GGACR/I-No/Matchup/Faust

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< GGACR‎ | I-No

The General Gameplan

What Your Opponent Can Do

Move Interactions

Buttons

  • 5P: Fast, good range for a jab, has some disjoint, 4 active frames, low recovery and +2 on block. This is a pretty good normal overall and it's very strong for Faust in this matchup.
    • Despite being 1f slower than our 5P, it'll reliably clash our 5P at round start range, and a little bit closer/further away than that. Beating his 5P with our own 5P's speed requires being close enough that 2K can make contact with him.
    • At round start range 6P will mutual whiff against this move, but from a little bit closer it'll beat it clean.
    • From round start range up to about throw range it'll beat 5K and HCL pretty reliably, as well as TK dive and j.D. In general Faust can use it as an anti-air since j.K will only beat it if you're really close to Faust's head.
      • Though from slightly farther away HCL will whiff punish it. From any further than that they mutually whiff, which is Faust's advantage since he recovers faster.
    • You can low profile under it, but it does reach low enough to stuff 2S and 2H startup. And since it's a jab it'll recover early enough to block STBT so that's not a reliable go-to choice in a neutral situation.
  • 2P: A long range low that's plus on block, faster than our 2S and has a much shorter total duration. But the hitbox is inside the hurtbox and the hurtbox extends before active so it's very easy to challenge this move directly.
    • At round start range and even much further away you can beat it with 2K.
    • It'll beat 6P in speed from even further away than round start distance, but from just outside of his range 6P can actually hit him just before he recovers. A whiff would be in his favor though since our 6P has a much longer total duration.
    • 5H's low crush frames are actually high enough to beat this move, but it's very timing specific and you're not getting a counterhit if those frames exactly line up. You're better off trying to swing first.
    • It'll reach under 2P, and it'll beat 2S/2H/2D in speed. It'll also low profile under j.D unless you hit really deep.
  • 6P: Reaches really high into the air and has above the knees invul, but has low horizontal range and no gatlings, so it can only be special canceled. It also has a lot of recovery that you can take advantage of if you can get him to whiff.
    • He extends his hurtbox along the ground before active, so 2K is reliable to beat it via speed from up close or even from further away than round start range. 6P is also reliable to beat his 6P, but it clashes when further away than round start range.
    • There's a sweet spot at about round start range where 2S will trade with it, but from up close and from further away than that you'll beat it clean. 2D will lose until you're past round start distance.
    • As you'd expect, 5H and 2H are effective for crushing this move for a counterhit at about round start distance, but Faust's 6P is frame 8 so it'll beat both on speed if you're too close, and due to I-No extending hurtboxes that's not as far away as you'd think.
    • STBT goes under it, but it's not going to be a counterhit if they start at the same time.
    • It's designed to be an anti-air so it'll beat TK dive, j.D, etc. Faust will safely low profile under safejumps unless you're doing a high spaced j.H.
  • 5K: Long range anti-air that does not extend his hurtbox before active and has a lot of active frames. The hitbox mostly overlaps the hurtbox and isn't very disjointed, but the hurtbox also doesn't really linger into recovery so it's difficult to whiff punish.
    • 2S, 2D and STBT will go underneath it, though it has a total duration of 25F so STBT isn't the greatest callout move. 2S is probably your best bet from far away, and 2H will CH if they start on the same frame. However, you have to be really close to Faust for 2H to reach and he shouldn't be using 5K at that range unless he's reacting to you in the air.
    • It'll reach over a lot of things you could be doing on the ground. 6P will mutually whiff until you get right up on Faust and can hit him. I-No's 5K will clash with his. 5H and 6H will lose. f.S will whiff under his leg unless you get close, and 2S will hit him from further away than that. 5P can beat it at if used from slightly further away than round start distance with guesswork timing, but you have to start late or you'll whiff, or it'll win via speed at close range if you can make contact with Faust's torso.
    • It's very effective as an anti-air despite not having much disjoint. You'll either get sniped out of dives or trade hits, with the trade in his favor as he gets to combo. j.D will get blown up. Generally unless you have ideal spacing and timing for your disjoints you're going to trade or lose.
  • 2K: Hits 3 times. Effective as an anti air (especially because he doesn't have to guess a crossup's direction) and looks like an overhead, but the last two hits are actually low. Don't burst this move because the 2nd and 3rd hits will whiff and let him block for free. It's also +1 on block and has gatling options so he can very effectively frametrap or set up throw or command throw.
    • This move is relatively easy to beat on the ground if he's using it wrong. Many of I-No's ground normals will beat it via speed, and it doesn't swing in front of him until late in the active frames. It's only disjoint on the first hit when it anti-airs. Don't expect to STBT under it.
    • j.K can clash it from above, and if both of you keep mashing the same buttons j.K can eventually win on the way down. But don't expect this to be easy to do. j.P and j.H can work from the front if you space their disjoint, but the Faust would be using 2K wrong in that instance (5K is better for him for that).
    • VCL is surprisingly bad at dealing with this move from above, but Faust low profiles so he's likely to duck under the beam or be able to block in time. Dives are going to be timing based, but in general since I-No comes in more from the front he should be using 5K.
  • c.S: Despite the good hitbox it's actually somewhat slow, so you can beat it reliably via speed. The main strength of this move outside of combos is that it's +2 on block and has strong gatling options to frame trap with, including a reverse gatling to 5P.
    • You can beat it via speed with most of your buttons, and the activation range on this move is relatively small.
    • You cannot STBT under this move.
  • f.S: It's actually faster up close than his c.S. The long range part is active on frame 10 and it extends his hurtbox just a bit before active. He moves forward quite a bit during this move so the range is longer than you'd expect.
    • At round start range and quite a bit further away you can reliably 6P or 5K if you start at the right time. Too far away and 6P will clash (about one backdash away from round start distance), and 5K will start to lose. From closer than round start distance it's even easier to beat, with 5P, 5K and 6P working reliably. Reward is relatively low, though from 6P you can HCL for knockdown. If you're close enough to 5K > 2D you can manual JI and get a conversion from it.
    • You can STBT under it, though you're committing as much as he is when you don't necessarily need to.
    • 2S can win via speed, but if you start late you'll get hit because 2S does not low profile. Same applies to 2D, though it's slower.
    • Dives may hit his extended hurtbox if they're done close enough to him, though you're just as likely to trade. You can also hit his startup with j.P or j.H if your timing and spacing are good, but you shouldn't be trying to do this because Faust has better options to anti-air those moves.
  • 2S: Reaches surprisingly high right above Faust so it can anti-air you, and has gatling options unlike 6P. Is a bit disjointed in front of Faust on startup and has breif low profile on startup, so he can fish for a CH that staggers against ground moves. Mostly a combo tool. It's an anti-air on a 2-input button, so it's surprisingly effective with crossups despite the bad AA hitbox. 9 total active frames.
    • 5H is a good tool to blow this up at about round start distance and further if he's fishing for ground hits with the disjoint. Any closer and you'll lose via speed, so use 5K instead. At round start and further away though 5K loses.
    • 2S is good to whiff punish though you wont get much of anything, and it'll get blown up if they start around the same time. 2D is more reliable at a distance due to the increased disjoint.
    • From the air j.H is good at hitting his extended hurtbox. Even j.K can stuff the AA part due to the hitbox being inside the hurtbox.
  • 5H: The earliest 2 active frames have a poor hitbox, but as his head extends it becomes disjointed along the top like I-No's 5K, and at full extension it can reach from round start position.
    • STBT can go under it pretty reliably, though you wont get a counter hit and it's a big commitment.
    • 2D is effective at round start range and slightly closer, but from further away you'll trade due to the lower speed and I-No's extended hurtbox on her arm. At least the trade is in your favor since he takes the knockdown.
    • HCL works at round start distance due to the time it takes his head to extend. You can also get in with mcHCL and get a meterless conversion on CH. If you're already close to him though, the "bad" first hitbox will beat you in speed.
    • Consider the time it takes for his head to extend if you want to challenge it with a button like 6P. At round start range if you delay appropriately 5P will actually clash.
    • If you're really close you can reliably beat this move with speed. Just try not to get hit by other moves at that range, and don't be close enough to get thrown since he can OS that with 4H.
    • From slightly closer than round start you can blow him up with 2H since it takes time for his head to extend. If you're too far away you'll whiff and he gets the whiff punish, but then 5H can work at that range.
    • This move is actually good at crushing I-No's 2S, so be careful about throwing that move out at a range where it would normally be a good idea.
    • He also moves his knee back, so you have to be closer than "touch" distance for 2K to beat this move.
    • This move can beat dive pretty reliably and will blow up "random j.D" attempts.
  • 2H: Long range disjointed poke that actually has quite a bit of extended hurtbox and starts on frame 14. Not very minus on block, reverse gatlings to all of his P normals, giving him a lot of freedom since he can also cancel to item throw or other special moves. It's a mid, but only hits near the ground. For the most part Faust is going to cancel to this normal from other normals to cover the startup and frametrap you, but if it's used in neutral...
    • Due to the slow startup you'd have to delay your button press if you want to beat it with 5P at round start range, but this works. If you're close enough to hit his arm before it goes active this is very reliable. From round start range and slightly further away 5K is much better since he'll stick his hurtbox into the long active frames.
    • As long as you're not trying to HCL at the last possible frame, you can HCL over it and counter hit Faust. VCL also works but HCL CH will give you a meterless conversion, and mcHCL will work from further away.
    • 5H and 2H will win in speed, though 2H doesn't have enough range to hit his arm before active so you have to be around round-start range or closer for this. 5H works from much further away.
    • j.D and TK dives can beat this move pretty easily.
  • 6H: The hitbox on this move is actually pretty huge, so he could throw it out in neutral even though the main use you deal with is as an overhead. He can only gatling to 6H from 5P, so most of the time he goes for this it'll be as a mixup from 5P (with 2D as the "low" option), or when you're locked down by an item.
    • If he's too close to you, you can actually countermash even after blocking a 5P. There's enough time to 5K, even without IB. If you can score the 5K, manual jump install and float him with 2D so you can HCL 6FRC6.
      • However, you don't even have to be that far away from him when you block a 5P to get pushed out to where 5K whiffs. 2D by itself is too slow.
      • Also don't forget that he could go for other things from 5P, so if you always just swing when you react to blocking his 5P you can let yourself get frametrapped.
    • 2S can work after you've blocked 5P at max range, though the window is tighter and the reward is minuscule for a countermash attempt.
    • If you're up close 2H is a better way to fish for CH and get a big meterless punish.
    • Faust does slightly extend his hurtbox just before active, but it's very difficult to take advantage of this in any meaningful way. Most attempts to stuff the move result in trades in his favor.
    • The hitbox even fills the air in front of Faust up to just before round start position. A little ways past that and it only runs along the ground.
      • Going airborne at the right distance can avoid the attack and allow you to whiff punish with a dive.
      • If you jump and want to try to stuff the move from the air, j.P and j.H are the least likely to trade poorly if they're spaced well due to their disjoint, though j.H is pretty high risk and only leads to a dive reward if you're close enough. j.K and j.S tend to trade or lose. j.D can work with a super jump forward if you're not too far away and offers a better reward than j.K or j.S if it works, but the timing and spacing are really tight.
    • f.S and 6H can hit his extended hurtbox before active if he's using it poorly in neutral. Same would apply to HCL. Really though, he shouldn't be throwing it out at long range without some form of cover due to the massive move duration.
    • FB Dive costs meter and can have the startup stuffed, but it's unexpectedly effective against this move. In the event that you mutually whiff thanks to your startup invul you can cancel the move early to land on him with a whiff punish.
  • 5D: Faust extends his front leg quite far with his 5D, though the bat itself is disjointed. It's a slow overhead with 13f of startup strike-invul. It's also only -3 on block and those frames are actually invul, so to punish on block you'd have to IB into a 3f move (few characters have those) or Slashback. Dealing with this move means beating the startup or getting it to whiff, though the recovery period is pretty short.
    • 5H can blow up this move pretty well for a nice counterhit, especially with the extended hurtbox, but take care not to whiff before his hurtbox extends or during his invul period on startup.
    • If you want to try to catch the end of the invul period with an active move, 5K is a good choice. You can also mash 5P/2P since that works on whiff.
    • Remember that the throw invul on wakeup would make 6H come out, though that move can also be used to beat 5D. So if you oki Faust with a safe jump into 6H as an OS, it will deal with the wakeup 5D by counter hitting it before it goes active, but not by throwing it.
  • 2D:
  • j.P:
  • j.K:
  • j.2K:
  • j.S:
  • j.2S:
  • j.H:
  • j.D:

Special Moves

  • Crawl (forward):He can crawl backwards, but attacks will put him into a block animation and that makes more of our normals actually make contact with him. We're mostly worried about the forward crawl causing stuff to whiff.
    • Goes under all of our air normals except j.H, though it has to be timed/spaced high. So high that you're almost going to cross over him from a hoverdash. So he wakeup crawl toward you and throw your safe jump reliably.
    • Thankfully he's not super low profile during this, so our lows 2K, 2S and 2D can hit him on the ground. And if you need an overhead you can also use 5D, besides an abnormally high & slow j.H.
    • He cannot low profile under Desperation super.
    • He does go under TK j.236H, but only until you pass him and it the input reverses, causing him to low block it successfully.
    • It goes under f.S so oki needs to be done with a note if you have a choice. He also goes under 5K, 2P and 6P.
    • Funnily enough c.S can hit him, but good luck with not getting f.S by mistake due to the poor activation range on c.S.
  • Re-re-re no Tsuki (41236K):
  • Love (j.236P):
  • Going My Way (j.236H):
  • What Could This Be? (236P):
  • Souten Enshin Ranbu (236S):
  • Pogo Movement (9):
  • Pogo Movement (66):
  • Pogo Movement (44):
  • Pogo Attacks (P):
  • Pogo Attacks (K):
  • Pogo Attacks (S):
  • Pogo Attacks (H):
  • Pogo Attacks (D):
  • Hack 'n' Slash (214H):
  • From the Front (214P):
  • From the Behind (214K):
  • From the Above (214S):
  • BAM! Outta Nowhere (214D):
  • FB Rerere no Choutsuki (j.236D):
  • FB From Behind (214K > D):
  • W-W-What Could This Be? (236236P):
  • Shigekiteki Zetsumei Ken (236236S):

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