|
|
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| |staticDiff=-11 | | |staticDiff=-11 |
| |description= | | |description= |
| | |
| | Rerere no Tsuki is a hit grab style move that connects on a grounded opponent and allow for a follow-up Hikimodoshi into a variety of combo options. It can be used as a pseudo frame-trap after special cancelling normals to punish your opponent for moving after blocking a poke. It is Faust's longest range attack, and will push the opponent far enough back to make it safe, but keep in mind that throwing it out at neutral also greatly extends Faust's hitbox, and it can be low profiled and punished with certain slide-style moves. |
| | |
| | While it will hit airborne opponents, they will simply fall to ground after the hit without setting up for the followup. |
| }} | | }} |
| }} | | }} |
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Line 594: |
| |staticDiff=-- | | |staticDiff=-- |
| |description= | | |description= |
| | |
| | Pulls the opponent towards Faust after Rerere no Tsuki. Has an FRC window on frames 43-45 that can be used for an improved damage follow-up combo, or the Force Break Koko kara ga Midokoro desuyo for more combo options if not used near the corner. |
| }} | | }} |
| }} | | }} |
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Line 616: |
| |staticDiff=+15 | | |staticDiff=+15 |
| |description= | | |description= |
| | |
| | Launches the opponent into the air which will leave them in a floated state for the remain portion of the rekka-style combo. |
| }} | | }} |
| }} | | }} |
Line 630: |
Line 638: |
| |staticDiff=-- | | |staticDiff=-- |
| |description= | | |description= |
| | |
| | Faust flies into the air after the opponent and has invincibility for the full duration, though this only comes into play if the opponent decides to burst. |
| }} | | }} |
| }} | | }} |
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| |staticDiff=-- | | |staticDiff=-- |
| |description= | | |description= |
| | |
| | The final hit of the rekka-style combo; Faust karate-chops the opponent and sends them plummeting to the ground for an untechable knockdown. Faust recovers in the air. |
| }} | | }} |
| {{AttackDataNoHeader-GGAC | | {{AttackDataNoHeader-GGAC |
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| |staticDiff=-- | | |staticDiff=-- |
| |description= | | |description= |
| | |
| | If you had hit the opponent with the coin item earlier in the match, this hit will instead cause the opponent to catch on fire, where they will bounce off the ground instead of landing. |
| }} | | }} |
| }} | | }} |
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| |staticDiff=-- | | |staticDiff=-- |
| |description= | | |description= |
| | |
| | |
| }} | | }} |
| }} | | }} |
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
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
10
|
2.64
|
6
|
7
|
2
|
HLF
|
CJR
|
6
|
4
|
6
|
+2
|
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
|
|
5K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
7
|
8
|
11
|
-5
|
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
|
|
c.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
8
|
6
|
6
|
+2
|
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
|
|
f.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
42
|
2.64
|
10
|
7
|
3
|
HLF
|
CR
|
7
|
6
|
28
|
-20
|
f.S is a staple long-mid range poke that can be used to safely start your item-backed pressure game by cancelling into "Nani ga deru kana?" which has the additional benefit of cutting f.S' recovery by 5 frames. Comes out extremely quickly for it's range however, with a recovery of 28 frames, this move is VERY dangerous to whiff. Coupled with the fact that the higher hitbox makes the move easily low profiled, usage can be finnicky. So make sure you are not being too predictable with the move, lest you want to be punished by a stray Grand Viper or Riot Stomp (both Sol specials). Also extends Faust's hurtbox, which let's your opponent tag the scalpel for a hit.
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
|
|
5H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
24x3
|
3.84x3
|
14x3
|
6x3
|
4
|
HLF
|
CR
|
9
|
2,2,2
|
17
|
-2
|
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
|
|
6P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
32
|
2.64
|
10
|
7
|
3
|
HLF
|
CR
|
8
|
3
|
26
|
-15
|
An effective anti air with a great vertical hitbox and above-the-knees invincibility from frame 1-7 of the startup which helps stuff several jump-ins. Doesn't have good horizontal reach and bad recovery, so use another anti-air if they are further away. Also unless you get lucky with an item throw- hammer, you can't combo after 6P without rapid cancel, so if you can use another move, they will most often be more rewarding.
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.
|
|
6H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
80
|
3.84
|
21
|
7
|
5
|
HF
|
CR
|
25
|
9
|
45
|
-35
|
One of Faust's most unique moves, 6H is a broadcast overhead, but has massive reach. While a keen opponent will be ready to block it, it can still often catch people who are too focused on blocking thrown items, and it is one of Faust's most rewarding starters, especially in the corner.
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).
|
|
5D
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
25
|
2.64
|
8
|
20
|
3
|
HF
|
R
|
26
|
2
|
15
|
-3
|
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.
|
|
Dead Angle Attack
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
25
|
2.64
|
10
|
7
|
3
|
All
|
R
|
9
|
4
|
20
|
-10
|
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.
|
|
2P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
12
|
1.44
|
3
|
8
|
1
|
HLF
|
CJR
|
7
|
2
|
7
|
+1
|
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;
|
|
2K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
12x3
|
2.64x3
|
6,6,5
|
7
|
2
|
LLF
|
CJR
|
7
|
3,3,6
|
5
|
+1
|
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;
|
|
2S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
28
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
9
|
9
|
12
|
-7
|
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;
|
|
2H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
42
|
3.84
|
20
|
6
|
5
|
HLF
|
R
|
14
|
2
|
21
|
-4
|
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
|
|
2D
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
38
|
2.64
|
8
|
7
|
3
|
LF
|
CJR
|
13
|
3
|
23
|
-12
|
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;
|
|
j.P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
13
|
1.44
|
3
|
8
|
1
|
HA
|
CR
|
7
|
6
|
6
|
--
|
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;
|
|
j.K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
2.64
|
10
|
7
|
3
|
HA
|
CJR
|
7
|
5
|
18
|
--
|
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.
|
|
j.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
32
|
2.64
|
10
|
7
|
3
|
HA
|
CR
|
13
|
3
|
20
|
--
|
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
|
|
j.H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
55
|
3.84
|
14
|
6
|
4
|
HA
|
CR
|
9
|
8
|
12
|
--
|
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.
|
|
j.2K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
35
|
3.84
|
20
|
6
|
5
|
All
|
CR
|
10
|
until landing
|
6 after landing
|
--
|
Affectionately known as the drill, while j.2K is the only jumping normal Faust has that does not hit overhead, but it changes Faust's air trajectory at a down-forward angle, making it an important tool for reapplying pressure.
Even more important then the move itself are the uses you get out of Faultless Defense Cancelling it (otherwise known as the Drill Cancel). Regardless of your position in a jump, Drill cancelling j.2K will immediately cause you to start falling, with all air actions intact. This opens up the possibility to do fast overhead j.K's on a crouching opponent, or a low-to-the-ground j.H that'll recover as soon as you land, as well as a variety of other air gimmicks.
Thus this is an important technique to learn, and key to Faust's overall gameplan.
|
|
j.D
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
40
|
3.84
|
10
|
7
|
3
|
HA
|
CR
|
12
|
11
|
21
|
--
|
Faust holds the scalpel below him for a bit, which has several active frames and a hitbox right below him, making it an important jump-in, which additionally has the potential to cross-up. Will produce much hitstun on hit, and will even stagger on counterhit resulting in an easy follow-up combo.
If hit in the air, the opponent will plummet downward for an untechable knockdown, which makes it one of Faust's two air-combo enders. It will result in less damage and shorter combos, but the knockdown is invaluable for establishing or maintaining momentum.
|
|
Throws
Throw
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
60
|
4.0
|
--
|
6x2
|
--
|
45 dots
|
R
|
--
|
--
|
--
|
--
|
Faust clings onto the opponent and licks them, then knocks them away, causing blowback and knockdown. Gives time to throw an item out, or run up an apply a meaty or 50/50 on their wakeup. The standard deal.
|
|
Air Throw
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
55
|
4.0
|
--
|
6
|
--
|
88 dots
|
--
|
--
|
--
|
--
|
--
|
Faust grabs the opponent and tosses them aside, also causing blowback and knockdown. Though Faust's strange jump arc can make it difficult to position an air throw, you might try going for it if your opponent is jumping to avoid a chibi, bomb, or mixup during the meteors.
|
|
Special Moves
TODO: group attacks together for readability
Rerere no Tsuki 41236K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
1.50/2.40
|
20
|
15
|
5
|
HLF
|
R
|
20
|
12
|
18
|
-11
|
Rerere no Tsuki is a hit grab style move that connects on a grounded opponent and allow for a follow-up Hikimodoshi into a variety of combo options. It can be used as a pseudo frame-trap after special cancelling normals to punish your opponent for moving after blocking a poke. It is Faust's longest range attack, and will push the opponent far enough back to make it safe, but keep in mind that throwing it out at neutral also greatly extends Faust's hitbox, and it can be low profiled and punished with certain slide-style moves.
While it will hit airborne opponents, they will simply fall to ground after the hit without setting up for the followup.
|
|
Hikimodoshi After Rerere hit 4
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
Total: 56
|
--
|
Pulls the opponent towards Faust after Rerere no Tsuki. Has an FRC window on frames 43-45 that can be used for an improved damage follow-up combo, or the Force Break Koko kara ga Midokoro desuyo for more combo options if not used near the corner.
|
|
Oissu! After Hikimodoshi 236P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
-/3.60
|
20
|
6
|
5
|
HLF
|
R
|
9
|
4
|
0
|
+15
|
Launches the opponent into the air which will leave them in a floated state for the remain portion of the rekka-style combo.
|
|
Koe ga Chiisai After Oissu! 236P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
Total: 38
|
--
|
Faust flies into the air after the opponent and has invincibility for the full duration, though this only comes into play if the opponent decides to burst.
|
|
Mou icchu Oissu! After Koe ga Chiisai 236P
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Normal
|
60
|
5.00/24.00
|
--
|
6
|
5
|
F
|
R
|
43
|
8
|
18
|
--
|
The final hit of the rekka-style combo; Faust karate-chops the opponent and sends them plummeting to the ground for an untechable knockdown. Faust recovers in the air.
|
Flaming (Hit with coin)
|
100
|
5.00/24.00
|
--
|
6
|
5
|
F
|
R
|
37
|
6
|
18
|
--
|
If you had hit the opponent with the coin item earlier in the match, this hit will instead cause the opponent to catch on fire, where they will bounce off the ground instead of landing.
|
|
Going my Way (normal version) j.236H
|
|
Hana daro? Ore, Hana daro? on Pogo, S
|
|
Going My Way (Pogo version) on Pogo, H
|
|
Nani ga deru kana? (Pogo version) on Pogo, D
|
|
Mae kara ikimasuyo 214P/K/S
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
214P
|
44
|
0.50 / 3.60
|
10
|
7
|
3
|
All
|
RF
|
51
|
1
|
30
|
-17
|
214K
|
44
|
0.50 / 3.60
|
10
|
7
|
3
|
All
|
RF
|
51
|
1
|
30
|
-17
|
214S
|
38
|
0.50 / 3.60
|
8
|
7
|
3
|
HF
|
RF
|
47
|
20
|
26 + landing 6
|
--
|
|
Chouhatsu (Kao FLASH!) Taunt
|
|
Items
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Donut
|
Restore 15
|
--
|
--
|
--
|
--
|
--
|
--
|
53 [51]
|
216
|
--
|
--
|
Chocolate
|
--
|
gain 8.00
|
--
|
--
|
--
|
--
|
--
|
45 [51]
|
216
|
--
|
--
|
Hammer
|
44
|
-/1.20
|
0
|
6
|
5
|
All
|
--
|
13 [9]
|
43 [45]
|
--
|
--
|
Chibi Faust
|
25
|
-/1.20
|
0
|
7
|
3
|
All
|
--
|
39 [35]
|
--
|
--
|
--
|
Chibi Robo-Ky
|
25
|
-/1.20
|
0
|
7
|
3
|
All
|
--
|
39 [35]
|
--
|
--
|
--
|
Chibi Potemkin
|
25x3
|
-/1.20x3
|
0
|
7x3
|
3
|
All
|
--
|
13 [9]
|
--
|
--
|
--
|
Time Bomb
|
80
|
--
|
0
|
6
|
5
|
All
|
--
|
134 [132]
|
--
|
--
|
--
|
Meteors
|
36x6
|
-/1.20x6
|
20x6
|
10x6
|
5
|
All
|
--
|
196 [192]
|
--
|
--
|
--
|
Poison Vial
|
10
|
-/1.20
|
0
|
7
|
2
|
All
|
--
|
89 [86]
|
50
|
--
|
--
|
Coin
|
10
|
-/1.20
|
0
|
12
|
3
|
All
|
--
|
13 [9]
|
50 [61]
|
--
|
--
|
Wash Pan
|
44
|
-/1.20
|
0
|
6
|
5
|
All
|
--
|
See notes
|
Until Landing
|
--
|
--
|
Data listed in [ ] is for the Pogo version of Nani ga deru kana?
Moves with Item listed in their command column are randomly thrown by Nani ga Deru kana? and Na-na-na-nani ga deru kana?
|
|
Force Breaks
Rerere no Choutsuki j.236D
|
|
Koko kara ga Midokoro desuyo! After Hikimodoshi 236D
|
|
Shichousha Zen'in Service After Koko kara ga Midokoro desuyo! 236D
|
|
Overdrives
Na-na-na-nani ga deru kana? 236236P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
1+6
|
--
|
Total: 51
|
--
|
Faust tosses three random items. The super ignores the item limits, so you can use it even if other items are already out (including after another super). By it's very nature, the results from this super are completely unpredictable and can sometimes lead to a measly 3 donuts, or a deadly mix of bombs, meteors and mini-potemkins. Bombs have a tendency to override the effects of some of the other items by blowing them up, or by virtue of out-lasting the thrown items.
If you are feeling adventurous, you can use the super on knockdown, or if your opponent is respecting you to much. The average results are actually pretty decent, but if you don't want to rely on faith, Meter can be more reliably dumped into other things. If you want something really exciting, item throw > item super > item super is pretty much the best possible thing you can do in a match, especially after a gold burst.
|
|
Shigekiteki Zetsumeiken 236236H, P/K/S or H sets angel position
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30+alpha
|
--
|
15
|
6x2
|
5
|
LF
|
RF
|
11+1
|
80
|
55
|
-46
|
Has invincibility until startup, and the recovery is massive (but can FRC'd throughout it's full duration). Also hits low! On hit it basically starts a minigame in which you set an angel with one of the 4 buttons, and if they hit one of the three devils, they are dealt the full damage from the super. Otherwise the super will backfire and you'll end up taking damage instead, and in some cases the opponent can even combo off of the hit. Failure to choose a button before your opponent results in auto-failure, so be sure to act fast.
While throwing caution to the wind can be fun, it's best to avoid this super. Can be used as a combo ender in some instances, but the damage is prorated heavily to the point where it's rarely worth it.
|
|
Instant Kill
Konshuu no YAMABA During IK Mode 236236H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Fatal
|
--
|
20
|
--
|
--
|
All
|
--
|
5+12
|
4
|
20
|
-5
|
This is about bad as Instant Kills get. Has long horizontal range, but easily low profiled. You can't even hit most dizzied opponents. lame.
|
|
Strategy
Alternate Color Chart
Click [★] for character's full frame data