Mr.Minionman (talk | contribs) |
Mr.Minionman (talk | contribs) No edit summary |
||
Line 159: | Line 159: | ||
|description= | |description= | ||
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 | 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 roman 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. | 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. | ||
Line 727: | Line 727: | ||
|description= | |description= | ||
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 | 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 roman cancel it to make it safe if positioned poorly and blocked. | ||
}} | }} | ||
}} | }} | ||
Line 980: | Line 980: | ||
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). | 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. | Can be linked into in the corner for a follow-up combo. roman 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). | ||
}} | }} | ||
}} | }} |
Revision as of 02:41, 20 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 |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
6P |
---|
6H |
---|
5D |
---|
Dead Angle Attack |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.H |
---|
j.2K |
---|
j.D |
---|
Throws
Throw |
---|
Air Throw |
---|
Special Moves
TODO: group attacks together for readability
Rerere no Tsuki 41236K |
---|
Hikimodoshi After Rerere hit 4 |
---|
Oissu! After Hikimodoshi 236P |
---|
Koe ga Chiisai After Oissu! 236P |
---|
Mou icchu Oissu! After Koe ga Chiisai 236P |
---|
Ai j.236P |
---|
Going my Way (normal version) j.236H |
---|
Nani ga deru kana? 236P |
---|
Yariten Enshin Ranbu 236S |
---|
Zenpou Idou on Pogo, 66 |
---|
Kouhou Idou on Pogo, 44 |
---|
Small jump on Pogo, 9 |
---|
Kubi Biyo~n on Pogo, P |
---|
Growing Flower on Pogo, K |
---|
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 |
---|
Mettagiri 214H |
---|
Mae kara ikimasuyo 214P/K/S |
---|
Chouhatsu (Kao FLASH!) Taunt |
---|
Items |
---|
Force Breaks
Ikinari Oissu! 214D |
---|
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 |
---|
Shigekiteki Zetsumeiken 236236H |
---|
Instant Kill
Konshuu no YAMABA During IK Mode 236236H |
---|
Strategy
- Basic Combos
Alternate Color Chart
P | K | S | H | D | |
---|---|---|---|---|---|
AC | |||||
EX | |||||
Slash | |||||
#R |
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- File:GGAC Justice Icon.png Justice [★]
- File:GGAC Kliff Undersn Icon.png Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc