GGACR/Faust/Frame Data

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< GGACR‎ | Faust
Revision as of 04:57, 26 February 2020 by Krakhan (talk | contribs) (Added item toss distribution.)

System Data


Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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
  • Above knees invincible 1~7F
  • Floats opponent on hit (untechable for 20F)
6H
  • Above feet invincible 43~57F
  • Low profile 58~60F
5D
  • Strike invincible 1~13F, 42~44F
  • Faust is in CH state during move
2P
  • Initial prorate 70%
2K
  • Low profile 13~21F
  • Initial prorate 80%
2S
  • Low profile 1~3F
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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
  • Fully invincible 1~16F
  • Throw invincible 17~28F
  • Above knees invincible 25~32F
  • Wallbounces opponent on hit
  • Floats opponent on ground hit (untechable for 28F)
  • Total animation length: 32F

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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
  • Fully invincible 2~38F
  • 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
  • Strike invincible 1~7F
  • 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
  • Strike invincible 1~6F
  • 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
  • Strike invincible 21~32F
  • Fully invincible 33~44F
  • Wallbounces opponent on hit (untechable for 22F)
  • FRC timing 49~51F
  • can cancel into FB Ushiro kara ikimasuyo from 22~34F
From Above
214S
  • Strike invincible 21~32F
  • Fully invincible 33~42F
  • Strike invincible on 47F
  • 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
  • Strike invincible 1~8F, 38~39Fx
  • Wallsticks opponent on hit
  • Can cancel into followup from 18~35F

Items

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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
Dumbell 5.88% 8
Washpan 5.88% 8
Coin 2.94% 4
Chikuwa 2.21% 3
Chibi Potemkin 0.74% 1

Force Breaks

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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
  • Strike invinicible 1~8F
  • 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
  • Strike invincible during move
  • Knocks down opponent on hit
  • Chip damage x2
  • Can hit Faust as well
  • Listed Frame Adv is for when Faust blocks the explosion

Overdrives

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
W-W-What Could This Be?
236236P
  • Strike invincible 1~6F
  • Faust is in CH state during move
  • Items are tossed on 7F, 17F, 27F and 37F
Shigekiteki Zetsumei Ken
236236H
  • Fully invincible 1~15F
  • Strike invincible 16~17F
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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 - - - 2H 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. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.