System Data
Normals
Universal Mechanics
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 | |||||||||||
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Rerere no Tsuki 41236K | |||||||||||||||||
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Withdraw Rerere > 4 | |||||||||||||||||
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Holler! Withdraw > 236P | |||||||||||||||||
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Can't Hear You! Holler! > 236P | |||||||||||||||||
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Holler Again! Can't Hear You! > 236P | |||||||||||||||||
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Flaming Holler Again! Can't Hear You! > 236P | |||||||||||||||||
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Love j.236P | |||||||||||||||||
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Going my Way (normal version) j.236H | |||||||||||||||||
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What Could This Be? 236P | |||||||||||||||||
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Souten Enshin Ranbu 236S | |||||||||||||||||
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Forward on Pogo > 66 | |||||||||||||||||
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Backward on Pogo > 44 | |||||||||||||||||
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Small Jump Pogo > 9 | |||||||||||||||||
Rubber Neck Pogo > P | |||||||||||||||||
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Growing Flower Pogo > K | |||||||||||||||||
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I'm a Flower. Get it? A Flower? Pogo > S | |||||||||||||||||
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Going My Way (Pogo version) Pogo > H | |||||||||||||||||
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What Could This Be? (Pogo version) Pogo > D | |||||||||||||||||
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Hack n' Slash 214H | |||||||||||||||||
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From the Front 214P | |||||||||||||||||
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From Behind 214K | |||||||||||||||||
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From Above 214S | |||||||||||||||||
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Chouhatsu (Kao FLASH!) Taunt | |||||||||||||||||
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Gettin' to the Good Part Withdraw > 236D | |||||||||||||||||
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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 | |||||||||||
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Donut | |||||||||||||||||
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Chocolate | |||||||||||||||||
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Hammer | |||||||||||||||||
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Chibi Faust | |||||||||||||||||
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Chibi Robo-Ky | |||||||||||||||||
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Chibi Potemkin | |||||||||||||||||
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Time Bomb | |||||||||||||||||
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Meteors | |||||||||||||||||
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Poison Vial | |||||||||||||||||
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Coin | |||||||||||||||||
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Wash Pan | |||||||||||||||||
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Chikuwa | |||||||||||||||||
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Dumbbell | |||||||||||||||||
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- Data listed in [ ] is for the Pogo version of Nani ga deru kana?
Item | Percentage | Frequency (out of 136) |
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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
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 | |||||||||||
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BAM! Outta Nowhere 214D | |||||||||||||||||
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FB Rerere no Choutsuki j.236D | |||||||||||||||||
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FB From Behind 214K->D | |||||||||||||||||
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This One's on the House Gettin' to the Good Part > 236D | |||||||||||||||||
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Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
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Click [★] for character's full frame data
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