Mr.Minionman (talk | contribs) |
Mr.Minionman (talk | contribs) |
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|description= | |description= | ||
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 | 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. 5P can also 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 | 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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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. | 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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|staticDiff=-10 | |staticDiff=-10 | ||
|description= | |description= | ||
Typical Dead Angle Attack, use when things are looking hairy and you wish to create space. Has a good hitbox unlike some, and can even throw them into items, but the damage will be bad. 1-16 invincible, 17-28 invincible to throws, 25-32 invincibility above the knees. Wall bounces, so it can be useful to use against opponents trying to work themselves out of the corner. | |||
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|staticDiff=+1 | |staticDiff=+1 | ||
|description= | |description= | ||
Fast and has a long reach for a low hitting jab. Most useful for tick throws, but can low profile some enemy pokes too, and naturally good for starting pressure strings. While it has a high proration rate, the utility is too good to pass up. | |||
Chains into; Combos into; | |||
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|staticDiff=+1 | |staticDiff=+1 | ||
|description= | |description= | ||
One of Faust's most used moves at mid range, 2K has a fast startup, and covers a large area while putting Faust's hurtbox lower to the ground. Has three hits: one hitting in an upward angle that is good for anti-airing some attacks (will whiff on some crouching opponents making the startup for the second hit 10 frames), A second hit that goes a bit lower, and a third hit where Faust's leg is near the ground which hits low. 2K is just a great all around move that can start pressure, set up tick throws, a deal with a wide range of situations, so use liberally. | |||
2K will link into 2P (not chain), which can setup longer hit confirms, and most ambiguous pressure. | |||
Chains into; Combos into; | |||
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|staticDiff=-7 | |staticDiff=-7 | ||
|description= | |description= | ||
While not as common as hit other anti-airs, 2S covers similar vertical space as 6P, and is more rewarded for a hit because it can be followed up with an air combo. Besides that, 2S isn't a particularly useful move to use outside of pressure strings and combos. | |||
Chains into; Combos into; | |||
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|staticDiff=-4 | |staticDiff=-4 | ||
|description= | |description= | ||
2H is useful for reaching long distance ground, and makes up for the space f.S does not control. Has good damage, and can be chained into 2P/5P to reduce the recovery, but has almost no vertical hitbox, so it is easy to jump if anticipated. As with f.S, it is useful to cancel it into Nani ga deru kana, or Rerere no Tsuki for a frame trap. | |||
Chains into; Combos into; Combos into Rerere no Tsuki on counter hit or against crouching opponents | |||
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|staticDiff=-12 | |staticDiff=-12 | ||
|description= | |description= | ||
Fairly slow for a 2D, but has ok range, and can be jump cancelled. Use it to keep your opponent honest blocking low and to start a jump reset for pressure. Nani ga deru kana reduces the recovery. | |||
2D is also important for combos because 2D > 2S will get the opponent into the air to start an air combo. Watch the range though, because being too far away from the opponent will cause the 2S to whiff or the air combo to drop. | |||
Chains into; Combos into; | |||
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|recovery=6 | |recovery=6 | ||
|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
a jumping attack that comes out quickly and recovers quickly. Covers ground slightly higher than j.K, so use when they are too close. | |||
Chains/Combos into j.K; | |||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
A jumping kick that covers a lower angle and is Faust's deepest jump-in. Important to be aware of: doing a faultless defense cancel (or Drill cancel for short, check the Faust board on dustloop for more details) immediately off the ground into a j.K leads to a very fast overhead which makes it an important move for opening people up. | |||
Chains into j.P, j.S, and j.D and can combo into them at various distances. | |||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
A weird jumping attack where Faust swipes a little ways out with the scalpel. The hitbox is only at the tip of the swipe, so being at the proper distance is critical. Will whiff entirely at close range. Alternating attacks after a drill cancel with j.H covers an extended area and can be important for delaying approaches. | |||
Chains/Combos into j.K and j.H | |||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
Likely Faust's most important normal, j.H covers a massive horizontal area in front of Faust with the scalpel and can cover many aerial or even ground approaches at a proper distance. Using low-to-the ground drill cancels will leave the opponent little time to respond before it recovers, but can end early if done too low. Won't cover ground space so alternate attacks with j.S and j.K to keep them guessing. The enormous amount of active frames makes it an abusive move to use often, but it cannot be chained or jump cancelled even on block, but it does not do much to weaken the move's effectiveness. | |||
One of 2 of Faust's air combo enders(j.H and j.D), ending with j.H will do the most damage, but will allow the opponent to tech in the air, though with Faust's excellent anti-airs and Nani ga deru kana, it's not an altogether bad place for them to be. | |||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
Affectionately known as the drill, while j.2K is the only jumping normal Faust has that does not hit overhead, it changes --- | |||
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Revision as of 22:03, 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 | |
---|---|---|---|---|---|
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