Mr.Minionman (talk | contribs) |
Mr.Minionman (talk | contribs) |
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SMACK! Faust suddenly latches onto the top of his pogo and flings himself forward. Despite appearances, this is not an overhead. Will leave Faust in a special pogo stance (see the functions below), but holding back will cause Faust to climb off back to his standard stance. It can be useful for ending blockstrings, but use this sparingly because you typically lose momentum. Pressure on the staff can be tricky, but rewarding. Though, a knowledgeable opponent can often punish Faust easily if he stays on too long. | |||
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Faust goes for a second helping of SMACK, though it has no special properties on it's own besides being crazy fast. You can use it if you think they are trying to move, but know that it's prone to being dp'ed if used too liberally. Also has no really combo follow up on it's own, so it isn't real rewarding. Will move Faust forward which can help position other attacks. | |||
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|description= | |description= | ||
Faust smacks backwards and moves back a little. If you crossed up your opponent with a j.236D, this can hit your opponent, and Faust will also readjust himself to face the opponent. Has invincible startup, and will put Faust's hitbox back a bit, so it can be used to avoid some moves and reversals while on the pogo. | |||
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|description= | |description= | ||
Faust hops forward a bit while on the pogo. It is not an attack, but can help position for some combos or keep a position if the opponent is respecting the pogo stance. | |||
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|description= | |description= | ||
Hits overhead and is plus on block. ironically won't hit some crouching opponents, and will whiff if they are too far away. Used for some combos on the pogo. | |||
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|description= | |description= | ||
Cleanly beats air-to-airs if timed correctly, but not too much else. has a short bit of strike invincibility. | |||
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|description= | |description= | ||
A flower suddenly pops out of the ground some distance away. It hits low and launches the opponent in the air for an easy follow-up. can catch un-knowledgeable opponents, or opponents trying to move after 236S, but will typically effectively end Pogo pressure. Use for "frame traps." Can continue a combo after 236S if used close to the corner. | |||
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|staticDiff=-27 | |staticDiff=-27 | ||
|description= | |description= | ||
Going My Way off of the pogo. Very negative, so either use as a combo ender, or RC/FRC the move (frames 41-46) after the the last hit to continue pressure. | |||
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|description= | |description= | ||
Faust throws out a random item. Faster than the grounded version, but functionally the same. Useful after 236S, or if you are attempting pogo-stance gimmicks. | |||
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|description= | |description= | ||
A grounded "Command Grab" where Faust spins the scalpel near the opponent. I put it in quotations because although Mettagiri is effectively the same, it is a special case proximity unblockable. If the opponent is on the ground near Faust on frame 1 of the startup, Faust will begin the move animation, and even if the opponent jumps in that time, they'll still take the hit (even if holding faultless defense). | |||
Can be linked into in the corner for a follow-up combo. Rapid Cancelling before the last hit on the ground will leave them in almost no hitstun and on the ground, for a possible second Mettagiri (warning: hardcore gimmick). | |||
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Revision as of 21:25, 7 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 |
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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