GGACR/Faust/Frame Data

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Faust


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • Down indicates attack is either fully untechable or cannot be teched under normal circumstances.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce adds flat 10 frames on top of move's untechable time.
    • Outside of airhit column untechable time will include ground bounce frames by default.
  • On CH untechable time is doubled unless stated otherwise.
    • Does not include one sided hitstop from counter hits.


System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Faust 1.0 0 4F Middleweight (x1.0) 13F (1~>7F invuln) 0.8125 53F 54F Crawl
Pogo Movement

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 6 7 Mid 2 SJR 2.64 5 4 6 +2 11 12 12 12
5K 26 10 7 85% Mid 3 SJR 2.64 7 8 11 -5 13 14 14 13
c.S 30 10 7 Mid 3 SJR 2.64 8 6 6 +2 13 14 14 13
f.S 42 10 7 Mid 3 SR 2.64 7 6 28 -20 13 14 14 13
5H 24×3 14×3 6×3 Mid 4 SR 3.84×3 9 2,2,2 17 -2 16 17 16 7×2, 14
5D 25 8 20 High 3 R 2.64 28 2 15 -3 1~13F, 42~44F Strike 13 Launch 48 14 13
6P 32 10 7 90% Mid 3 SR 2.64 8 3 26 -15 1~7F Above Knees 13 Launch 20 13
6H 80 21 6 High 5 SR 3.84 25 9 45 -35 43~57F Above Feet
58~60F Low Profile
18 19 18 15
2P 12 3 8 70% Low 1 SR 1.44 7 2 7 +1 9 10 10 11
2K 12×3 6, 5×2 7×3 80% Mid, Low×2 2 SJR, SR×2 2.64×3 7 3,3,6 5 +1 13~21F Low Profile 11 12×2, Crouch 13 12 12
2S 28 10 7 Mid 3 SJR 2.64 9 9 12 -7 1~3F Low Profile 13 14 14 13
2H 42 20 6 Mid 5 SR 3.84 14 2 21 -4 18 19 18 15
2D 38 8 7 Forced 80% Low 3 SJR 2.64 13 3 23 -12 13 14 14 13
j.P 13 3 8 High/Air 1 SR 1.44 7 6 6 9 10 10 11
j.K 20 8 7 90% High/Air 3 SJR 2.64 7 5 18 13 14 14 13
j.2K 35 20 6 All 5 SR 3.84 10 Until landing 6 after landing 18 19 18 15
j.S 28 8 7 High/Air 3 SR 2.64 13 3 20 13 14 14 13
j.H 55 11 6 90% High/Air 4 SR 3.84 9 8 12 16 17 16 14
j.D 40 8 7 High/Air 3 SR 3.84 12 11 21+4 after landing 13 14 24 13


Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 60 6×2 Forced 50% 48 pixels R 4.00 Down
Air Throw 55 6 Forced 50% 88 pixels 4.00 Down
Dead Angle Attack 25 10 7 50% All 3 R 0.52 9 4 20 -10 1~16F All
17~28F Throw
25~32F Above Knees
13 Launch 28 + WBounce 14 + WBounce 13
Chouhatsu (Kao FLASH!) 0 8 FD 1 R 49 98 24 9 10 10 11


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
41236K Rerere no Tsuki 30 20 15 Mid 5 R 1.50/2.40 20 12 18 -11 18 ?? 30 15 N/A
41236K > 4 Withdraw F Total 56 +6 43~45F
4 > 236P Holler! 30 20 6 Mid 5 R -/3.60 9 4 0 +15 18 Launch 85 15 N/A
236P > 236P Can't Hear You! Total 38 1~End All N/A
236P > 236P > 236P Holler Again! 60 6 Mid 5 R 5.00/24.00 43 8 18 120 15 N/A
236P > 236P > 236P (Coin) Flaming Holler Again! 100 6 Forced 50% Mid 5 R 5.00/24.00 37 6 18 18 120 + GBounce 15 N/A
4 > 236D Gettin' to the Good Part 40 15 12 High 5 R 15 2 22 -6 1~8F, 38~39F Strike 18 Launch 80 + WStick 35 15 N/A
j.236P Love 1, 40 0 7×2 All 2, 3 F 2.00/1.20×2 21 Until bag lands,(14)3 Total 39+5 after landing 11 12, Launch 30 12, 13 24~25F
j.236H Going my Way 18×4 20×4 8×4 All 5 R 1.50/2.40×4 7 32 22 +8 18 Launch 21 7 N/A
236P What Could This Be? 1.50/- 13~ Total 23 N/A
236S Souten Enshin Ranbu 40 10 10 Mid 3 R 2.50/6.00 9 4(4)4 7 +3(-21) 13 Launch 54 + Slide 39 13 N/A
Pogo 9 Small Jump 0.25/- Total 18 N/A
Pogo 44 Backward 40 10 7 Mid 3 R 0.50/3.60 4 3 16 -5 1~7F Strike 13 Launch 40 + GBounce 13 N/A
Pogo 66 Forward 40 10 7 Mid 3 R 1.00/3.60 4 3 16 -5 13 14 14 13 N/A
Pogo P Rubber Neck 30 8 7 High 3 R 1.00/2.40 4 3 7 +4 13 14 28 6 N/A
Pogo K Growing Flower 35 10 7 High 3 R 5.00/- 7 6 23 -15 1~6F Strike 13 14 14 13 N/A
Pogo S I'm a Flower. Get it? A Flower? 30 8 7 Forced 70% Low 3 R 1.00/4.80 16 2 9 +3 13 Launch 35 13 N/A
Pogo H Going My Way 16×4 20×4 6×4 All 5 RF 2.00/3.60×4 9 32 23+3 after landing -27 18 Launch 36 7 41~46F
Pogo D What Could This Be? 1.50/- 9~ Total 17 N/A
214H Hack n' Slash 15×8 6×8 Air FD (100 pixels) 3 R 1.00/0.60×8 5 48 12 13 13×7, Launch 30×7, 60 0 N/A
214P From the Front 44 10 7 All 3 RF 0.50/3.60 51 1 30 -17 21~32F Strike
33~44F All
13 Launch 22 + WBounce 13 49~51F
214K From Behind 44 10 7 All 3 RF 0.50/3.60 51 1 30 -17 21~32F Strike
33~44F All
13 Launch 22 + WBounce 13 49~51F
214S From Above 38 8 7 High 3 RF 0.50/3.60 47 20 26+6 after landing 21~32F, 47~47F Strike
33~42F All
13 Launch 60 13 21~22F, 14~17F after bounce


Items

Data listed in [ ] is for the Pogo version of What Could This Be?

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Donut Heals 30 53 [51] 216
Chocolate gain 8.00 53 [51] 216
Chikuwa Heals 15 1.20 53 [51] 216
Hammer 44 0 6 90% All 5 1.20 13 [9] 43 [45] 18 19 18 15
Dumbbell 50 0 6 90% All 5 1.20 13 40 25 19 50 15
Coin 10 0 12 All 3 1.20 13 [9] 169 [171] 13 14 14 7
Bomb 80 0 6 All 5 134 [132] 12 18 Launch 120 15
Chibi Faust 25 0 7 All 3 1.20 39 [35] 13 14 14 13
Chibi Robo-Ky 25 0 7 All 3 -/1.20 39 [35] 13 14 14 13
Chibi Potemkin 25×3 0 7×3 All 5 1.20×3 13 [9] 20 19 18 15
Wash Pan 44 0 6 85% All 5 1.20 See notes Until Landing 18 19 18 15
Meteors 36×6 20×6 10×6 All 5 1.20×6 196 [192] 18 19 18 15
Poison 10 0 7 All 2 1.20 89 [86] 50 11 12 12 6


Item Percentage Frequency (out of 136)
Time Bomb 14.71% 20
Hammer 11.76% 16
Chibi Faust 11.76% 16
Poison Vial 11.76% 16
Chocolate 10.29% 14
Doughnut 10.29% 14
Meteor 5.88% 8
Chibi Robo-Ky 5.88% 8
Dumbbell 5.88% 8
Washpan 5.88% 8
Coin 2.94% 4
Chikuwa 2.21% 3
Chibi Potemkin 0.74% 1

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
214D BAM! Outta Nowhere 60 15 6 50% High/Air 5 R 19 6 12 +1 18 Launch 30 + GBounce 15 N/A
j.236D FB Rerere no Choutsuki 40 14 10 80% All 4 R 14 Until landing 1 -10 16 Launch 28 14 N/A
214K > D FB From Behind 60 10 7 70% All 3 RF 0.50/0.72 9 1 30 -17 1~8F Strike 13 Launch 32 + WBounce 13 6~8F
4 > 236D > 236D This One's on the House 80 0 6 All 5 1+0 12 Total 10 -9 1~End Strike 18 Launch 120 15 N/A


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236236P W-W-What Could This Be? 1+6 Total 51 1~6F Strike N/A
236236S Shigekiteki Zetsumei Ken 30+alpha 15 6 Low 5 RF 11+1 80 66 -46 1~15F All
16~17F Strike
18 Launch Down 15 40F during pose


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H This Week's Yamaban Fatal 20 All 5 5+12 4 20 -5 18 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Faust 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
- - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
7
Advantage:
+1
- - 2S 2H 5D, 2D Special, Super
6PGGAC Faust 6P.pngGuard:
Mid
Startup:
8
Recovery:
26
Advantage:
-15
- - - - - Special, Super
5KGGAC Faust 5K.pngGuard:
Mid
Startup:
7
Recovery:
11
Advantage:
-5
- - c.S, f.S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Faust 2K.pngGuard:
Mid, Low×2
Startup:
7
Recovery:
5
Advantage:
+1
2P[*][+] - f.S 5H 5D, 2D Jump (1st hit), Special, Super
c.SGGAC Faust cS.pngGuard:
Mid
Startup:
8
Recovery:
6
Advantage:
+2
5P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Faust fS.pngGuard:
Mid
Startup:
7
Recovery:
28
Advantage:
-20
- 2K - 5H 5D Special, Super
2SGGAC Faust 2S.pngGuard:
Mid
Startup:
9
Recovery:
12
Advantage:
-7
- 5K - 5H, 2H 5D, 2D Jump, Special, Super
5HGGAC Faust 5H.pngGuard:
Mid
Startup:
9
Recovery:
17
Advantage:
-2
- - - - 5D, 2D Special, Super
2HGGAC Faust 2H.pngGuard:
Mid
Startup:
14
Recovery:
21
Advantage:
-4
5P, 2P, 6P - - - 5D Special, Super
6HGGAC Faust 6H.pngGuard:
High
Startup:
25
Recovery:
45
Advantage:
-35
- - - - - Special, Super
5DGGAC Faust 5D.pngGuard:
High
Startup:
28
Recovery:
15
Advantage:
-3
- - - - - Homing Jump
2DGGAC Faust 2D.pngGuard:
Low
Startup:
13
Recovery:
23
Advantage:
-12
- 5K 2S - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Faust jP.pngGuard:
High/Air
Startup:
7
Recovery:
6
Advantage:
-
- j.K j.S j.H j.D Special
j.KGGAC Faust jK.pngGuard:
High/Air
Startup:
7
Recovery:
18
Advantage:
-
j.P - j.S - j.D Jump, Special
j.2KGGAC Faust j2K.pngGuard:
All
Startup:
10
Recovery:
6 after landing
Advantage:
-
- - - - - Special
j.SGGAC Faust jS.pngGuard:
High/Air
Startup:
13
Recovery:
20
Advantage:
-
j.P j.K - j.H - Special
j.HGGAC Faust jH.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
- - - - - Special
j.DGGAC Faust jD.pngGuard:
High/Air
Startup:
12
Recovery:
21+4 after landing
Advantage:
-
- - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal

Navigation

Faust
Ambox notice.png To edit frame data, edit values in GGACR/Faust/Data.