< GGAC
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It's uses outside of combos are limited, but it | It's uses outside of combos are limited, but it gives the same frame advantage as 5P, and is one of Faust's strongest starters. 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 | Chains/Combos into 5P, f.S, 2S, 5H, 2H, and 2D | ||
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f.S is a | f.S is a decent mid range poke that can be used to safely throw out "Nani ga deru kana?" which has the additional benefit of cutting f.S' recovery by 5 frames. Comes out 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). You also never want to end pressure on f.S because it is -20 on block. | ||
Chains/Combos into 2K and 5H | Chains/Combos into 2K and 5H | ||
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5H | 5H is a midrange alternative to f.S. While it has a slightly slower startup, and a shorter hitbox, it is a much more stable than f.S because 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 | Chains/Combos into 2D | ||
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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 | 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 or counterhit. | ||
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. | ||
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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. | 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 | 6H is extremely dangerous on whiff but can be special cancelled on block to give it positive frame advantage (with nani ga deru kana, most notably), or at least safe (with Rerere no Tsuki). | ||
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Fast | Fast, low hitting jab with good range. 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; | Chains into 2S, 2H, 2D; Combos into 2S; | ||
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One of Faust's most used moves at | One of Faust's most used moves at close 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, and deal with most angles of approach. Also an excellent meaty tool that keeps your opponent pinned in blockstun and can lead into a variety of mixups. | ||
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While not as common as | While not as common as his 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 | Chains/Combos into 5K, 5H, 2H, 2D | ||
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2H is useful | 2H is a very useful long range ground poke. Has good damage, and can be chained into 2P/5P to reduce the recovery, but has almost no vertical hitbox, so can be jumped 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 | Chains/Combos into 2P | ||
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Fairly slow for a 2D, but has | Fairly slow for a 2D, but has great range, and can be jump cancelled. Use it to keep your opponent honest blocking low and to start a jump to continue pressure. Cancelling into "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. | 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. |
Revision as of 17:11, 9 September 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 | |
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AC | |||||
EX | |||||
Slash | |||||
#R |
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- 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 [★]
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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