GGACR/Faust/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Faust
(removing redundant inv info)
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{{#lst:{{BASEPAGENAME}}/Data|5K Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5K Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Floats opponent on CH (Untechable for 40F)
*Floats opponent on CH (Untechable for 40F)
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|f.S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Attack is fully extended on 10F
*Attack is fully extended on 10F
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*1st, 2nd hits have hitstop 7F
*1st, 2nd hits have hitstop 7F
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Above knees invincible 1~7F
*Floats opponent on hit (untechable for 20F)
*Floats opponent on hit (untechable for 20F)
}}
}}
}}
}}
|-
|-
{{AttackVersion|name=6H|subtitle=|rowspan=2}}
{{AttackVersion|name=6H|subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|6H}}
{{#lst:{{BASEPAGENAME}}/Data|6H}}
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|6H Extra}}
|-
{{Description
|11|text=
{{ColumnList |text=
*Above feet invincible 43~57F
*Low profile 58~60F
}}
}}
|-
|-
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
{{AttackVersion|name=5D|subtitle=|rowspan=2}}
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{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 1~13F, 42~44F
*Faust is in CH state during move
*Faust is in CH state during move
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|2P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Initial prorate 70%
*Initial prorate 70%
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|2K Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2K Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Low profile 13~21F
*Initial prorate 80%
*Initial prorate 80%
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Low profile 1~3F
*Staggers opponent on ground CH (max 39F)
*Staggers opponent on ground CH (max 39F)
*Pulls in opponent on air hit
*Pulls in opponent on air hit
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{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Forced prorate 90%
*Forced prorate 90%
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|j.K Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Initial prorate 90%
*Initial prorate 90%
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|j.2K Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.2K Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Can cancel startup into FD to stop momentum.
*Can cancel startup into FD to stop momentum.
*4F landing recovery if FD canceled.
*4F landing recovery if FD canceled.
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{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 39F)
*Staggers opponent on ground CH (max 39F)
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{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Blows back opponent and knocks down on hit
*Blows back opponent and knocks down on hit
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{{#lst:{{BASEPAGENAME}}/Data|Air Throw Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Blows back opponent and knocks down on hit
*Blows back opponent and knocks down on hit
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{{#lst:{{BASEPAGENAME}}/Data|DAA Extra}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 1~16F
*Throw invincible 17~28F
*Above knees invincible 25~32F
*Wallbounces opponent on hit
*Wallbounces opponent on hit
*Floats opponent on ground hit (untechable for 28F)
*Floats opponent on ground hit (untechable for 28F)
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{{#lst:{{BASEPAGENAME}}/Data|41236K Extra}}
{{#lst:{{BASEPAGENAME}}/Data|41236K Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*can cancel into followup (Withdraw) on ground hit from 21~38F  
*can cancel into followup (Withdraw) on ground hit from 21~38F  
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{{#lst:{{BASEPAGENAME}}/Data|41236K 4 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|41236K 4 Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*FRC timing 43~45F
*FRC timing 43~45F
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{{#lst:{{BASEPAGENAME}}/Data|Pull 236P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pull 236P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 85F)
*Floats opponent on hit (untechable for 85F)
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{{#lst:{{BASEPAGENAME}}/Data|Pull 236P 236P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pull 236P 236P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 2~38F
*Can cancel into follow-up (Holler Again!) from 27F onwards
*Can cancel into follow-up (Holler Again!) from 27F onwards
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|Pull 236P 236P 236P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pull 236P 236P 236P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Slams down opponent, fully untechable on hit
*Slams down opponent, fully untechable on hit
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|Pull 236P 236P 236P Fire Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pull 236P 236P 236P Fire Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Groundbounces opponent on hit (untechable for 120F)
*Groundbounces opponent on hit (untechable for 120F)
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{{#lst:{{BASEPAGENAME}}/Data|j.236P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*2nd hit knocks down opponent on ground hit
*2nd hit knocks down opponent on ground hit
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{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236H Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 21F)
*Floats opponent on hit (untechable for 21F)
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{{#lst:{{BASEPAGENAME}}/Data|236P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Faust is in CH state during move
*Faust is in CH state during move
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{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236S Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Faust is airborne from 1F onwards
*Faust is airborne from 1F onwards
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{{#lst:{{BASEPAGENAME}}/Data|Pogo 66 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pogo 66 Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Wallbounces opponent on CH (untechable for 60F)
*Wallbounces opponent on CH (untechable for 60F)
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{{#lst:{{BASEPAGENAME}}/Data|Pogo 44 Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pogo 44 Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 1~7F
*Ground bounces opponent on hit (untechable for 50F)
*Ground bounces opponent on hit (untechable for 50F)
*Faust will turn around if needed to face the opponent after attack ends
*Faust will turn around if needed to face the opponent after attack ends
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{{#lst:{{BASEPAGENAME}}/Data|Pogo P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pogo P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Hitstop 6F
*Hitstop 6F
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|Pogo K Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pogo K Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 1~6F
*Flower has hurtbox on 13~22F
*Flower has hurtbox on 13~22F
*Dizzy modifier x2.0
*Dizzy modifier x2.0
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{{#lst:{{BASEPAGENAME}}/Data|Pogo S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pogo S Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Floats and pulls in opponent on hit (untechable for 35F)
*Floats and pulls in opponent on hit (untechable for 35F)
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{{#lst:{{BASEPAGENAME}}/Data|Pogo H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pogo H Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList
{{ColumnList
|text=
|text=
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{{#lst:{{BASEPAGENAME}}/Data|Pogo D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pogo D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Faust is in CH state from 1~16F
*Faust is in CH state from 1~16F
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{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214H Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*8th hit knocks down opponent
*8th hit knocks down opponent
*1st-7th hits untechable on air hit for 30F
*1st-7th hits untechable on air hit for 30F
*Hitstop 0F
*Hitstop 0F
}}
*}}
*If the opponent is within range and can be thrown on 1F, Faust starts the attack (total animation: 64F, Faust is in CH state during move), otherwise Faust performs a whiffed grab animation (total animation: 34F)
*If the opponent is within range and can be thrown on 1F, Faust starts the attack (total animation: 64F, Faust is in CH state during move), otherwise Faust performs a whiffed grab animation (total animation: 34F)
  }}
  }}
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{{#lst:{{BASEPAGENAME}}/Data|214P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 21~32F
*Strike invincible 21~32F
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{{#lst:{{BASEPAGENAME}}/Data|214K Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214K Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 21~32F
*Fully invincible 33~44F
*Wallbounces opponent on hit (untechable for 22F)
*Wallbounces opponent on hit (untechable for 22F)
*FRC timing 49~51F
*FRC timing 49~51F
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{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214S Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 21~32F
*Fully invincible 33~42F
*Strike invincible on 47F
*Knocks down opponent on normal hit
*Knocks down opponent on normal hit
*Ground bounces opponent on CH (untechable for 82F)
*Ground bounces opponent on CH (untechable for 82F)
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{{#lst:{{BASEPAGENAME}}/Data|Taunt Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Taunt Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Can be canceled into anything other than blocking from 62F onwards
*Can be canceled into anything other than blocking from 62F onwards
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|Pull 236D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pull 236D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 1~8F, 38~39F
*Wallsticks opponent on hit
*Wallsticks opponent on hit
*Can cancel into followup from 18~35F
*Can cancel into followup from 18~35F
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{{#lst:{{BASEPAGENAME}}/Data|Donut Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Donut Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Nani ga Deru kana? cannot be performed again as long as a Donut is out
*Nani ga Deru kana? cannot be performed again as long as a Donut is out
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|Chocolate Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Chocolate Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Nani ga Deru kana? cannot be performed again as long as a Chocolate is out
*Nani ga Deru kana? cannot be performed again as long as a Chocolate is out
}}
}}
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{{#lst:{{BASEPAGENAME}}/Data|Hammer Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Hammer Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Initial prorate 90%
*Initial prorate 90%
*Dizzy modifier x2
*Dizzy modifier x2
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{{#lst:{{BASEPAGENAME}}/Data|Chibi Faust Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Chibi Faust Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Chibi Faust is fully invincible while falling
*Chibi Faust is fully invincible while falling
*Chibi Faust can nullify projectiles after landing
*Chibi Faust can nullify projectiles after landing
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{{#lst:{{BASEPAGENAME}}/Data|Chibi Robo-Ky Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Chibi Robo-Ky Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Chibi Robo-Ky is fully invincible while falling
*Chibi Robo-Ky is fully invincible while falling
*Chibi Robo-Ky can nullify projectiles and knock down opponents after landing
*Chibi Robo-Ky can nullify projectiles and knock down opponents after landing
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{{#lst:{{BASEPAGENAME}}/Data|Chibi Potemkin Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Chibi Potemkin Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Chibi Potemkin is fully invincible while falling
*Chibi Potemkin is fully invincible while falling
*After touching the opponent, or after nullifying a projectile, Chibi Potemkin is fully invincible for 1-42F, Starts moving forwards again on 43F
*After touching the opponent, or after nullifying a projectile, Chibi Potemkin is fully invincible for 1-42F, Starts moving forwards again on 43F
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{{#lst:{{BASEPAGENAME}}/Data|Bomb Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Bomb Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Knocks down opponent on hit
*Knocks down opponent on hit
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{{#lst:{{BASEPAGENAME}}/Data|Meteors Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Meteors Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Dizzy modifier x0.5
*Dizzy modifier x0.5
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{{#lst:{{BASEPAGENAME}}/Data|Poison Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Poison Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Hitstop 6F
*Hitstop 6F
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{{#lst:{{BASEPAGENAME}}/Data|Coin Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Coin Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Hitstop 7F
*Hitstop 7F
*Nani ga deru kana? cannot be used again until coin disappears
*Nani ga deru kana? cannot be used again until coin disappears
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{{#lst:{{BASEPAGENAME}}/Data|Wash Pan Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Wash Pan Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Initial prorate 85%
*Initial prorate 85%
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*Dizzy modifier x1.5
*Dizzy modifier x1.5
}}
}}
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Nani ga deru kana? cannot be performed again until Wash Pan disappears
*Nani ga deru kana? cannot be performed again until Wash Pan disappears
*Startup of 78F[77F] to hit a standing opponent (tested on Sol)
*Startup of 78F[77F] to hit a standing opponent (tested on Sol)
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{{#lst:{{BASEPAGENAME}}/Data|Chikuwa Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Chikuwa Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Raises Tension Balance to max ???
*Raises Tension Balance to max ???
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{{#lst:{{BASEPAGENAME}}/Data|Dumbbell Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Dumbbell Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Blows back opponent on hit (Untechable time 50F)
*Blows back opponent on hit (Untechable time 50F)
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{{#lst:{{BASEPAGENAME}}/Data|214D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Faust is airborne from 1F onwards
*Faust is airborne from 1F onwards
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{{#lst:{{BASEPAGENAME}}/Data|j.236D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|j.236D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Initial prorate 80%
*Initial prorate 80%
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{{#lst:{{BASEPAGENAME}}/Data|214K D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|214K D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invinicible 1~8F
*Wallbounces opponent on hit (untechable for 32F, on CH for 120F)
*Wallbounces opponent on hit (untechable for 32F, on CH for 120F)
*FRC timing 6~8F
*FRC timing 6~8F
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{{#lst:{{BASEPAGENAME}}/Data|Pull 236D 236D Extra}}
{{#lst:{{BASEPAGENAME}}/Data|Pull 236D 236D Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible during move
*Knocks down opponent on hit
*Knocks down opponent on hit
*Chip damage x2
*Chip damage x2
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{{#lst:{{BASEPAGENAME}}/Data|236236P Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236236P Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Strike invincible 1~6F
*Faust is in CH state during move
*Faust is in CH state during move
*Items are tossed on 7F, 17F, 27F and 37F
*Items are tossed on 7F, 17F, 27F and 37F
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{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
{{#lst:{{BASEPAGENAME}}/Data|236236H Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 1~15F
*Strike invincible 16~17F
*Knocks down opponent after hit
*Knocks down opponent after hit
*Dizzy modifier x0
*Dizzy modifier x0
*FRC timing lasts 39F during Faust's pose after hit or block
*FRC timing lasts 39F during Faust's pose after hit or block
}}
}}
{{ColumnList |col=1 |text=
{{ColumnList |text=
*After hitting the opponent with the 1st attack, press P/K/S/H to set which chest the angel goes.
*After hitting the opponent with the 1st attack, press P/K/S/H to set which chest the angel goes.
*Opponent presses a button to choose a chest with P/K/S/H. If opponent picks a chest before Faust picks a chest, then angel is automatically chosen.
*Opponent presses a button to choose a chest with P/K/S/H. If opponent picks a chest before Faust picks a chest, then angel is automatically chosen.
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{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}
|-
|-
{{Description
{{Description|12|text=
|11|text=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*IK Mode activation: 82F
*IK Mode activation: 82F
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Revision as of 04:27, 10 March 2021

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System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P


5K


  • Floats opponent on CH (Untechable for 40F)
c.S


f.S


  • Attack is fully extended on 10F
5H


  • 1st, 2nd hits have hitstop 7F
6P


  • Floats opponent on hit (untechable for 20F)
6H


5D


  • Faust is in CH state during move
2P


  • Initial prorate 70%
2K


  • Initial prorate 80%
2S


  • Staggers opponent on ground CH (max 39F)
  • Pulls in opponent on air hit
2H


2D


  • Forced prorate 90%
j.P


j.K


  • Initial prorate 90%
j.S


j.H


j.2K


  • Can cancel startup into FD to stop momentum.
  • 4F landing recovery if FD canceled.
j.D


  • Staggers opponent on ground CH (max 39F)
  • Slams down opponent on air hit (untechable for 24F)
  • Dizzy modifier x1.5

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground Throw


  • Blows back opponent and knocks down on hit
  • Forced prorate 50%
Air Throw


  • Blows back opponent and knocks down on hit
  • Forced prorate 50%
DAA


  • Wallbounces opponent on hit
  • Floats opponent on ground hit (untechable for 28F)
  • Total animation length: 32F

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Rerere no Tsuki
41236K


  • can cancel into followup (Withdraw) on ground hit from 21~38F
  • Attack is fully extended on 30F
Withdraw
Rerere > 4


  • FRC timing 43~45F
  • Can cancel into followup (This One's on the House!) from 43~50F
  • Can cancel into followup (Holler!) on 50F
  • Listed Frame Adv is on standing hit
Holler!
Withdraw > 236P


  • Floats opponent on hit (untechable for 85F)
  • Can cancel into followup (Can't Hear You!) from 20~75F
  • Recovery on hit is 70F
Can't Hear You!
Holler! > 236P


  • Can cancel into follow-up (Holler Again!) from 27F onwards
Holler Again!
Can't Hear You! > 236P


  • Slams down opponent, fully untechable on hit
Flaming Holler Again!
Can't Hear You! > 236P


  • Groundbounces opponent on hit (untechable for 120F)
  • Forced prorate 50%
  • Auto Jump Install
Love
j.236P


  • 2nd hit knocks down opponent on ground hit
  • Ignores OTG State
  • Untechable on air hit for 30F
  • FRC timing 24~25F
  • 2nd hit can hit Faust as well (damage 30)
Going my Way (normal version)
j.236H


  • Floats opponent on hit (untechable for 21F)
  • Hitstop 7F
  • Max of 4 hits
  • If Faust lands in the middle of Going My Way, he has 8F landing recovery
  • Listed Frame Adv is for TK Going my Way performed as fast as possible (startup 11F)
What Could This Be?
236P


  • Faust is in CH state during move
  • Item is tossed on 13F
Souten Enshin Ranbu
236S


  • Faust is airborne from 1F onwards
  • Slides opponent on hit (untechable for 54F, slides for 39F)
  • Can cancel into followups from 28F onwards
  • Attack first hits behind Faust, then in front
  • Front hit of attack has a startup of 17F
  • Getting off the pogo takes 24F
  • Listed Frame Adv is for getting of the Pogo as early as possible
  • The scalpel cannot be hit during Pogo Stance
  • Faust is airborne during Pogo Stance and during all subsequent follow-up attacks
  • Faust will automatically get off the pogo if left idle for 180F
Forward
on Pogo > 66


  • Wallbounces opponent on CH (untechable for 60F)
Backward
on Pogo > 44


  • Ground bounces opponent on hit (untechable for 50F)
  • Faust will turn around if needed to face the opponent after attack ends
Small Jump
Pogo > 9


Rubber Neck
Pogo > P


  • Hitstop 6F
Growing Flower
Pogo > K


  • Flower has hurtbox on 13~22F
  • Dizzy modifier x2.0
I'm a Flower. Get it? A Flower?
Pogo > S


  • Floats and pulls in opponent on hit (untechable for 35F)
  • Removes OTG state from opponent on hit
  • Forced prorate 70%
Going My Way (Pogo version)
Pogo > H


  • Floats opponent on hit (untechable for 36F)
  • Hitstop 7F
  • FRC timing 41~46F
  • Max 4 hits
What Could This Be? (Pogo version)
Pogo > D


  • Faust is in CH state from 1~16F
  • Item is tossed on 9F
Hack n' Slash
214H


  • 8th hit knocks down opponent
  • 1st-7th hits untechable on air hit for 30F
  • Hitstop 0F
  • If the opponent is within range and can be thrown on 1F, Faust starts the attack (total animation: 64F, Faust is in CH state during move), otherwise Faust performs a whiffed grab animation (total animation: 34F)
From the Front
214P


  • Strike invincible 21~32F
  • Fully invincible 33~44F
  • Wallbounces opponent on hit (untechable for 22F)
  • FRC timing 49~51F
From Behind
214K


  • Wallbounces opponent on hit (untechable for 22F)
  • FRC timing 49~51F
  • can cancel into FB Ushiro kara ikimasuyo from 22~34F
From Above
214S


  • Knocks down opponent on normal hit
  • Ground bounces opponent on CH (untechable for 82F)
  • FRC timing 21~22F, 14~17F after the bounce off animation
  • Startup of 63F to hit a crouching opponent (tested on Sol)
Chouhatsu (Kao FLASH!)
Taunt


  • Can be canceled into anything other than blocking from 62F onwards
Gettin' to the Good Part
Withdraw > 236D


  • Wallsticks opponent on hit
  • Can cancel into followup from 18~35F

Items

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Donut


  • Nani ga Deru kana? cannot be performed again as long as a Donut is out
Chocolate


  • Nani ga Deru kana? cannot be performed again as long as a Chocolate is out
Hammer


  • Initial prorate 90%
  • Dizzy modifier x2
  • Nani ga Deru kana? cannot be performed again until Hammer hits or disappears
Chibi Faust


  • Chibi Faust is fully invincible while falling
  • Chibi Faust can nullify projectiles after landing
  • Nani ga deru kana? cannot be performed until again Chibi Faust hits the opponent or lands on the ground
Chibi Robo-Ky


  • Chibi Robo-Ky is fully invincible while falling
  • Chibi Robo-Ky can nullify projectiles and knock down opponents after landing
  • Nani ga deru kana? cannot be performed until again Chibi Robo-Ky hits the opponent or lands on the ground
  • Ignores OTG
Chibi Potemkin


  • Chibi Potemkin is fully invincible while falling
  • After touching the opponent, or after nullifying a projectile, Chibi Potemkin is fully invincible for 1-42F, Starts moving forwards again on 43F
  • Chibi-Potemkin can hit up to 3 times
  • Nani ga deru kana? cannot be performed until again Chibi Potemkin hits the opponent or lands on the ground
  • Slams down opponent on hit
  • Blockstun 20F
Time Bomb


  • Knocks down opponent on hit
  • Chip damage x2
  • Bomb explosion can hit Faust too
  • Nani ga deru kana? becomes usable again 2F before the bomb explodes
Meteors


  • Dizzy modifier x0.5
  • Goes through other projectiles
  • Nani ga deru kana? cannot be used again until Meteors disappear
Poison Vial


  • Hitstop 6F
  • Poisons opponent on hit (Poison lasts for 375F)
  • Nani ga deru kana? can be used again until 10F after the poison appears
Coin


  • Hitstop 7F
  • Nani ga deru kana? cannot be used again until coin disappears
  • Coin disappears 42F after being on the ground, or 26F after hit or block
  • On hit, the next Mou icchu Oissu becomes a Flaming Oissu instead
Wash Pan


  • Initial prorate 85%
  • Slams down opponent on air hit
  • Dizzy modifier x1.5
  • Nani ga deru kana? cannot be performed again until Wash Pan disappears
  • Startup of 78F[77F] to hit a standing opponent (tested on Sol)
Chikuwa


  • Raises Tension Balance to max ???
  • Nani ga Deru kana? cannot be performed again as long as a Chikuwa is out
Dumbbell


  • Blows back opponent on hit (Untechable time 50F)
  • Blockstun 25F
  • Stun modifier 2.0x
Data listed in [ ] is for the Pogo version of Nani ga deru kana?
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
BAM! Outta Nowhere
214D


  • Faust is airborne from 1F onwards
  • Hurtbox shrinks to chest and head for 1~8F
  • Hits crouching on 21F
  • Ground bounces opponent on hit (untechable for 40F)
  • Initial prorate 50%
  • Faust is in CH state during move
  • Faust remains in the air for 4F after the move
FB Rerere no Choutsuki
j.236D


  • Initial prorate 80%
  • Faust lands in the Pogo stance after performing this move
  • Listed Frame Adv is for a blocked TK Choutsuki performed as fast as possible
  • Removes OTG state from opponent on hit
FB From Behind
214K->D


  • Wallbounces opponent on hit (untechable for 32F, on CH for 120F)
  • FRC timing 6~8F
This One's on the House
Gettin' to the Good Part > 236D


  • Knocks down opponent on hit
  • Chip damage x2
  • Can hit Faust as well
  • Listed Frame Adv is for when Faust blocks the explosion

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
W-W-What Could This Be?
236236P


  • Faust is in CH state during move
  • Items are tossed on 7F, 17F, 27F and 37F
Shigekiteki Zetsumei Ken
236236H


  • Knocks down opponent after hit
  • Dizzy modifier x0
  • FRC timing lasts 39F during Faust's pose after hit or block
  • After hitting the opponent with the 1st attack, press P/K/S/H to set which chest the angel goes.
  • Opponent presses a button to choose a chest with P/K/S/H. If opponent picks a chest before Faust picks a chest, then angel is automatically chosen.
  • The alpha in the damage column is either 100,150,190 to opponent or 10 to self, depending on chest chosen

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
This Week's Yamaban
During IK Mode: 236236H


  • IK Mode activation: 82F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
2P - - 2S 2H 5D, 2D Sp
6P - - - - - Sp
5K - - c.S, f.S 5H, 2H 5D, 2D Jump, Sp
2K - - - 5H 5D, 2D Jump (1st hit), Sp
c.S 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - 2K - 5H 5D Sp
2S - 5K - 5H, 2H 5D, 2D Jump, Sp
5H - - - - 5D, 2D Sp
2H 5P, 2P, 6P - - - 5D Sp
6H - - - - - Sp
5D - - - - - homing jump
2D - 5K 2S - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P - j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.2K - - - - - Sp
j.S j.P j.K - j.H - Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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