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Mettagiri 214H |
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Mae kara ikimasuyo 214P/K/S |
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Chouhatsu (Kao FLASH!) Taunt |
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Items |
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Force Breaks
Ikinari Oissu! 214D |
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Rerere no Choutsuki j.236D |
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Koko kara ga Midokoro desuyo! After Hikimodoshi 236D |
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Shichousha Zen'in Service After Koko kara ga Midokoro desuyo! 236D |
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Overdrives
Na-na-na-nani ga deru kana? 236236P |
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Shigekiteki Zetsumeiken 236236H, P/K/S or H sets angel position |
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Instant Kill
Konshuu no YAMABA During IK Mode 236236H |
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Strategy
- Basic Combos
Alternate Color Chart
P | K | S | H | D | |
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AC | |||||
EX | |||||
Slash | |||||
#R |
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc