GGACR/I-No/Matchup/Faust

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The General Gameplan

What Your Opponent Can Do

Move Interactions

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  • 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 whif punish.
  • 2K:
  • c.S:
  • f.S:
  • 2S:
  • 5H:
  • 2H:
  • 6H:
  • 5D:
  • 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.
    • 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):

Spacing & Advantage (By Screen Position)

Up Close

Round Start Range

Long Range

Full Screen

Pressure

Oki

Escaping Pressure

Escaping Oki

Special/Notable Confirms

Advanced Gameplan

Your Opponent's Gameplan

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