< GGAC
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Rerere no Tsuki is a hit grab style move that connects on a grounded opponent and | Rerere no Tsuki is a hit grab style move that connects on a grounded opponent and leads to follow-up Hikimodoshi for a variety of combo options. It can be used as a pseudo frame-trap after special canceling normals to punish your opponent for moving after a blocked 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. | 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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Launches the opponent into the air which will leave them in a floated state for the | Launches the opponent into the air which will leave them in a floated state for the remaining portion of the combo | ||
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If you had hit the opponent with the coin item earlier in the match, this hit will | If you had hit the opponent with the coin item earlier in the match, this hit will cause the opponent to catch on fire, where they will bounce off the ground instead of landing. The effect wears off after 1 use. Oissu! | ||
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Faust | Faust pulls off his head(?) which turns out to be a bomb that explodes on contact with the opponent, ground, or another projectile. Faust retains his air actions after the move and can anti-air if his opponent tries to jump over it. Will put the opponent in a great amount of blockstun, which allows Faust to start pressure, however, the move also works on Faust, so if Faust is too close when it explodes, he'll also take a hit. 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 | 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. | ||
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Faust suddenly begins to spin forward yelling "Going My Way!" If you are near the ground, the move will | Faust suddenly begins to spin forward yelling "Going My Way!" If you are near the ground, the move will end prematurely 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. However, the move is easily punishable if fully completed. | ||
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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. | 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 | You will not want to use item throw at neutral unless your opponent is respecting your pressure. Instead, throw items after you make your opponent block a normal. f.S, 5H, 2H, 6H, and 2D are all prime candidates because they put the opponent in a good amount of blockstun. Also useful if you achieve a knockdown/knockback. | ||
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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. | SMACK! Faust suddenly latches onto the top of his pogo and flings himself forward. Despite appearances, this is not an overhead. This move will leave Faust in a special pogo stance (see the functions below), but holding andy backward direction will cause Faust to climb off the pogo back to his standard stance. Though you can continue pressure on the staff, it can be tricky. A knowledgeable opponent can often punish Faust easily if he stays on it for too long. | ||
Causes knockback on hit, which gives Faust time to throw an item and stay at his optimal range, but you will not have time to apply mixup before they recover. Can be followed up with a combo if you are either in position for S(ground flower) or Roman cancel, dash forward, 2S. | |||
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Faust goes for a second helping of SMACK, | Faust goes for a second helping of SMACK, but it has no special properties 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. Also has no really combo follow up on it's own, so it isn't too rewarding. Will move Faust forward which can help position other attacks. | ||
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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 | 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 opponents trying to move after 236S, but use can be predictable. Can continue a combo after 236S if used close to the corner and leads to "Going My Way". | ||
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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). | 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). Allows for a follow-up combo in the corner or with roman cancel. | ||
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Faust hides under a rug, | Faust hides under a rug, and teleports to a door in front/behind the opponent. All versions are unsafe; P version appears in front, K version from behind. The mother load of all gimmick moves, all versions of 214(input) can be avoided by jumping forward and blocking back, though good use of items may prevent them from doing so. There is an FRC timing on frames 49-51 (right after Faust reappears) which can be used to perform a mix-up/Mettagiri immediately after the teleport, or to make the teleport safe. In some instances you can use the back version of the door to avoid pressure, or to get out of the corner, especially with the FRC, but never rely on it. | ||
Overall, your game will probably be better if you never use this move at all, or in very rare moments in conjunction with a item like the time bomb or meteors. | Overall, your game will probably be better if you never use this move at all, or in very rare moments in conjunction with a item like the time bomb or meteors. | ||
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Faust throws a poison vial that has no hitbox, which after a short delay, will spew poison gas in a short area around it. | Faust throws a poison vial that has no hitbox, which after a short delay, will spew poison gas in a short area around it. Causes negligible hitstun, and the timing of the hit can be deceptive, which makes it very useful for grab mixups if they are on the ground. Note that poison will cause Rerere no Tsuki to drop after the first hit, but the second hit is +15 on block so you can continue pressure, or go for a reset. | ||
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Faust throws a single coin that is similar to Johnny's, which has a hitbox until it lands. Though it is fast and does little damage, causes the "Oissu?" effect on hit, which will cause your next Rerere no Tsuki hitgrab-rekka to cause ground bounce and flame effect on the last hit. | Faust throws a single coin that is similar to Johnny's, which has a hitbox until it lands. Though it is fast and does little damage, causes the "Oissu?" effect on hit, which will cause your next Rerere no Tsuki hitgrab-rekka to cause ground bounce and flame effect on the last hit. | ||
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Revision as of 20:28, 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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- 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