GGAC/Faust: Difference between revisions

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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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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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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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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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Cleanly beats air-to-airs if timed correctly, but not too much else. has a short bit of strike invincibility.
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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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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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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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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

Faust

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
GGAC Faust 5P.png
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
GGAC Faust 5K.png
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
GGAC Faust cS.png
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
GGAC Faust fS.png
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
GGAC Faust 5H.png
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
GGAC Faust 6P.png
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
GGAC Faust 6H.png
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
GGAC Faust 5D.png
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
GGAC Faust 6P.png
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
GGAC Faust 2P.png
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 2S, 2H, 2D; Combos into 2S;

2K
GGAC Faust 2K.png
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/Combos into 2D and 5H

2S
GGAC Faust 2S.png
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/Combos into 5K, 5H, 2H, 2D

2H
GGAC Faust 2H.png
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. Combos into Rerere no Tsuki on counter hit or against crouching opponents.

Chains/Combos into 2P

2D
GGAC Faust 2D.png
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 5K, 2S; Combos into 2S;

j.P
GGAC Faust jP.png
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
GGAC Faust jK.png
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
GGAC Faust jS.png
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
GGAC Faust jH.png
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
GGAC Faust j2K.png
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
GGAC Faust jD.png
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
GGAC Faust throw.png
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
GGAC Faust airThrow.png
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
GGAC Faust 41236K 1.png
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
GGAC Faust 41236K 1.png
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
GGAC Faust 41236K 3.png
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
GGAC Faust 41236K 4.png
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
GGAC Faust 214D.png
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.

Ai
j.236P
GGAC Faust j236P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
1,40 2.00 / 1.20x2 0 7x2 2,3 All F 21 till bag bomb lands (14)3 Total: 39 --

Faust throws a bomb bag from where his head was that explodes on contact with the opponent, ground, or another projectile. Faust retains his air actions after the move. Will put the opponent in a great amount of blockstun, which allows Faust to start pressure however, the move has the dubious side-effect of being able to hit Faust, so if Faust is too close when it explodes (either trying to start pressure when it lands, or if the opponent is right next to Faust when he throws it), he'll also take a hit, or get put in an equal amount of blockstun, resetting the position to neutral. Has an FRC point on frames 24 & 25 (right after Faust tosses the bomb), which allows Faust a bit more time to start pressure or block if the opponent gets too close.

Faust can combo after the bomb-bag, but careful positioning is required in order to avoid taking a hit yourself. 2S or 5K are useful in this regard, and also because the opponent will be knocked into the air on hit.

Going my Way (normal version)
j.236H
GGAC Faust j236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
18x4 1.50 / 2.40x4 20x4 8x4 5 All R 7 32 22 +8

Faust suddenly begins to spin forward yelling "Going My Way!" If you are near the ground, the move will cancel leaving you at massive frame advantage. For this reason it is very useful to cancel low to the ground j.2K's to continue pressure, and will situationally combo after air-hits of all sorts. The static difference applies if Faust lands before the move ends, so the move is easily punishable if it full completes in the air. Because of this, it may be useful to Rapid Cancel it to make it safe if positioned poorly and blocked.

Nani ga deru kana?
236P
GGAC Faust 236P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- 1.50 -- -- -- -- -- 13~ -- total: 23 --

The centerpiece of Faust's design, Faust throws out a random item that produces various effects. Note that under normal circumstances, Faust cannot throw out a second item until the first one is gone. This particularly causes problems if a donut or chocolate is thrown, so try to get rid of them as quickly as possible. You can throw out another item after the chibi's begin to walk on the ground or the poison lands, so use this fact to fill the screen with junk.

You will never want to use item throw at neutral unless your opponent is really respecting your pressure or you are outside of their effective range. Instead, throw items after you make your opponent block a normal (f.S, 5H, 2H, 6H, 2D, 6P are all prime candidates because they put the opponent in a good amount of blockstun), or you achieve a knockdown/knockback. Knockbacks are appropriately important to Faust's gameplan because as long as Faust can keep chucking out dangerous items, the opponent will have to keep guessing.

Yariten Enshin Ranbu
236S
GGAC Faust 236S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
44 2.50 / 6.00 10 10 3 HLF R 9 4(4)4 7 -21

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.

Zenpou Idou
on Pogo, 66
GGAC Faust 236S66.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 1.00/3.60 10 7 3 HLF R 4 3 16 -5

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.

Kouhou Idou
on Pogo, 44
GGAC Faust 236S44.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 0.50/3.60 10 7 3 HLF R 4 3 16 -5

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.

Small jump
on Pogo, 9
GGAC Faust 236S9.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 0.25/- -- -- -- -- -- -- -- Total: 18 --

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.

Kubi Biyo~n
on Pogo, P
GGAC Faust 236SP.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 1.00/2.40 8 7 3 HF R 7 3 7 +4

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.

Growing Flower
on Pogo, K
GGAC Faust 236SK.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
35 5.00/-- 10 7 3 HF R 7 6 23 -15

Cleanly beats air-to-airs if timed correctly, but not too much else. has a short bit of strike invincibility.

Hana daro? Ore, Hana daro?
on Pogo, S
GGAC Faust 236SS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 1.00/4.80 8 7 3 LF R 16 2 9 +3

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.

Going My Way (Pogo version)
on Pogo, H
GGAC Faust j236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16x4 2.00 / 3.60x4 20x4 6x4 5 All R 9 32 23 + landing 3 -27

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.

Nani ga deru kana? (Pogo version)
on Pogo, D
GGAC Faust 236SD.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- 1.50/- -- -- -- -- -- 13~ -- total: 17 --

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.

Mettagiri
214H
GGAC Faust 214H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
15x8 1.00 / 0.60x8 -- 6x8 3 F (100 pixels) R 5 48 12 --

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).

Mae kara ikimasuyo
214P/K/S
GGAC Faust 214P 1.png
GGAC Faust 214P 2.png
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
GGAC Faust Taunt.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
0 -/2.64 -- 8 1 F R 49 98 24 --
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

Ikinari Oissu!
214D
GGAC Faust 214D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
60 -- 20 6 5 HA R 19 6 12 +1

Faust quickly takes to the skies and goes for a very wide karate chop, which hits overhead. Ok, it's not the most effective use of 25 meter, but you are airborne on frame one, so you can yomi lows for a punish. You can also special cancel normals with it, so it can be useful for a surprise overhead in a blockstring or after some long range pokes (though watch your spacing on your longer pokes). It's easier to see than his other overheads (which are also kinda easy to see), so you'll usually just want to go for drill cancel j.2k for your high low mixup instead.

Ground bounces on hit for loads of untechable time and potential combo follow-up.

Rerere no Choutsuki
j.236D
GGAC Faust j236D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 -- 14 10 4 any R 14 until landing 1 -10

Faust suddenly gets on his pogo stick in midair and drops like a stone. Because it's extremely fast and changes Faust's aerial angle, this is a fantastic Force Break for surprise cross-ups or just catching an opponent wanting to anti-air a regular jump in. The move will move differently based on Faust's current air trajectory, so j.2K is a helpful for sending it on the right path, for a blockstring, or combo. Note that a hit will put the opponent in the air, which usually allows a follow up with Kubi Biyo~n.

Faust will remain in the pogo stance after he lands, so after the initial hit, it is the same as the regular version.

Koko kara ga Midokoro desuyo!
After Hikimodoshi 236D
GGAC Faust 5D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 -- 15 12 5 H R 15 2 22 -6

Faust goes into batter form and swings instead of launching the opponent into the air. A unique followup for the hit grab which will increase the potential damage. Though this move has it's own followup (which is also a 25 tension Force Break), it will cause wall bounce which allows an air combo followup for decent damage on it's own. Has the same invincible properties as 5D.

Shichousha Zen'in Service
After Koko kara ga Midokoro desuyo! 236D
GGAC Faust Shichousha.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
80 -- 0 6 5 any -- 1+0 2 total: 1 -9

The followup to Koko kara ga Midokoro desuyo!, Faust pulls out a box bomb and sets it off causing an explosion that will hit the opponent on the way back. Unfortunately, this move will effect and damage Faust as well but holding back will let you block it in time (it will do chip damage). Typically not worth the meter unless you expect a kill.

Overdrives

Na-na-na-nani ga deru kana?
236236P
GGAC Faust 236P.png
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
GGAC Faust 236236H.png
the easiest FRC in the game!
GGAC Faust 236236H2.png
Set angel with button. If the opponent picks the angel, they get out for free!
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
GGAC Faust IK.png
GGAC Faust IK2.png
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

Basic Combos

Alternate Color Chart

P K S H D
AC
EX
Slash
#R